Monk
Base Class: Monk

Pilgrim monks are travelers and explorers of the new things in the land, mostly they are the starting sparks of many adventures with their curiosity for learning and experienced new things. They are very capable explorers who expertised about natural ki transformation, cause of this they can sense with the nature and travel in it safely, also Pilgrims are very capable rangers when the shine of time comes to surviving in the wilderness and they are perfect hunters in the wild territories. 

Wild Agility

Starting when you choose this tradition at 3rd level, you can manipulate your own ki with the natural ki in the wilderness for changing your fate and surviving in the wilderness, you can add your wisdom to your initiative rolls and when you roll initiative while a hostile target within your melee range you can spend 1 ki point for attacking that target with your flurry of blows feature as a part of the initiative roll.

Way of the Body

Beginning at 3rd level, you use the natural ki for pathfinding in the living body, you can choose a creature as a bonus action within 60 feet and in your line of sight for marking it with your ki, when you mark a creature you must spend 2 ki point and when you attack the marked target with an unarmed strike you can deal extra damage equal to your proficiency bonus for the duration of 1 minute, also if your hit kills the marked target you can choose another creature within 30 feet of you for marking the new target with a cost of 1 ki point.

Traveler's Magic

At 6th level, you can use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast Enhance Ability, Alter Self, Spider Climb, or Protection from Poison, also you can spend 1 ki point as an action for casting Detect Magic, Detect Poison and Disease, or Detect Evil and Good without providing material components.

Hypersensitive Intuitions

Beginning at 11th level, when you roll Wisdom Skill Checks (Survival, Perception) and Intelligence Skill Checks (Investigation) you cannot roll lower than 10. Also when you use your step of Wind feature you can surge the effect for 2 turn instead of 1.

Piercing Fingertip

At 11th level, when you use your Way of the Body feature you can protect the effect for 1 hour and your marked target has disadvantage on it's Dexterity Skill Cheks (Stealth, Acrobatic, Sleight of hand) and Strength Skill Checks (Athletics) for the duration of the effect, and if your last hit kills your target you can mark another target with the same trait and you can make an attack to the new target if you are in the melee range with your flurry of blows feature as a part of your turn.

Wanderer Clergy

At 17th level, while you are traveling you can roll a wisdom saving throw against the DC equal to 5 + Number of your spended Ki points, if you success the roll you can take short rest without stoping or resting, also when you take damage from an unarmed attack you can roll a d4-1, and recover your ki points equal to the determined number. Also you can use your Way of the Body feature for multiple enemies.

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