Monk
Base Class: Monk

A seeker of truth who wanders from place to place in search of purpose.

Talents of Wandering

Your talents for finding and escaping situations have reinforced you with a large pool of skills. You gain proficiency in three of the following skills of your choice: deception, sleight of hand, stealth, insight, investigation, perception, atheletics, acrobatics. You become proficient with longbows, blowguns, all crossbows, any thrown weapon or improvised weapon, and firearms (if your DM allows it).

Acrobatics

You gain proficiency in Acrobatics

Athletics

You gain proficiency in Athletics

Deception

You gain proficeinty in Deception

Insight

You gain proficiency in Insight

Investigation

You gain proficiency in Investigation

Perception

You gain proficiency in Perception

Sleight of Hand

You gain proficiency in Sleight of Hand

Stealth

You gain porficiency in Stealth

Like Water

Starting at 3rd level, you can use your object interaction to switch between any two weapons, objects, or items, as well as stow or ready any two weapons, objects or items. If you touch a weapon that has an ammo or loading property it is automatically reloaded. When you make an unarmed strike you can replace it with a dexterity(sleight of hand) check.

Extended Ki

Starting at 6th level your weapons are shoruded in Ki, any weapons attack you make counts a magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You can use your stunning strike feature on any weapon attack.

Path of Wisdom

Starting at 6th level, whenever you roll a d20 that is influenced by another modifier, you can add your wisdom mdofier to that roll and any subsequent rolls that use that modifier for 1 minute. You can use this feature a number of times equal to your proficiency bonus. You regain all uses of this feature after a short or long rest.

Impactful Timing

After dealing damage to a creature you can choose to deal an extra amount of damage equal a number of d6 equal to your wisdom modifier. After you use this feature you cannot use it again on the same turn.

Change of Tides

Starting at 11th level you are harder to pin down and more alert to your sorroundings, you gain a bonus to your infitative rolls equal to your wisdom modifier and any oppertunity attack made against you is made with disadvantage.

Luck of the Wanderer

Starting at 17th level, after you roll a die but before it goes into effect, you can choose to reroll the die and must use the new roll. You can do this a number of times equal to your porifciency bonus, you regian all uses of this feature after a long rest.