Base Class: Monk
Monks of the Way of Endings and Beginnings believe in the importance of life’s cyclical nature. Finding balance between honoring tradition and honoring oneself, and understanding the blessings and opportunities for improvement in both, is held to the highest level of priority. Those that follow this path often serve as a bridge between warring parties, carrying the ability to learn from the mistakes of the past while also being open to the new ideas of the future. In some cultures, these monks are referred to as ‘Those with two faces’ because of their inclination to seek wisdom both from the past and the future.
At the end of each calendar year, monks of this tradition congregate in large masses to engage in a week-long meditation. This time is meant to be an intrinsic journey of reflection, gratitude, and anticipation as well as an opportunity to cleanse the self of regrets from the past year.
Devotee’s Timepiece
When you choose this tradition at 3rd level, you are gifted a pair of special timepieces crafted by the high monks of your order. The first operates perfectly and will never falter. The second is forever frozen, locked in the moment when you devoted yourself to the monastery. Your timepieces are unique and were crafted just for you. their appearances are to be decided by you and your DM.
With these sacred gifts in hand, you always know what time of day it is and that knowledge can not be swayed, altered, subdued, or erased by any means. You also gain proficiency in the insight skill.
Reflect on the Past
Also at 3rd level, you begin to see that any problem you might encounter has many potential solutions. You also know that, sometimes, you lack the foresight to choose among them correctly.
If you miss with a melee, ranged, or spell attack roll, you can use your reaction immediately after your turn is over to attempt the same attack again. If your original attack consumed a charge, spell slot, or component of any kind, you do not need to spend that charge, spell slot, or component again during this reaction.
Anticipate the Future
At 6th level, you are able to adeptly anticipate future events by reflecting on your past battles.
When you take the Ready action, you can prepare your bonus action and movement as well to be released by the same trigger. When your Readied action is triggered, you can use your bonus action and movement as well. You cannot Ready your bonus action or movement if you have already used them on your turn. If the trigger does not occur, you can use your reaction anytime before the start of your next turn to spend 1 ki point and take your readied actions and movement anyways.
From the End is the Beginning
At 11th level, you can see into a fallen creature's past and temporarily give them additional life. If a creature within 30 feet of you has been dead for no more than a minute, you can use a bonus action to pull their soul from their body and reanimate it. This soul springs to life as a Resolute Companion at the start of your next turn and acts immediately after you in the initiative order. See this creature’s game statistics in the Resolute Companion stat block, which uses your proficiency bonus (PB) in several places. The companion is under your control and stays with you until you finish a long rest, it is reduced to 0 hit points, you release it (no action required), or you die.
Once you use this feature, you can not do so again until you finish a long rest or, at level 17, a short or long rest.
RESOLUTE COMPANION
Medium undead, adopts your alignment
Armor Class 13
Hit Points 35 + (PBx10)
Speed 30 ft., fly 25 ft. (hover)
Saving Throws Dex +2 plus PB, Wis +1 plus PB
Skills Stealth + 3 plus PB
Damage Resistances Bludgeoning, Piercing, and Slashing from non-magical attacks
Condition Immunities charmed, frightened, stunned
Senses truesight 10ft., passive Perception 10 plus PB
Languages understands the languages you speak
Abilities
Compression. Your companion can move through any opening at least 1 inch wide without squeezing. It can also squeeze to fit into a space that a Tiny creature could fit in.
Actions
Rending Hand. Melee Attack: +4 to hit, reach 5 ft., one creature. Hit: 2d6 +PB force damage.
Resolve (1/Day). Your companion touches another creature. The target gains temporary hit points equal to 3d6 + PB.
The Path of the Resolute
Starting at 17th level, the passage of time and your control over your ki become interwoven and you resolve to create a safer path moving forward.
As a bonus action, you can spend 3 ki points to mark a willing creature that you can see. The next time the marked creature takes damage from an attack or spell that targets only them, they instead take no damage and are jaunted to an unoccupied space on a surface up to fifteen feet in a direction of your choosing.
Additionally, you can spend 6 ki points to cast the sequester spell, without needing material components.
Comments