Monk
Base Class: Monk

Monks of this tradition dedicate themselves to the perfection of their mystic senses, called the mind's eye. They do this by purposefully going blind permanently in order to rely solely on their inner eye. Monks of this tradition also often recruit blind people to their order, to teach them to go beyond their limited sense and reach new heights of perception.

Heightened Awareness

When you choose this monastic tradition at 3rd level, you are permanently blinded (this condition can only be removed with the wish spell or similar magic) but all your other senses are sharper and your awareness is heightened as long as you cannot see, you only receive benefits from this subclass while you are blinded. Additionally, you gain the following benefits:

  • You have a blindsight of 300 feet but are blinded beyond this radius.
  • You have expertise in the perception, insight, and investigation skills and can use your Wisdom modifier for investigation checks.
  • Attack rolls made against you do not gain advantage because of the blinded condition, your attack rolls cannot be made with disadvantage because you are blinded, and attack rolls cannot be made against you with advantage as long as you are not incapacitated.

Heightened Reflexes

When you choose this monastic tradition at 3rd level, your reflexes are also heightened and you gain the following benefits:

  • You have expertise in Initiative.
  • You have expertise in Dexterity saving throws.
  • You can use your Patient Defense feature without using a Ki point.
  • You can make opportunity attacks against any creature that leaves your melee attack range using movement, including forced movement, even if they would disengage or have any other feature that prevent opportunity attacks.
  • You gain the ability to use Reflective Strikes, whenever a creature makes an attack roll against you with a melee attack then as a reaction you can increase your armor class by your dexterity modifier, if the creature misses on the attack roll then as part of the reaction you can make a melee attack against that creature, provided it's within your reach. You can spend a Ki point to make two melee attacks against the same target instead of one when you do so.

Honed Weapons

When you choose this monastic tradition at 3rd level, you can choose two weapons of your choice, you gain expertise with those weapons and can add your Dexterity modifier, instead of Strength, for attacks and damage rolls with those weapons. When you finish a long rest you can change which two weapons you have expertise in using this feature. These weapons you have expertise in are considered monk weapons.

Improved Heightened Awareness

At 6th level, your senses are heightened even further and you gain the following benefits:

  • You have a tremorsense of 120 feet.
  • You have have advantage on all perception and investigation checks you make that don't rely on sight.
  • You can't be surprised while you are conscious.
  • You can detect and pinpoint the location of non-magical traps within 120 feet of you.

Improved Heightened Reflexes

At 6th level, your reflexes are heightened even further and you gain the following benefits:

  • You have advantage on Initiative.
  • You are immune to critical hits against you, if a creatures rolls maximum damage against you then it must roll again until it doesn't maximum damage against you.
  • You have have advantage on all Dexterity saving throws and Dexterity ability checks.

Improved Honed Weapons

At 6th level, all weapons you wield are always considered magical for the purpose of bypassing resistance to non-magical weapons.

Supernatural Awareness

At 11th level, your senses are heightened even further to a supernatural level and you gain the following benefits:

  • You are immune to being magically deafened and are able to hear any sound made within 300 feet of you.
  • Creatures cannot hide from you while within your blindsight and tremorsense range.
  • You know when you hear a creature speak a lie.
  • You know the alignment and creature type of any creature within your blindsight and tremorsense range.
  • You can cast the detect thoughts and hunter's mark spells at will without using any spell components using Wisdom for your spellcasting modifier.
  • You are unaffected by any illusions, magical or otherwise and any spell of the Illusion school unless you choose to be affected by that spell.

Supernatural Reflexes

At 11th level, your reflexes are heightened even further to a supernatural level and you gain the following benefits:

  • You do not trigger non-magical traps unless you choose to do so.
  • You have advantage on saving throws related to non-magical traps.
  • You have perfect balance, can walk on thin surfaces like tight ropes without skill checks without a skill check, and have advantage on any saving throw or ability check that would knock you prone or push you.
  • You have advantage on any saving throw or ability check that would result in you being grappled or restrained.
  • You can spend 2 Ki points cast the mirror image spell or haste spell as a bonus action, and spend 3 Ki points to cast the pass without trace spell, when you cast these spells using this feature you cast them without using any spell components using Wisdom for your spellcasting modifier.

Mind's Eye Blade

At 11th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn.

Additionally before you make a weapon attack, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +5 psychic damage to the attack's damage. You can instead take a -10 penalty. If the attack hits, you add +10 psychic damage to the attack's damage.

Master of the Mind's Eye

At 17th level, your senses are heightened even further to a divine level and you gain the following benefits:

  • You can sense the presence of magic within the range of your blindsight. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
  • You can sense the presence and location of poisons, poisonous creatures, and diseases within the range of your blindsight. You also identify the kind of poison, poisonous creature, or disease in each case.
  • You understand any written language but you must be touching the surface on which the words are written.
  • You can cast the locate object and locate creature spells at will without using any spell components using Wisdom for your spellcasting modifier.
  • You can spend 2 Ki points to cast the find the path spell and can spend 4 Ki points to cast the foresight spell without using any spell components using Wisdom for your spellcasting modifier.

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