Monk
Base Class: Monk

Like most traditional monks, those who follow the Way of the Wanderer are often hermits. Yet unalike their contemporaries, these wanderers take no home or refuge and have no monastery, but train and learn amidst their endless travels. Always welcome on the road is the wandering monk, who brings safety and respite to the weary in far-off places.

Safe Passage

3rd-level Way of the Wanderer feature

When you choose this path at 3rd level, you gain proficiency in the Survival skill if you don't already have it. Additionally, you can spend 2 ki points to cast the pass without trace spell as an action, without providing material components.

Fury of the Wind

3rd-level Way of the Wanderer feature

Your travels have taught you how to strike with sudden force, and then quickly escape. You can spend 1 ki point to cast the zephyr strike spell as a bonus action.

Traveler's Respite

6th-level Way of the Wanderer feature

At 6th level, your time on the road has shown you the hardships that travelers face, and you've learned methods to ease them. When you start a short rest, you can tend to a number of resting creatures equal to your Wisdom modifier (minimum of 1). At the end of the short rest, each creature that you tend to loses one level of exhaustion if it has any, and regains hit points equal to one roll of your Martial Arts die.

Once you use this feature, you can't use it again until you finish a long rest.

Wayward Step

6th-level Way of the Wanderer feature

You've developed a keen sense for danger on your journeys, and are quick to keep the less wary from taking a wayward step. When a creature within 5 feet of you fails on a Dexterity saving throw, you can spend 1 ki point as a reaction to allow that creature to roll the saving throw again, potentially turning the failure into a success.

Inexhaustible Vagabond

11th-level Way of the Wanderer feature

At 11th level, you have traveled so far that you find nearly as much comfort on your feet as you do at rest. Your exhaustion level always counts as one level lower than it is. Additionally, when you would gain exhaustion from any source other than lack of rest, you can spend 3 ki points and gain no exhaustion.

Leaves on the Wind

11th-level Way of the Wanderer feature

Nothing is so graceful as a leaf on the wind, as those you pull from danger will know. When you use your Wayward Step feature, the effected creature gains the benefit of your Evasion feature for that Dexterity saving throw.

Additionally, you can spend 1 ki point as a reaction to grant up to two other creatures within 5 feet of you the benefit of your slow fall feature.

Find the Path

17th-level Way of the Wanderer feature

At 17th level, you've developed an intuitive knowledge of roads and trails, and can always find a way ahead. You can spend one minute and 6 ki points to cast the find the path spell. When you cast find the path this way, you can't regain ki points while concentrating on the spell.

Clear the Path

17th-level Way of the Wanderer feature

Nothing halts the roving wind. As an action, you can spend 5 ki points to cast the steel wind strike spell, without providing material components. When you cast steel wind strike this way, you treat each melee spell attack as a melee weapon attack, and you gain one level of exhaustion.

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