Monk
Base Class: Monk

Monks of the Way of the Living Chronicle believe the past is not meant to be admired from a distance, but carried into the present as a tool for protection, leadership, and service. They study the histories of peoples, places, and tragedies, seeking not only to understand what came before, but to learn how those lessons can shield others from suffering in the days ahead. To these monks, wisdom without action is incomplete and inadequate. They place themselves between danger and the vulnerable, leading not through status or command, but through sacrifice, discipline, and a deep commitment to the communities they serve.

A Living Chronicle is historian, protector, and servant-leader in equal measure: one who preserves memory, shoulders hardship, and helps shape a future worthy of those who came before. Their body becomes a shield, their mind an archive, and their life a promise to the people they protect.

As a monk on this path progresses, they begin to harbor the knowledge that the past, present, and future are not three distinct times, but a collection of moments that are part of a singular, ever-evolving picture. Something that impacts the people they choose to serve.

While the monk is capable of casting spells, the emphasis of their methods focus on the physical: Study, martial arts, and acts of service.

3rd Level: Echoes of the Past

6th Level: Guardian of the Present

11th Level: Keeper of Tomorrow

17th Level: Elder of the Living Chronicle

Level 3: Echoes of the Past

Starting when you choose this subclass at 3rd level, your study of the past allows you to perceive the lingering truths carried by people, places, and things.

You gain proficiency in the History skill. If you already have proficiency in History, your proficiency bonus is doubled for any ability check you make that uses that skill.

In addition, you can meditate upon the traces left by time. Over the course of 10 minutes, you can study a creature, object, structure, or location within 10 feet of you that is not hidden from you. At the end of those 10 minutes, you must pass a roll with a DC set by the DM. On a failure, the DM will give you light details about the thing you've studied and let you know that it was not a success. Upon passing, you learn one significant fact about the subject’s past, chosen by the DM. This fact should be related to one of the following:

  • a notable event that occurred there or involved it,
  • a former owner, inhabitant, or bearer,
  • a lingering danger, old wound, or source of conflict tied to it,
  • or a meaningful truth that could help guide your actions in the present.

Once you use this feature, you can’t use it again until you finish a long rest, unless you spend 1 Focus Point to use it again.

Optional DM guidance: The information revealed by this feature should be meaningful, but not exhaustive. It is intended to provide direction, context, or warning rather than solve an entire mystery outright.

Shield of Service

Also at 3rd level, you have learned that true leadership begins by standing where danger is greatest.

When an ally you can see within 5 feet of you takes damage from an attack, you can use your reaction and spend 1 Focus Point to protect it. You can choose to do this once you know the enemy's hit has landed. When you do so, choose one of the following options:

Intercede

You place yourself between the attacker and your ally, becoming the target of the attack instead. You are considered to have been hit by the attack, and you take its damage and any additional effects in place of the original target.

You must be able to move, and you can’t use this option if an effect would prevent you from reaching the creature’s space or an adjacent space, as determined by the DM.

Deflect Harm

You lessen the blow through practiced movement and disciplined defense. Reduce the damage the creature takes by an amount equal to:

one roll of your Martial Arts die + your Wisdom modifier + your monk level

If this reduces the damage to 0, you or the protected creature (your choice) can immediately move up to 10 feet without provoking opportunity attacks.

Level 6: Challenge of the Chronicle

Starting at 6th level, you have learned to stand before danger so fully that your presence alone draws an enemy’s wrath. Through unwavering resolve, sharp discipline, and the force of your conviction, you compel your foes to reckon with you before they can harm those under your protection.

When you hit a creature with an unarmed strike, you can spend 1 Focus Point to issue a challenge that lasts for 1 minute or until you are incapacitated. The challenge ends early if you use this feature on another creature.

While a creature is challenged by you, it is unsettled by your presence and driven to deal with you first. The challenged creature suffers the following effects:

  • The creature has disadvantage on attack rolls against creatures other than you while those creatures are within 5 feet of you.
  • If the creature deals damage to a target other than you while that target is within 5 feet of you, you can make one unarmed strike against the challenged creature as a reaction immediately after the attack, provided the creature is within your reach.
  • The first time on each of your turns that you hit the challenged creature with an unarmed strike, you deal extra damage equal to your Martial Arts die + your Wisdom modifier.

You can have only one creature challenged by this feature at a time.

