Base Class: Monk
In ancient history the Wisemen were a group of wandering scholars dedicated to understanding the elements of the universe. In the distant past they were self-reliant and enigmatic, rarely interacting with the rest of the world. But in recent times their order was destroyed, their numbers vanishing quickly from the face of the world.
Only a few dedicated sages remain, walking the world (mostly) in solitude as they gather and hoard all information they can find. Willfully ignorant of morals, politics and the affairs of common folk, their sole task in life being the discovery and research of all knowledge whether good or bad. And guarding the most earth-shattering secrets from the wrong hands. Most spend their lives either anonymous in the streets or away from wider civilization, as much of what they learn can easily be used for selfish reasons by the ignorant masses.
Techniques of Learning
At 3rd level by following the ways of the Wisemen, your life is dedicated to finding and discerning the esoterica of the universe, regardless of its nature. All knowledge is worth striving for. You teach yourself the necessary methods to aid you in detecting and identifying items of interest.
These spells can be cast at will as an action by spending Ki points relevant to their power level. (Example: Casting Identify or Detect Magic costs only 1 Ki point. But casting See Invisibility is 2 points.)
To start with you can choose 2 options out of a list of Techniques. You can choose 1 more Technique at 6th, 8th.11th, 14th and 17th level.
Technique of Clairvoyance
You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can't be attacked or otherwise interacted with.
When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing.
A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.
Technique of Comprehension
For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.
This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.
Technique of Concealing
For the duration, you hide a target that you touch from divination magic. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can't be targeted by any divination magic or perceived through magical scrying sensors.
Technique of False Aura
You place an illusion on a creature or an object you touch so that divination spells reveal false information about it. The target can be a willing creature or an object that isn't being carried or worn by another creature.
When you cast the spell, choose one or both of the following effects. The effect lasts for the duration. If you cast this spell on the same creature or object every day for 30 days, placing the same effect on it each time, the illusion lasts until it is dispelled.
False Aura. You change the way the target appears to spells and magical effects, such as detect magic, that detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or change the object's magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item.
Mask. You change the way the target appears to spells and magical effects that detect creature types, such as a paladin's Divine Sense or the trigger of a symbol spell. You choose a creature type and other spells and magical effects treat the target as if it were a creature of that type or of that alignment.
Technique of Identification
You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.
If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
Technique of Illusory Scribing
You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration.
To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know.
Should the spell be dispelled, the original script and the illusion both disappear.
A creature with truesight can read the hidden message.
Technique of Locating
Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.
The spell can locate a specific object known to you, as long as you have seen it up close--within 30 feet--at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.
This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.
Technique of Magic Detection
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Technique of Seeing
For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.
Technique of Seen Truth
This spell gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet.
Technique of Speaking
This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.
Technique of Spoken Truth
You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can’t speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.
An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.
Technique of Telepathy
For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected.
You initially learn the surface thoughts of the creature--what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.
Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.
You can also use this spell to detect the presence of thinking creatures you can't see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language.
Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range.
Technique of Tracking
Describe or name a creature that is familiar to you. You sense the direction to the creature's location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.
The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close--within 30 feet--at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn't locate the creature.
This spell can't locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.
Technique of True Strikes
You point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended.
Strength through Knowledge
Starting at 6th level, you can spend an hour outside of combat to study a chosen type of creature (example: Fey, Fiend, Celestial...) and learn its weaknesses and where to strike. After 1 hour of either written study through formal tomes (like in a library or under tutelage with an expert) you gain advantage on the first attack made by you against the chosen creature type, once per combat turn for the next 8 hours. Taking a short or long rest removes this effect.
Lessons of the Past
At 11th level you learn to take lessons from the past, unlocking a new method of obtaining knowledge based on a lesson from a specific story.
The ability gained is based on a choice between 1 of 3 types of tales. You can choose a single tale upon gaining this ability which can be replaced every time you level up.
- Tale of the Legend: Stories of legendary warriors, kings and heroes have taught you that even the deepest secrets can sometimes be found in common myths and fables. You focus your efforts on studying known legends. - You learn the Legend Lore ability usable once per Long Rest.
- Tale of the Seer: Tales from fellow knowledge-seekers have taught you that not all secrets are lost to time, most are simply concealed or hoarded by the jealous and mistrusting. You realise that the best way to learn is to spy on your peers. - You learn the Scrying ability usable once per Long Rest.
- Tale of the Planes: A story from another dimension has taught you that not all knowledge is available on this plane of existence. Much can be learned from communicating with the worlds beyond. - You learn the Contact Other Plane ability usable once per Long Rest.
Tale of the Legend
Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn't of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is.
Tale of the Planes
You mentally contact a demigod, the spirit of a long- dead sage, or some other mysterious entity from another plane. Contacting this extraplanar intelligence can strain or even break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a failure, you take 6d6 psychic damage and are insane until you finish a long rest. While insane, you can't take actions, can't understand what other creatures say, can't read, and speak only in gibberish. A greater restoration spell cast on you ends this effect.
Tale of the Seer
You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed.
Time, Fate and Eternity.
At 17th level you learn to channel all your accumulated Ki energy into your mind's eye while you sleep, charging all your senses with such power that you see visions of all things to come in the day ahead.
At the start of the day after waking up from a Long Rest, you can choose to spend all of your Ki points to gain Foresight for the next 8 hours. You loose ALL your Ki points and are no longer able to gain or use Ki points until the Foresight effect ends. Spending a short rest ends the effect prematurely.
You must choose to activate this effect immediately upon waking, it cannot be done later in the day or during combat.