Base Class: Monk
Monks of the Way of the Horizon Walker train relentlessly with their weapons, to the point where the weapon becomes an extension of the body. Horizon Walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep watch over them, venturing to the Inner Planes and the Outer Planes as needed to pursue their foes. These rangers are also friends to any forces in the multiverse — especially benevolent dragons, fey, and elementals — that work to preserve life and the order of the planes.
Horizon Walker Magic
Starting at 3rd level, you learn a new spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. To cast these spells, you must spend a number of ki points equal to the level requirement of the spell you want to cast.
Horizon Walker Spells
| Monk Level | Spell |
|---|---|
| 3rd | protection from evil and good |
| 5th | misty step |
| 9th | haste |
| 13th | banishment |
| 17th | teleportation circle |
Path of the Horizon Walker
When you choose this tradition at 3rd level, your special martial arts training leads you to master the use of certain weapons. This path also includes instruction in the deft strokes of calligraphy or painting. You gain the following benefits.
Walker's Weapons. Choose two types of weapons to be your Walker weapons: one melee weapon and one ranged weapon. Each of these weapons can be any simple or martial weapon that lacks the heavy and special properties. The longbow is also a valid choice. You gain proficiency with these weapons if you don’t already have it. Weapons of the chosen types are monk weapons for you.
Agile Parry. If you make an unarmed strike as part of the Attack action on your turn and are holding a Walker weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren’t incapacitated.
Walker's Shot. You can use a bonus action on your turn to make your ranged attacks with a Walker weapon more deadly. When you do so, any target you hit with a ranged attack using a Walker weapon takes an extra 1d4 damage of the weapon’s type. You retain this benefit until the end of the current turn.
Way of the Brush. You gain proficiency with your choice of calligrapher’s supplies or painter’s supplies.
One with the Blade
At 6th level, you extend your ki into your Walker weapons, granting you the following benefits.
Magic Walker Weapons. Your attacks with your Walker weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Deft Strike. When you hit a target with a Walker weapon, you can spend 1 ki point to cause the weapon to deal extra damage to the target equal to your Martial Arts die. You can use this feature only once on each of your turns.
Ethereal Step
At 11th level, you learn to step through the Ethereal Plane. As a bonus action, you can cast the etherealness spell with this feature, without expending ki points, but the spell ends at the end of the current turn.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Distant Strike
At 17th level, you gain the ability to pass between the planes in the blink of an eye. When you take the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see.
If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.







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Posted Dec 6, 2019I'm glad I'm not the only one who missed and option like this! xD
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Posted Dec 3, 2019This is exactly what I have been wanting for a monk, thank you for making it