Monk
Base Class: Monk

Monks who follow the Way of Connection learn to attune themselves to the energy that flows through all things. Through this bond, they form a deep connection with a chosen weapon, the surrounding land, and the weave of magic itself.

Level 3: Connected Weapon

3rd-level Way of Connection feature

When you choose this tradition at 3rd level, you gain proficiency with one melee weapon of your choice that does not have the heavy or special property. This weapon becomes a monk weapon for you. Additionally, you can use your Wisdom modifier instead of Strength or Dexterity for attack and damage rolls with this weapon.

Level 6: Extended Flow

6th-level Way of Connection feature

Your connection to your weapon strengthens. Your Connected Weapon now deals an additional 1d4 + 1 force damage and is considered magical for overcoming resistance and immunity to nonmagical attacks and damage.

Additionally, you gain the ability to project your ki outward. As a bonus action, you can make a ranged ki attack against a creature within 30 feet. This attack uses your Wisdom modifier for attack and damage rolls, deals damage equal to your Martial Arts die, and inflicts force damage.

If the target fails a Strength saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier), you can move them up to 10 feet in any direction. This attack does not suffer disadvantage when made within melee range, and you may replace one of your Flurry of Blows attacks with this ranged ki strike.

Level 11: Deepened Connection

11th-level Way of Connection feature

Your Connected Weapon now deals 1d6 + 2 additional force damage instead of 1d4 + 1.

Additionally, your awareness of the world's energies enhances your defenses. Your AC becomes 13 + your Dexterity modifier + your Wisdom modifier while you are not wearing armor.

Level 17: Master of the Flow

17th-level Way of Connection feature

Your connection to the surrounding energies reaches its peak, allowing you to manipulate the flow of magic itself. You can cast Counterspell at 3rd level a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.

When you successfully counter a spell that would deal damage, roll a d20:

  • 11 or higher: You deal half of the spell’s damage back to the caster.

  • Natural 20: You deal full damage back to the caster.

If you counter a non-damaging spell, you absorb its energy, regaining hit points equal to the spell’s level + your Wisdom modifier + your proficiency bonus.

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