Monk
Base Class: Monk

The way of the thousand paths is a long and difficult journey only traveled by few monks and completed by even less. Those who follow this path seek ultimate understanding of the world.  

Monks that follow a thousand paths must typically travel extensively and have a wide variety of experiences. These individuals are seen performing a large range of jobs including adventurers, mercenaries, and healers. Through these experiences monks will. Travel down the various paths of life getting closer to full enlightenment. 

These individuals tend to not be tied heavily to worlds tethers and will abandon their homes, friends, family, and possessions in order to travel and seek out greater truths. As they approach full perfection they shall unlock a wide range of abilities such as sensing other life, resisting charms, and even governing the domains of life and death. 

First Path

You have started down the first path to enlightenment and you are now beginning to see the opportunities for knowledge that lay before you. Beginning at 3rd level, you can spend a ki point to take an extra action in combat. Upon reaching level 6 you can take an extra 2 actions instead of 1.

Tenth Path

You have unlocked the first doors to understanding and can now access a wider range of knowledge. Beginning at 6th level, You can use a ki point to give yourself one of the following benefits:

Give yourself advantage on a history check. 

As an action, impose disadvantage on any incoming attacks for 1 turn. 

As a bonus action detect the presence of creatures within 30ft. Creatures must beat a DC 18 stealth check to remain undetected. 

Once per long rest, As an action you can send your soul into the ethereal or astral plane for up to one hour. You can bring one willing creature with you. Your body stays on the material plane in a state of rest until you return. you can also make an unarmed attack to force one unwilling creature on out of its body. If the attack hits that creature must succeed a DC 12 charisma saving throw to resist the effect. Any creature forced out of its body can reattempt the saving throw as an action on its turn. If a creature would die on the ethereal or astral plane they are immediately returned to their body and the effect ends early. If a creature's body takes any damage while the creature is on the ethereal or astral plane then the creature is returned to its body immediately. 

Hundred Paths

Your perspective of the world has been expanded immensely allowing you to see things sometimes not noticed by others. Beginning at 11th level, gain advantage on all insight checks and saving throws against being charmed. Whenever you take a short rest and use a hit die to heal, you gain an additional 1d4 per hit die. As an action, you may also spend a ki point to teleport up to 60ft in any direction. 

Thousand Paths

You have reached the pinnacle of enlightenment and you knowledge of the world lets you to transcend the boundaries of mortality allowing you to control the flow of life and death. Beginning at 17th level, you gain the Touch of Death and Breath of Life abilities. 

Touch of Death


Once per day, as a reaction to striking a creature with an unarmed attack you can use the touch of death ability. That creature must succeed a DC 17 constitution saving throw. Any creature with more than 100 hit points automatically succeeds the saving throw. On a failed save the target immediately dies. On a successful save the creature receives 5d12 and is stunned for 1 round. 

Breath of Life


As an action you may spend a ki point to cast the spell Spare the Dying or use 5 ki points to cast Regenerate. Once per day you can use an action to breathe life into a deceased creature. Provided the creature has been dead for no longer than 10 days and the soul is willing, you return a creature to life with 1 hit point. This ability heals mortal wounds but does not heal any scars or non-death related injuries. If the creature is missing any body parts essential to living those organs or parts are regenerated. 

 

 

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