Base Class: Monk
Whether through psionic training, through devotion to a god of knowledge, or through a secret ability passed through your family, monks that tread through this tradition have opened their third eye to the world around them.
They are able to enhance their visual prowess and even create a watcher that sees for them using their ki, both of which allows them to see through darkness, magic, great distances, and how to disable an enemy’s capabilities. Even if they are unable to, however, one thing holds true for all that walk this path: you always see through your enemy, and always see them coming.
Third Eye
Beginning when you choose this monastic tradition at 3rd level, you have awakened your Third Eye and are able to use it to your advantage. You can activate your third eye as an action on your turn, or as a bonus action by expending 1 Ki point.
While your Third Eye is active, it is visible in some way, whether it’s a spectral third eye on your forehead, your irises and pupils turning white or even visible Ki surrounding your forehead, the specifics are up to you. It lasts for 10 minutes and you gain the following benefits:
- You gain darkvision out to a range of 60 feet. If you already have darkvision, it increases by 60 feet.
- You have advantage on Wisdom(Perception) checks that rely on sight, as well as on any ability check to see through an illusion.
- Once per turn, you can try and ascertain the vitality of a creature you can see, making a DC 25 Wisdom(Medicine) check (no action required). On a success, you learn how many hit points, if any, the creature has left out of its total maximum. Using this feature on an allied creature causes the skill check to automatically succeed.
You can end the effects of your Third Eye at any point (no action required), and you can use this feature once, regaining the ability to do so again when you finish a short or long rest, or by expending 2 Ki points to use it again.
Energy Blocking
Also at 3rd level, your ability to see through your foes’ defenses with your third eye allows your strikes to disrupt an opponent’s flow of energy.
Whenever you hit a creature with an unarmed strike as part of your bonus action, as long as your Third Eye is active, you may force them to make a Constitution saving throw against your Ki save DC. On a failed save, you learn one resource the creature possesses and its amount that the creature has in its stat block or character sheet, such as Ki points, spell slots, Superiority Die, etc; and you can momentarily block it.
While blocked, a number equal to the number rolled on your martial arts die of that resource becomes unavailable for use, consuming or expending for a number of rounds equal to your Wisdom modifier. For example, if you rolled a 2 on your Martial Arts die for damage, you can block one level 2 spell slot, or two level 1 spell slots the creature has; or you can block 2 out of their 6 available Superiority die.
Once a creature fails the saving throw, you can't use this feature again until you finish a short or long rest, or unless you expend 3 Ki points to use it again.
Ki Watcher
At 6th level, you can harness your Ki to create a version of your Third Eye completely separate from you. As a bonus action, you can create a watcher in an unoccupied space within 30 feet of you.
The watcher is Tiny, immune to all damage and conditions, it hovers in the air, and it is visible, its physical characteristics mirroring those of your Third Eye. The watcher can look in every direction, and its sight is limited to 30 feet, though it has the benefits of your Third Eye sight.
As an action, you can move the watcher up to a number of feet in any direction equal to your walking speed. There is no limit to how far away from you the watcher can move, but it can't enter another plane of existence. A solid barrier blocks the watcher’s movement, but it can pass through an opening as small as 1 inch in diameter.
Alternatively, as part of the same bonus action used to create it, or as a bonus action in any subsequent turns, you can crush it. When you do, you can either cause the effects of the scrying spell, or you can choose a creature you or the watcher can see and learn all its damage and condition vulnerabilities, resistances and immunities.
The watcher lasts for 10 minutes or until your dismiss it, and you can use this feature once, regaining the ability to use it again when you finish a long rest or by expending 4 Ki points.
Enhanced Third Eye
Starting at 11th level, your Third Eye becomes more powerful. While it’s active, in addition to its previous benefits, you gain the following effects:
- You can spend 1 Ki point as a bonus action on your turn to gain the ability to see into and through solid matter. This vision has a radius of 60 feet and lasts for 1 minute. To you, solid objects within that radius appear transparent. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead.
- You cannot be surprised, flanked or affected by pack tactics.
- Your unarmed strikes score a critical hit on a 19 or 20 on the d20.
Perfected Third Eye
By the time you’ve reached 17th level, your Third Eye has reached the peak of its capabilities. You can now use your Energy Blocking feature thrice per short or long rest, rather than once. Additionally, while your Third Eye is active, in addition to its previous benefits, you gain the following effects:
- Its duration is now until you dismiss it or finish a short rest, rather than 10 minutes.
- You can make out details of creatures as distant as 3 miles, as long as you can see them.
- You gain truesight out to a range of 30 feet.
- You have advantage on all Intelligence(Investigation) that rely on sight.
- You can see and sense magic as described in the detect magic spell, out to a 60 foot radius.







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