Base Class: Monk
The lonesome roads are not for the faint of heart and weak of spirit to walk, being rich in danger and moral ambiguity. Some find their own kind of peace within the struggle and violence, between the long, cold nights in alleyways and makeshift campsites between villages. Most that make this spiritual pilgrimage view civility as cruelty, with freedom only found in the primal urge to fight or flee, like the beasts that men pretend they are not.
Lone Wanderer
Beginning when you choose this tradition at 3rd level, you are accustomed to a rough life on the unfriendly roads, with violence and solitude as your chosen truth. You gain proficiency with Intimidation or Survival, and one of the following tools of your choice: Cobbler's Tools, Cook's Utensils, Leatherworker's Tools or Weaver's Tools.
Everthing is a Weapon
Also at 3rd level, your fighting style is wild and unpredictable, shifting from graceful strikes to throwing bottles and bricks. You gain proficiency with improvised weapons. When you make an attack with an improvised weapon, the damage die cannot be lower than your Martial Arts die. You also gain the following benefits:
Desperate Strikes. When you use your reaction to make an opportunity attack, you can instead spend a ki point to immediately use Flurry of Blows.
Bottle Toss. When you use your Flurry of Blows, you can replace one or both unarmed strikes with an improvised ranged weapon attack, throwing an object with a short range of 20 feet and a long range of 60 feet.
Primal Body
At 6th level, your fine control over your body allows you to become as hard as stone for short bursts. As a bonus action, you can spend at least 2 ki points to gain resistance to a damage type of your choice that isn't force, necrotic or radiant. You can gain multiple resistances at once, costing 2 points each. These resistances last for an amount of turns equal to your proficiency bonus.
In addition, your animalistic lifestyle has taught you to clamber and swim like a wild beast. You gain a climbing and swimming speed equal to your walking speed.
Ravenous Spirit
At 11th level, you can feed on the spiritual energy of your foes, keeping you fresh and ready for battle. While you are in combat and reduce a creature to 0 hit points, you can choose to either gain 1 ki point or be healed equal to one roll of your Martial Arts die. You cannot benefit from this feature more than once per turn.
In addition, the strength of your untamed spirit can empower your weapons, regardless of their form. All weapon attacks you make are considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.
War and Peace
At 17th level, your mind is clearest when battle wages around you, your spirit most settled when sending others to their grave. For each hostile creature within 10 feet of you, you gain +1 to your damage rolls with unarmed strikes and improvised weapon attacks, up to +5. While at least 3 hostile creatures are within 5 feet of you, you gain advantage on all saving throws.







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