Monk
Base Class: Monk

Hailing from the Monasteries in Alarron, the monks who follow the way of the Atlas are encouraged to follow their wanderlust, to explore the world and to learn. They honour knowledge for knowledge's sake, and seek to explore and document all of the hidden places in the world. The maps and information gathered by the wanderers is curated at the great Helomon Monastery in Balderbough, though smaller repositories exist in almost every major city and town. The hazards of the uncharted places of the world are severe, however, and so Monks of the Atlas are well-regarded combatants, expected to be able to navigate the hazards of great monsters, dangerous terrain and the unexpected.

Bonus Proficiencies

When you choose this tradition at 3rd level, you gain proficiency in the Survival skill if you don’t already have it. Your order requires the documentation of your journeys and maps of your voyages. You also gain proficiency with cartographer's tools if you don’t already have it.

Camouflage

At 3rd level, you learn how to hide yourself among the natural terrain of an area, using your Ki to hide your form among the natural vegetation of an area. If you spend a Ki point, on your turn you may use the Hide action as a bonus action on your turn. This skill is an essential part of the Way of the Atlas' monk's defences in wilder areas, and they have trained specifically to hide from large beasts that may be hunting them. As a result, creatures of Large size or larger have disadvantage on Wisdom(Perception) skill checks to detect them. Additionally, due to the use of your mystical Ki energy, you may hide without a source of cover as long as you are in natural terrain.

Know the Land

You develop a connection with the land. As long as you are conscious, you cannot be surprised so long as you are in natural terrain. You may also commune with the land to discover major terrain features nearby. At the end of a short or long rest, you may commune with the land to intuitively know where all examples of a specific feature, such as a cave entrance, urban centre, mountain, forest, lake, etc. can be found. This reveals to you all examples of this feature within a one-mile radius. Alternatively you may choose to discover the nearest example, which reveals to you the distance to and direction of the nearest example of that feature.

Great Bestiary

Starting at 11th level, you learn to refer to the Great Bestiary of the order of the Atlas, a mystical document that incorporates the sum knowledge of the order's experience in fighting the creatures of the wilder parts of the world. Then, using your Ki, you can incorporate that knowledge into your unarmed strikes in order to maximise your ability to damage them.  You can immediately recognise the creature type of any creature that you encounter. You are also able to prepare in advance when fighting certain common creatures that are of the beast, plant, ooze, monstrosity, construct, or undead. You can spend 10 minutes referencing the bestiary to gain knowledge about a specific species of creature (such as Ape, or Skeleton) of one of those types. From then on, when fighting that species of creature, you may use a bonus action and spend a ki point to change your unarmed strike damage type to one that that creature is vulnerable, or not resistant or immune to. You can prepare for a number of creatures in this way equal to your Wisdom modifier. If you attempt to learn about a different creature and your are at your maximum, you can choose which creature to forget and replace. Your memorised creatures reset with a long rest and must be prepared daily. 

Worldstride

At 17th level, you learn how to channel your Ki energy through your cartographer's tools in a way that allows you to transport yourself and other willing creatures to any location that you have an accurate map of. This teleportation can even cross into other planes. The particular wayfinding magic you use also helps adapt you and everyone you bring with you to the environment you arrive in. Until your next long rest, you and everyone teleported in this way are immune to the effects of extreme heat, extreme cold, and high-altitude environments (as described in Dungeon Master's Guide, Chapter 5), they can breathe comfortably underwater, gain a swim speed equal to their movement speed, and can ignore non-magical difficult terrain. These effects last until your next long rest. The ritual takes 10 minutes and expends 5 Ki points.

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