Monk
Base Class: Monk

Monks who follow the path of the Warrior of Planar Defense dedicate their lives to defending the Material Plane from extraplanar threats. These monks are vigilant watchers, using their keen senses and supernatural abilities to track, hunt, and banish beings from other realms. They blend martial prowess with mystical power, becoming a formidable force against any who threaten the balance of the worlds.

Lore

The Warrior of Planar Protection is a relatively new tradition established to work with Horizon Walker Rangers and Oath of the Watchers Paladins. These warriors are often trained in a secret monastery located at the crossroads of ley lines or places where the veil between planes is thin. Here, they learn the art of defending the Material Plane, honing their bodies and minds to become living weapons against extraplanar invaders.

These monks are not only skilled in combat but also in the arcane arts. They study the nature of the planes, learning how to detect and counteract the influence of otherworldly beings. Their training involves rigorous physical discipline, meditation, and the study of ancient texts that detail the history and methods of planar defense.

Defender's Mark

As a bonus action, you can mark a creature you can see within 60 feet of you. For the next hour, your unarmed strikes and attacks with monk weapons against the marked creature deal an additional 1d6 [Tooltip Not Found] damage. Once you use this feature, you can't use it again until you finish a short or long rest. Concentration is not required to maintain the effect. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.

Watchful Hunter

Your training has honed your senses and instincts to perfection. You gain expertise in the Perception and Insight skills, allowing you to track and understand extraplanar beings with unparalleled precision.

Elusive Actions

At 6th Level You have gained extra ways to be elusive in combat:

Focused Teleportation 

You can use a ki point to teleport up to 60 feet to an unoccupied space you can see as a bonus action. After teleporting, you have advantage on the first melee attack you make before the end of the turn.

Slippery Maneuvers 

Creatures you attack in melee on your turn cannot make opportunity attacks against you for the rest of the turn.

Ki Enhanced Mobility

Harnessing your ki at 11th level, you can become a blur of motion. As a bonus action you can use 3 ki points to gain the effects of the Haste spell for 1 minute. This grants you an incredible burst of speed and reflexes, making you a whirlwind of action in combat.

Banishing Fist

Your mastery of ki allows you to banish extraplanar threats with a single strike. You can spend 3 ki points to attempt to banish a creature with an unarmed strike. The target must make a DC 16 Wisdom saving throw. On a failed save, the creature takes 10d10 force damage and is banished to its home plane if it is native to a different plane of existence than the one you're on. If the creature is on its home plane, it is banished to a harmless demiplane. On a successful save, the creature takes 10d10 force damage but is not banished.