Base Class: Monk
There is only ever one Wanderer at any given time, a novice always inheriting the mantle from their teacher when the time is right. The Wanderer travels the world of Grimnir, exploring its mysteries, and creating some of their own. And the Wanderer’s actions, they have consequences. Their choices impact those around them… and often they must take great strides to maintain balance. A good deed in one village might ultimately cost another village elsewhere.
Path of Fate
Starting when you choose this tradition at 3rd level, you become a force in the world, ever growing in power. Your disposition influences those around you. Different effects arise depending on whether you are creating mayhem or restoring order. At the end of your turn, your Path of Fate Score determines your current Fate Effect, replacing your prior one. You begin In Balance.

Fate Effects
• Disciplined Fortune. Anyone within 30 feet of you (including yourself), rolls critical hits on a roll of 18 or higher.
• Bear the Burden. You may use a reaction to allow a target within 100 feet to ignore all damage from a single attack. You take this damage instead. You may use this feature a number of times equal to your proficiency bonus and you regain all expended uses when you finish a long rest.
• In Balance. You may reroll any die roll and decide which result you will use. You may do this a number of times equal to your proficiency bonus and must then finish a long rest before using again.
• Malicious Parry. You may use a reaction to ignore all damage delivered to you from a single attack. A random NPC within 1 mile takes the damage instead. You may use this feature a number of times equal to your proficiency bonus and you regain all expended uses when you finish a long rest.
• Misfortune of Chaos. Anyone within 30 feet of you (including yourself) who rolls a 3 or under for an attack roll is considered to have suffered a critical miss.
Hands of Change
Starting at 3rd level, when you hit a hostile creature with an unarmed strike you can change the damage type. Whenever you do so, you can add an additional 1d4 damage of the chosen damage type to the damage dealt. Additionally, the weather within 1 mile of you changes based on your decision. These changes last for 1 hour.
Using the Table
Once per turn, when you use Hands of Change, adjust your Path of Fate score by the indicated amount in the table.

The game master adjusts the temperature, wind, and precipitation on a table they have available to them. At 6th level, your unarmed strike ignores any resistance to the chosen damage type (does full damage). At 17th level, your unarmed strike now treats the target’s immunity as if it were resistance (strike does half damage).
Everchanging Fate
Starting at 6th level, you gain several new abilities that can be activated by spending Ki. These abilities either derive from calm and order or result from chaos and mayhem.
Order Abilities
• Final Punch [Ki Cost: 5]. As a bonus action, after you have hit an opponent, you may attempt to banish them. If the target fails a Charisma saving throw against your Ki save DC, the target is banished as per the banishment spell. After 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
• Twist of Fate [Ki Cost: 3]. As a reaction, you may change a lethal melee attack that occurs within 5 feet of you to be non-lethal. An attack that would normally kill a target merely drops that target to zero hit points instead and they are unconscious but stable.
• Resist Order Damage [Ki Cost: 1]. As a bonus action, gain resistance to Cold, Poison, or Radiant damage for one minute.
The Cost of Order: Using an Order ability decreases your Path of Fate by one.
Mayhem Abilities
• Lightning Leap [Ki Cost: 5]. As a bonus action, you move from your current location to another location within 30 feet without spending movement or provoking opportunity attacks. Any unarmed strikes you make during this turn inflict an additional 1d6 lightning damage, each.
• Steal Fate [Ki Cost: 3]. As a bonus action, you may select another creature in the current combat and take their place in initiative order (and they take yours).
• Resist Mayhem Damage [Ki Cost: 1]. As a bonus action, gain resistance to Acid, Fire, Lightning, or Thunder damage for one minute.
The Price of Mayhem: Using a Mayhem ability increases your Path of Fate by one.
Spending Ki
Order abilities Ki cost is reduced by a number equal to your positive Path of Fate Score (maximum of 3). Mayhem abilities Ki cost is reduced by a number equal to your negative Path of Fate Score (maximum of 3). These abilities cannot cost less than 1 Ki.
Example: You have +3 to your Path of Fate and want to use Twist of Fate. Normally this costs 3 Ki, but based on your Path of Fate score, the cost is reduced to 1 Ki.
Wandering Feet
Starting at 11th level, you may use a bonus action and spend two Ki points to switch places with any ally your size or smaller within 5 feet. This movement costs no movement for either you or the ally and does not provoke opportunity attacks.
You also have the following additional movement speeds and types depending on the weather:
• While moving through heavy rain. You gain a flying speed equal to your walking speed.
• While moving through heavy snowfall. Difficult terrain is considered normal terrain and you gain 10 feet to your walking speed. You also do not provoke opportunity attacks.
• While strong wind is blowing. You may use an action to change the direction the wind is blowing. This may allow you to influence the direction your ship or other vessels are moving in, or help dissipate a mist, fog, or cloud. The moment you use any of your movement, the wind begins to blow from its original direction.
Grace of the Wanderer
Starting at 17th level, your Path of Fate score provides additional abilities. Using a bonus action, you may activate one of the following abilities:
• Graceful Save. Spend 2 Ki points. For one minute any d20 roll by you or an ally within 30 feet of you that is 9 or lower becomes a 10. You may only use this ability if your Path of Fate score is equal to or greater than +3.
• Graceful Deter. Spend 1 Ki point. You make an extra unarmed strike. On a successful hit, you knock an item held by the opponent out of their hand and it lands up to 15 feet away from them in a space of your choosing.
• Graceful Strike. If you hit an opponent with an attack, spend 1 Ki point to deliver bonus damage. Roll your weapon damage four times and deliver this total as additional Lightning, Thunder, Acid, Poison, or Fire (your choice) damage. You may only use this ability if your Path of Fate score is equal to or less than -3.
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