Base Class: Monk
Across the lands, one can encounter a vast variety of teachings and combat styles, each focusing on a different aspect of a fighter's arsenal. Most monk warriors tend to fully derive their techniques from the monasteries they were trained in, never deviating much from what they learned. But the multiverse is rich in variety, and in many of its various corners, new and unique styles can often be formed. After forging an unexpected bond, or having it by their side from the start, some monks cultivated an interesting thought: "What if I train the little one..?" The Way of the Companion is the monastic tradition born from that thought, focused on extending your techniques and integrating your movements with those of your bond. If the two of you are together, then no matter the odds, you fight as one.
Shared Spirit
When you choose this tradition at 3rd level, you establish a mystical connection with your companion through the use of your ki. You learn the Find Familiar spell, and can cast it once per long rest without expending a spell slot and without material components. You can also spend 1 ki point to cast it again as a ritual. When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite. Its creature type is dependent on the form you choose. In combat, it shares your initiative count, but takes its turn right before or immediately after yours (you make the choice every round). Additionally, it can take any available actions on its turn. You cannot dismiss your familiar after it is summoned.
Shared Training
At 3rd level, you introduce your companion to the basics of martial arts, teaching it to synchronize its movements with yours. You gain the following benefits:
• One, Two, Claw! - Whenever you use Flurry of Blows, your familiar can make one melee attack against the same target. It must possess an action which enables it to do so. The number of attacks increases to two when you reach 11th level.
• Don't Touch My Master! - After you take the Dodge action on your turn, your familiar can make one melee attack against any creature that misses you with a melee attack. This can be done only once per round. The number of attacks increases to two when you reach 11th level.
• Let's Get Out of Here! - When using Step of the Wind, if your familiar is within 5 feet of you, you can take it along with you in your movement. You can also do this if you pass within 5 feet of it at any point during your movement. While you're holding your familiar in this way, your movement does not provoke opportunity attacks.
Unity of Mind
At 6th level, you are able to polish your shared discipline, reaching an even greater level of coordination in combat:
• Your familiar can now make ranged attacks as part of the One, Two, Claw! and Don't Touch My Master! features. It must possess an action which enables it to do so. Additionally, its attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
• Whenever you take the Dodge action on your turn, if your familiar has already taken its turn, it takes the Dodge action as well. This counts as a free action for it.
• When using Let's Get Out of Here!, if your familiar has a flying speed, it now moves alongside you; adding its speed to your total movement.
Unity of Body
At 11th level, you fully attune your ki to that of your bond, further empowering the connection between the two of you:
• Whenever you spend ki points to apply any effects on yourself, they are applied on your familiar as well. Similarly, whenever you spend ki points to regain any number of hit points, your familiar also regains the same amount of hit points. Any excess healing is converted to temporary hit points, which last for up to 4 hours. Your familiar must be within 100 feet of you for this feature to be used.
• Whenever you or your familiar would take damage, the other can use their reaction to take the respective damage instead. This doesn't transfer any effects that might accompany the damage. This can only be done if the two of you are within 5 feet of each other. The range increases to 10 feet when you reach 17th level.
Back to Back
At 17th level, the two of you become truly inseparable, being at your strongest when together. While you and your familiar are within 10 feet of each other, you gain the following benefits: • You both have advantage on attack rolls and Dexterity saving throws.
• Your familiar has proficiency in all saving throws.
• Whenever your familiar makes a saving throw and fails, you can spend 1 ki point for them to reroll it and take the second result.
• The Evasion feature applies to your familiar as well.
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