Base Class: Monk
The Way of Destiny is a modern monastic tradition that is founded on the principle of ki as an energy that flows through and connects all things in the world. Using this energy as a guide, monks of this tradition both find their own path and help others find their destiny in the world. Some have called these monks spiritual gurus, mystics, or teachers. Yet many monks of the Way of Destiny are still finding their own destiny.
Those who follow the Way of Destiny commit to a long spiritual journey that is dedicated to learning from each person, place, and experience with the acknowledgement that everyone and everything has something to offer to the universe. This journey often begins with periods of exploration in order to find an inner balance and peace. Thus, followers of this tradition channel their ki to call upon divine magic, master skills, achieve martial expertise, and manifest the connective power of ki. Eventually, they find peace in carving their own destiny and can awaken in others the force of chasing destiny.
Explorer's Expertise
Starting when you choose this tradition at 3rd level, you gain expertise in a skill which you are already proficient in.
Hand of Destiny
Starting when you choose this tradition at 3rd level, you can manipulate your enemy’s ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:
- It must succeed on a Dexterity saving throw or be knocked prone by an explosion of ki energy from your fist.
- It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you with a gust of wind from your palm.
- A frosty layer of ice forms around its body. It can’t take reactions until the end of your next turn.
Crossroads of Destiny
Starting at level 6, followers of this tradition must decide where their specialty will reside whether in becoming a jack of all trades by quickly picking up new skills, mastering the use of ki in martial arts, or learning to access divine magic. You may choose one of the following features:
Ki Magic
You have learned how to use ki to harness divine magic. You learn the guidance cantrip. As an action, you can expend 2 ki points to cast calm emotions, enhance ability, protection from evil and good, or protection from poison.
Martial Adept
After using the Hand of Destiny feature granted to you at level 3, you can harness ki energy to additional damage. You can spend 1 ki point to do fire damage after a failed DEX save, force damage after a failed STR save, or cold damage on a CON save against your ki save DC. The damage is equal to one roll of your Martial Arts die + your WIS modifier.
Quick Learner
If you observe a creature outside of combat for 1 hour, you can spend 2 ki points to gain one of the creature's skill, tool, weapon, or armor proficiencies until you finish a long rest.
Energy Nexus
Beginning at 11th level, you can enter a special meditation that reaches into the connective power of ki energy to form a telepathic energy nexus. At the end of this 10 minute meditation, you and up to eight willing creatures gain the effect of a telepathic bond spell that lasts for 1 hour. Using this feature expends 3 ki points and it cannot be used again until you complete a long rest.
Destiny's Doom
At 17th level, you gain the ability to thrust the fear of destiny upon a creature. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible mental oscillations, which last for a number of days equal to your monk level. The oscillations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Wisdom saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 psychic damage. You can have only one creature under the effect of this feature at a time. You can choose to end the oscillations harmlessly without using an action.
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