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.