Monk
Base Class: Monk

Monks who follow the way of the wanderer are those who favour exploration and adventure and have a drive to see the world with all its wonders and horrors. Some find solace wandering from village to village defending the small folk from bandits and raiders while others join parties and groups in search of epic adventures. These monks are masters of armed and unarmed combat and can draw upon there ki to empower weapons they are bonded too as a way to extend there martial prowess. They are able to manipulate these weapons and change the damage to fend of enemies of all types but also to regain energies lost. Later with training they can even attack so fast they seem to vanish before reappearing with a pile of bodies laid around them. However with all these noble goals some fall from this  path finding ways to use these learnt skills for darker means. These include becoming mercenaries and those with a reputation have come to be known an ronins who sell there blade to those who can pay.

Way of the wanderer

When you choose this tradition at 3rd level you gain proficiency with martial weapons that act as monk weapons. You also gain the following benefits:
Sacred weapon: you are able to bond with up to two weapons you are proficient with. While bonded these weapons can never be disarmed from you. You can bond to these weapons over the course of a short or long rest.
Ki regain: when you deal a critical hit you regain 1 ki point.
channeled weapon adaption: when you damage a target with a weapon or unarmed strike you can adapt the damage to be acid, cold, fire, lighting or poison instead for that turn.
Wanderers skills: choose two from the following to gain proficiency. A skill, language or tool proficiency.

Know and adapt

At 6th level you get the following:
Magical edge: your attacks are classed magical to overcome damage resistances and immunities.
Ki burst: when you hit a target with your sacred weapon you can burn up to 5 ki points. For each point used you can add 1 extra martial arts die of damage.
Always prepared: you can use step of the wind or patient defence as a reaction. You can use these in this without using any ki points a number of charges equal to your proficiency bonus. Also at this level you gain advantage on initiative rolls. 

Honed reflexes

At 11th level you gain the following:

you've honed your awareness and reflexes through mental aptitude and pattern recognition. Once per turn, if you've already taken your reaction, you may spend 1 ki point to take an additional reaction. You can use only one reaction per triggering effect.

Additionally you critical hit range is now 19-20

Strike first

At 17th level as an action pick up to five targets within 60 feet of you to strike like the wind. Make a melee attack for each target. On a hit the target takes weapon damage plus two additional martial arts die. You can appear within 5 feet of any of the targets hit or missed. You can use this feature up to your wisdom modifier and gain all uses back after a short or long test. Additionally you can spend 2 ki ponts to add another target up to 6 points. This can also be used as an attack action to warrant flurry of blows.

Comments

Posts Quoted:
Reply
Clear All Quotes