Base Class: Monk
The Way of Kings has its origins not with kings, but with the thieves and mercenaries who traveled along a trade route going from the East to the West. Those who regularly worked this route picked up techniques and maneuvers from other martial traditions, and became sought after for their prowess in battle. One such mercenary was chosen by an emperor to be a member of his imperial guard and to train him in self defense. The other members of the royal guard were also instructed in this style, thus giving birth to the first true Way of Kings practitioners. As members of the emperor's royal guard were exiled or otherwise left his service, the Way of Kings began to spread, and monasteries where it was taught were founded. Its royal lineage carried with it an air of sophistication, and many monasteries of the tradition still instruct its practitioners in philosophy and fine arts.
The style focuses on harnessing the power of ki, using it to enhance the senses and one's capabilities, allowing them to perform subtle maneuvers that shape the flow of battle and to strike with precision and power. Many of the techniques are simple, and the training centers around the use of these tools in a quick and instinctual manner so the fighter is prepared to adjust to any situation. As a Way of Kings practitioner, you will have a commanding presence in and out of battle, be well versed in strategy and arts, and will likely have a strong sense of duty and tradition. You might be called on to guard a merchant or monarch, or travel with a caravan to protect goods; your tradition's reputation may also get you involved with political intrigue. However your adventure starts, you will have the tools to walk a royal road to your destiny.
Wisdom of the Kings
Your background in Way of Kings studies has given you familiarity with different languages and intellectual pursuits. You gain proficiency with one of History, Arcana, or Religion, and learn a language of your choice.
Arcane Lore
Gain proficiency in Arcana.
Sacred Reading
Gain proficiency in Religion.
Tales of Ancient Kingdoms
Gain proficiency in History.
Ki Superiority
When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called ki dice.
Maneuvers. You learn three maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
Ki Dice. You have four ki dice, which are the same die class as your Martial Arts die. A ki die is expended when you use it. You regain all of your expended ki dice when you finish a short or long rest. You gain another ki die at 7th level and one more at 15th level.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Wisdom or Dexterity modifier (your choice)
Absorb Pressure
When you would make a saving throw against being forced to move by a creature, you can use a reaction to expend a ki die and add the result to your save. If you succeed you aren't moved, though you still take any other effects from the action.
Bait and Switch
When you're within 5 feet of a creature on your turn, you can expend one ki die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn't incapacitated. This movement doesn't provoke opportunity attacks.
Roll the ki die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.
Block
When another creature damages you with a melee attack, you can use your reaction and expend one ki die to reduce the damage by the number you roll on your ki die + your Dexterity modifier.
Challenge
When you hit a creature with an attack, you can expend one ki die to attempt to goad the target into attacking you. You add the ki die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
Counter Strike
When a creature misses you with a melee attack, you can use your reaction and expend one ki die to make a martial arts attack against the creature. If you hit, you add the ki die to the attack's damage roll.
Crumbling Strike
When you hit a creature with a martial arts attack, you can expend one ki die to attempt to knock the target down. You add the ki die to the attack's damage roll, and if the target is no more than one size class above you, it must make a Strength saving throw. On a failed save, you knock the target prone.
Dazing Blow
When you hit a creature with a martial arts attack, you can expend one ki die to attempt to daze the target. You add the ki die to the attack's damage roll, and the target cannot take reactions until the end of your next turn.
Deflection
When a melee weapon attack targeting you would miss, you can use a reaction to expend a ki die and direct the attack at another target(besides the attacker) you can see in range of it.
Diamond Strike of Perfection
When you make a martial arts attack roll against a creature, you can expend one ki die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
Disarming Strike
When you hit a creature with a martial arts attack, you can expend one ki die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the ki die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
Evasive Maneuver
When you move, you can expend one ki die, rolling the die and adding the number rolled to your AC until you stop moving.
Feint
You can expend one ki die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature this turn. If that attack hits, add the ki die to the attack's damage roll.
Flickering Throw
As a bonus action, you can expend one ki die and make a ranged attack with a monk weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the ki die to the weapon's damage roll.
Formation Attack
When you hit a creature with a martial arts attack, you can expend one ki die to maneuver one of your comrades into a more advantageous position. You add the ki die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
Grapple
Immediately after you hit a creature with a melee attack on your turn, you can expend one ki die and then try to grapple the target as a bonus action (see the Player's Handbook for rules on grappling). Add the ki die to your Strength (Athletics) check.
Invigorating Insight
On your turn, you can use a bonus action and expend one ki die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the ki die roll + your Wisdom modifier.
King's Gambit
When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one ki die. That creature can immediately use its reaction to make one weapon attack, adding the ki die to the attack's damage roll.
King's Gate
When you use your Patient Defense or Step of the Wind features, you can expend a ki die to allow allies within 10 feet of you to move through but not end their turn in another creature's space.
King's Presence
When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one ki die and add the ki die to the ability check.
Lunging Strike
When you make a martial arts attack on your turn, you can expend one ki die to increase your reach for that attack by 5 feet. If you hit, you add the ki die to the attack's damage roll.
Menacing Strike
When you hit a creature with a martial arts attack, you can expend one ki die to attempt to frighten the target. You add the ki die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
Oldest Trick in the Book
When you hit a creature with an attack, you can expend one ki die to distract the creature, giving your allies an opening. You add the ki die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
Soul Read
When you make an Insight, Perception, or Investigation ability check, you can expend a ki die and add it to the result.
Spring the Trap
When a creature you can see moves into the reach you have with the melee weapon you're wielding, you can use your reaction to expend one ki die and make one attack against the creature, using that weapon. If the attack hits, add the ki die to the weapon's damage roll.
Thunderous Blow
When you hit a creature with a martial arts attack, you can expend one ki die to attempt to knock the target back. You add the ki die to the attack's damage roll, and if the target is no more than one size class above you, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.
Sense Ki
At 6th level, your proficiency with ki has made sensing incoming threats subconscious and effortless, allowing you to detect the ki of others and spot incoming dangers. You gain Blindsight to 10 feet, advantage on Dexterity saving throws against effects you can see.
Strength of Spirit
Beginning at 11th level, your knowledge of tactics and terrain synergizes with your ki to make maneuvering through any obstacle less difficult, and lets you apply your ki to athletic endeavors besides battle. You ignore non-magical difficult terrain, and can add your Wisdom modifier to Strength ability checks.
Master Hand
At 17th level, your unmatched dexterity allows you to perform even the most difficult tasks with ease. If your total for a Dexterity check is less than your Dexterity score, you can use that score in place of the total.
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