Base Class: Monk
Monks of the Way of the Prophet are mythic figures revered for their abilities to read the fates of the world. Way of the Prophets monks are often solitary figures, watching events from afar and calculating the perfect time to intervene so as to alter the future for the better, or the worse. Mysterious prophets have been seen wandering the sites of beaches days before tsunamis, or evacuating buildings hours before an earthquake strikes. They stand by the sides of powerful monarchs right as the assassin strikes. Way of Prophet monasteries are secretive, cult-like societies, small in number but intensely powerful and influential. These monasteries are equally loved and feared by the societies they lurk within and are often the subject of rampant conspiracies.
Way of the Prophet monks are clever combatants. They are able to read attacks before they occur to dodge them and can foresee key weaknesses and strengths of opponents. At higher levels their ability to read the fates gives them broader guidance over the success and failures of their future plans and can use their meditations to uncover dark plots and disasters moments before they unfold.
Foreseen Fighting
3rd-level Way of the Prophet feature
When a creature targets you with an attack, you may use a reaction to spend a Ki point and mark the attack as foreseen. The attack is then made against you at disadvantage.
Future Guidance
3rd-level Way of the Prophet feature
You learn the 'Guidance' cantrip.
Circumception
6th-level Way of the Prophet feature
Once per long rest, during a short rest, you can cast the 'Augury' spell as a ritual whilst meditating. If you expend a Ki point during this ritual the benefits of Augury extend from 30 minutes to 12 hours.
Anticipated Attack
6th-level Way of the Prophet feature
You have advantage on initiative rolls at the start of combat.
Foreseen Flaw
6th-level Way of the Prophet feature
As a bonus action you can specify a creature and expend a Ki point to identify a single resistance, immunity or vulnerability of that creature.
- If an creature has no listed resistances, immunities or vulnerabilities, the Ki point is expended but no information is revealed.
- The player may specify a preference for which of the three categories they wish to be revealed. For example, a player may specify they wish to have foreseen a creature's vulnerability. If the creature does have a specified vulnerability the GM is obligated to reveal this information privately to the player.
- If the player specifies a preference and the opponent has two or more listings in that category (e.g. Resistances: Fire, Necrotic) the GM is obligated to reveal only one of these of their own choosing. The other(s) is kept secret and the GM is not obligated to reveal that there are multiple listings.
- If the player specifies a preference and the opponent has no listings in that category, but does have a listing in another, the GM is obligated to reveal one of these of their choosing and specify the category.
- If the player specifies no preference, the GM is free to reveal any listing of their choosing.
- If the feature is used on the same creature multiple times, or used on multiple consecutive creatures using the same stat-block, the GM is obligated to reveal a listing different to one they have already revealed previously. This obligation ends after a long rest, after which point the GM may reveal previously known listings again.
- If this feature is used on a creature with legendary actions, the cost rises to 2 Ki points rather than the usual 1.
Mortal Premonitions
11th-level Way of the Prophet feature
You awake from a long rest with harrowing visions of an imminent disaster. Immediately following a long rest, you may choose to expend Ki points to foresee whether individual people, or places are in mortal danger within the next 24 hour period. Ki points are spent to reveal if the following things are in mortal danger:
- Yourself: 2 Ki points
- A specified creature your character is familiar with: 3 Ki points
- A specified small-to-medium location your character is familiar with (e.g. a town, castle, small region or sub-realm): 4 Ki points
- A specified large location your character is familiar with (e.g. a nation, kingdom or demiplane): 5 Ki points
What constitutes 'Mortal Danger' is up to the interpretation of the GM, but general examples may include the following:
For individuals: examples of 'mortal danger' may include being the target of a murder or assassination, being involved in a major battle they are likely to perish in, or succumbing to a serious disease, infection, health-condition or poison.
For small-to-medium locations: examples may include being attacked by a powerful monster such as an Ancient Red Dragon or The Tarrasque, succumbing to a major plague, or being caught up in a natural disaster such as a tsunami or earthquake
For large locations: examples may include being invaded by a rival nation or kingdom, a powerful emperor's sudden demise or an imminent world-ending event.
If a chosen target is in mortal danger, the GM is obligated to reveal privately to the player the recognition that there is mortal danger afoot. It is advised that GM's provide a subtle hint as to the source or nature of this danger, but should not feel compelled to reveal any additional secrets they are not yet willing to share.
This ability fails if the specified individual or location is on another plane of existence. This ability may only be used once per long-rest and must be either taken or refused immediately following a long rest.
Prophetic Lore
11th-level Way of the Prophet feature
You know the spell 'Legend Lore' and can cast it once per long rest at the cost of 2 Ki points.
Everything Is As Expected
17th-level Way of the Prophet feature
You can imbue your visions of the future upon others as well as yourself. Once per long rest you can cast the 'Foresight' spell at the cost of 1 Ki point.
Immersive Future
17th-level Way of the Prophet feature
Once per long rest, during a short rest, you may choose to expend 5 Ki Points to view a significant event within one mile of your current location up to 24 hours before it occurs. During this time the future event plays out before you through ghostly images re-enacting what is set to occur. Creatures and characters familiar to you will be recognisable in their ghostly forms, but figures who are unfamiliar to you will remain as vague outlines. The viewed event can last up to one minute, during which conversations and events can be heard and seen clearly. The event is only visible to you and any other characters who are under the effect of the 'Foresight' spell. The events seen in these visions are not set in stone and can be altered through direct intervention. It is up to the GM what events are considered significant enough to view and how subsequent intervention may alter the events seen.
If the GM deems no events worthy of viewing, the ability fails and the 5 expended Ki points are replenished at the end of the short rest.







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