Level 11: Turn the Tide

When a creature challenged by your Challenge of the Chronicle hits a creature other than you with an attack, you can use your reaction and spend 1 Focus Point to answer that failure of discipline with decisive force. Move up to your speed toward the challenged creature without provoking opportunity attacks, then make up to two unarmed strikes against it.

If at least one of those strikes hits, choose one of the following effects:

  • Drive Back. The creature must succeed on a Strength saving throw against your Focus save DC or be pushed up to 15 feet in a straight line to a space of your choice that you can see.
  • Break Advance. Until the start of your next turn, the creature’s speed becomes 0.
  • Face Me. Until the end of your next turn, the creature has disadvantage on attack rolls against creatures other than you, regardless of their distance from you.

Level 11: Voice of the Elder

You gain proficiency in Persuasion. If you already have proficiency in Persuasion, your proficiency bonus becomes Expertise and is doubled for any ability check you make that uses that skill.

In addition, when you spend at least 1 minute speaking with a creature who can understand you, you can appeal to shared duty, memory, or hope for what lies ahead. At the end of the conversation, you can choose one of the following benefits:

  • Steady Resolve. The creature gains temporary hit points equal to your monk level + your Wisdom modifier.
  • Shared Purpose. The creature can roll a d4 and add the number rolled to one ability check, attack roll, or saving throw it makes within the next hour.
  • Open Ears. You have advantage on the next Charisma ability check you make against that creature within the next 24 hours.

Once you use this feature on a creature, you can’t use it on that same creature again until you finish a long rest.

Level 17: Living Chronicle Stands

As a bonus action, you can spend 4 Focus Points to enter the Living Chronicle Stance, which lasts for 1 minute. The stance ends early if you are incapacitated.

While in this stance, you gain the following benefits:

  • You gain a +2 bonus to AC.
  • Your walking speed increases by 10 feet.
  • When a creature you can see within 10 feet of you is hit by an attack, you can use Shield of Service to protect that creature without spending a Focus Point.
  • A creature challenged by your Challenge of the Chronicle has disadvantage on attack rolls against creatures other than you, regardless of how far it is from you.
  • The first time on each of your turns that you hit a creature challenged by you, you can choose one of the following effects:
    • Past — Remember the Cost. The creature has disadvantage on the next attack roll it makes before the start of your next turn.
    • Present — Hold the Line. The creature’s speed becomes 0 until the start of your next turn.
    • Future — Choose Another Path. One ally of your choice within 30 feet of you can immediately move up to half its speed without provoking opportunity attacks.

Level 17: Steward of the People

Your service, memory, and resolve have matured into the bearing of a true Elder. You gain proficiency in Insight. If you already have proficiency in Insight, your proficiency bonus is doubled for any ability check you make that uses that skill.

In addition, when you spend at least 10 minutes speaking with one or more creatures who can understand you, you can invoke the lessons of the past, the needs of the present, and the hope of the future to guide them. Choose up to six creatures who heard you for the full duration. Each chosen creature gains one of the following benefits of your choice:

  • Shared Memory. The creature gains advantage on the next Intelligence, Wisdom, or Charisma ability check it makes within the next 24 hours.
  • Steadfast Purpose. The creature gains temporary hit points equal to your Wisdom modifier + your monk level.
  • Guided Future. The creature can add a d6 to one attack roll, saving throw, or ability check it makes within the next 24 hours.

A creature can benefit from Steward of the People only once per long rest.

Your service, memory, and resolve have matured into the bearing of a true Elder. You gain proficiency in Insight. If you already have proficiency in Insight, your proficiency bonus is doubled for any ability check you make that uses that skill.

In addition, when you spend at least 10 minutes speaking with one or more creatures who can understand you, you can invoke the lessons of the past, the needs of the present, and the hope of the future to guide them. Choose up to six creatures who heard you for the full duration. Each chosen creature gains one of the following benefits of your choice:

  • Shared Memory. The creature gains advantage on the next Intelligence, Wisdom, or Charisma ability check it makes within the next 24 hours.
  • Steadfast Purpose. The creature gains temporary hit points equal to your Wisdom modifier + your monk level.
  • Guided Future. The creature can add a d6 to one attack roll, saving throw, or ability check it makes within the next 24 hours.

A creature can benefit from Steward of the Fen only once per long rest.

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