Monk
Base Class: Monk

Monks who follow the way of the rover are those who favour exploration and adventure and have a drive to see the world with all its wonders and horrors. They set forth on a path from monasteries only to return to incorporate others into the ranks to then set out once more. Some find solace wandering from village to village defending the small folk from bandits and raiders while others join parties and groups in search of epic adventures. These monks are masters of armed and unarmed combat and can draw upon there ki to empower weapons they are bonded too as a way to extend there martial prowess. They are able to manipulate these weapons and change the damage to fend of enemies of all types but also to regain energies lost. Later with training they can adapt there bodies to fend off conditions that would cripple others and later be able to continue attacking where other warriors would falter. However even those with the purest of goals and ideals can fall, with those that do using these skills to work as mercenaries. some notorious rovers end up being referred to as the masterless or ronin's.

Tools for the path

When you choose this tradition at 3rd level, you're able to bring the skills learnt to bare upon your foes. You gain the following benefits:
 
You gain proficiency with martial weapons that act as monk weapons. 
 
Sacred weapon: you are able to bond with up to two weapons you are proficient with. While bonded these weapons can never be disarmed from you. You can bond to these weapons over the course of a short or long rest.
 
Ki regain: when you deal a critical hit you regain 1 ki point.
 
channelled weapon adaption: when you damage a target with a weapon or unarmed strike you can adapt the damage to be acid, cold, fire, lighting or poison instead for that turn.
 
Wanderers skills: choose two from the following to gain proficiency. A skill, language or tool proficiency.

Know, adapt and overcome

Your attachment to your sacred weapons has improved. At 6th level you gain the following:

Magical edge: your sacred weapons are classed as magical for the purposes of overcoming damage resistances and immunities.

Empowered slash: When you hit a creature with your sacred weapon, you deal an extra martial arts die of damage of the same damage type used to the target. Additionally your critical hit range is now 19 to 20.

Sensory defence: When you are hit with an attack that requires an attack roll, you can spend 1 ki point to use your reaction to add one roll of your martial arts die to your AC until the start of your next turn.

 

Honed mind and reflexes

Through continuous commitment to the path you have been able to hone your body to fend off conditions and react when others wouldn't expect. When you reach 11th level you gain:

Secondary shift: Once per turn, if you've already taken your reaction, you may spend 1 ki point to take an additional reaction. You can use only one reaction per triggering effect.

Soul of resilience: You have advantage on saving throws against being charmed, frightened, blinded or deafened.

Non shall stand

Through your mastery of your sacred weapons you're able to continue to fight when others would tire and fatigue. When you reach 17th level you gain the following ability:

sacred barrage: When you take the attack action while wielding one of your sacred weapons and score either a critical hit or reduce a creature to 0 hit points as part of that action you can make one additional attack. You can make up to three additional attacks with this feature per turn. Finally your critical hit range is now 18 to 20 

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