Base Class: Monk
Monks who follows the Way of the Clandestine Traveler are masters of movement and acrobatics in just about any environment. They possess the unique ability to tread across large creatures and even crowds of people. These monks can leap onto mounts in the heat of battle, wrest control from their riders, and sprint across the backs of beasts with ease just to end up on the back of another mount moments later to remove another rider. Whether slipping through enemy ranks by bounding over their shoulders or suddenly appearing behind a cavalier on their horse, a Clandestine Traveler is never where their foes expect them to be.
Traveler's Steps
Starting when you choose this tradition at 3rd level, you learn to move with uncanny agility across both terrain and living creatures. You gain the following benefits:
- You treat creatures larger than you as regular terrain, without having to make an ability check.
- When you jump, you use your Dexterity score rather than your Strength score when determining your jump distance, and your Unarmored Movement feature gets added your jump distance.
- While on a creature who is at least one size category larger than you, you have advantage on melee attack rolls against targets who are on the same creature.
- You gain proficiency in the Acrobatics and Stealth skills.
The feature's effectiveness increases after a certain level. At 6th level, you can now treat creatures of your size as regular terrain, and your high jump distance now equals half of your long jump distance.
Step of the Gale
At 3rd level, you can damage the terrain around you just by jumping. Once per turn as an action, you can spend 2 Focus Points to take the Disengage action and jump up to double your jump distance off of a creature, that creature must succeed a Constitution saving throw or take Force damage equal to a roll of your Martial Arts die plus your Wisdom modifier.
Additionally at 6th level, you can choose to deal this damage when either jumping off of or landing onto a creature, and at 11th level, you can do both as well as tripling you jump distance instead of doubling it.
Unyielding Balance
At 6th level, you can quickly pull yourself back up after losing your footing. When hit by an attack or effect that would cause you to be knocked prone or move you in a direction, you can take a Reaction to regain your footing and ignore the effect.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Vaulting Strike
At 11th level, when you make a jump of at least 20 feet, you can spend 1 Focus Point to make an Unarmed Strike as a part of that movement. On a hit, the target takes extra damage equal to your Monk level.
Rising Star
At 17th level, having reached the pinnacle of your tradition's techniques, you've learned to steal the momentum from a target. Once per turn when you hit a creature with an Unarmed Strike from Flurry of Blows or Vaulting Strike, you can spend 3 Focus Points to reduce their movement speed by half for a minute unless they have already had it reduced by this feat, decrease their order in initiative by 2, and can then immediately jump again up to your maximum jump distance regardless of how much of your movement has been spent.
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