Monk
Base Class: Monk

The Way of the Knowledge Seeker is a monastic tradition devoted to the pursuit, preservation, and dissemination of truth. These monks act as agents of the Order of Aviana, traveling far and wide to uncover hidden knowledge, ancient secrets, and forgotten truths. To them, knowledge is not merely power, it is a responsibility.

Through disciplined study and precise combat techniques, Knowledge Seekers learn to read their enemies as easily as books, reveal weaknesses, resistances, and histories. Their insight allows them not only to dominate in battle, but also to guide and empower their allies, sharing their expertise in moments of need.

As their training deepens, these monks gain the ability to strip away illusions, reveal hidden forms, and even suppress magic itself, walking the fine line between enlightenment and forbidden understanding. Some within the Order whisper that their most advanced techniques draw upon truths mortals were never meant to grasp.

Despite this, Knowledge Seekers remain steadfast in their mission: to bring light to ignorance, to teach what they have learned, and to ensure that knowledge, no matter how dangerous, is never lost to the ages.

Truth Seekers’ Strike

Starting at 3rd level, you can strike pressure points to intuit crucial information about a foe. When you hit a creature with one of the attacks granted by your Flurry of Blows, you can glean information about it. When you glean into a creature make an Insight check vs it’s deception, On a success learn all of its damage vulnerabilities, damage resistances, damage immunities, and condition immunities. Additionally you can learn one of the following about the target: Maximum Hit Points, Armor Class, and Lowest and Highest Saving Throw. 

Additionally, Whenever a creature you’ve gleaned misses you with an attack, you can immediately use your reaction to make an unarmed strike against that creature if it’s within your reach. If the attack hits you gain another piece of information you have not learned. This benefit lasts until you finish a short or long rest. 

Revealing Strike

Starting at 6th level, you can channel your insight into your blows to expose hidden truths.

When you make an unarmed strike, you can spend 1 Focus Point to empower the attack. If the strike hits, the target must succeed on a Wisdom saving throw or become revealed.

A revealed creature has disadvantage on attack rolls, cannot benefit from being invisible or from any form of concealment, and must assume its true form if it is disguised or transformed by mundane or magical means.

At the end of each of its turns, the creature can repeat the saving throw, ending the effect on a success. Once a creature succeeds on this saving throw, it is immune to your Revealing Strike for 24 hours.

Gift of Knowledge

Also by 6th level, you have extensively studied Knowledge and its most important use, teaching. Gain proficiency in History, and you gain proficiency with one of the following skills of your choice: Arcana, History, Investigation, Nature, or Religion. If you already have proficiency in one of the listed skills, you can instead choose to double your proficiency bonus for any ability check you make that uses the chosen proficiency.

Additionally When a creature you can see within 30 feet of you makes an ability check, you can use your reaction to bolster their effort. If you are proficient in the skill being used for the check, you grant a bonus to the roll equal to half your relevant ability modifier (minimum bonus of +1). You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest. 

At 17th level you have mastered your abilities of teaching, when taking the reaction you can grant

Knowledge Seeker

Starting at 11th level, your extensive study enhances your ability to recall and apply knowledge. When you make an Intelligence or Wisdom ability check or saving throw, you can spend 1 Focus Point to reroll the check, taking the higher result. You can choose to use this feature after you roll the die, but before the outcome is determined.

Gift of Knowledge (Additional)

At 11th Level your studies into the world have granted you resistance to certain elemental forces, You gain resistance to one of the following damage types: Cold, Fire or Lightning, additionally this resistance is granted to chosen creatures that are within 15 ft. of you.

Gift of Knowledge - Cold

You gain resistance to cold damage. This resistance is granted to chosen creatures that are within 15 ft. of you.

Gift of Knowledge - Fire

You gain resistance to fire damage. This resistance is granted to chosen creatures that are within 15 ft. of you.

Gift of Knowledge - Lightning

You gain resistance to lightning damage. This resistance is granted to chosen creatures that are within 15 ft. of you.

No Knowledge Forbidden

Upon reaching 17th level, you’ve gained knowledge of a pathway to many abilities some consider to be unnatural, When you hit a creature with an unarmed strike, you can spend 3 Focus Points to disrupt its connection to magic. The target cannot cast spells or benefit from magical effects of 2nd level or lower until the end of your next turn. You can spend an additional 3 Focus Points when you use this feature to extend this effect to spells and magical effects of 5th level or lower instead.

At the end of each of its turns thereafter, the creature can make a Wisdom saving throw to end the effect, creatures who successfully make their save become immune to this effect for 24 hours.

Alternatively, you can spend 3 Focus Points to channel this power into an object you touch, casting either Dispel Magic or Remove Curse without requiring material components.

Gift of Knowledge (Additional)

At 17th Level, When taking the Bestow Knowledge reaction you now grant a bonus to the roll equal to your full relevant ability modifier, additionally you now share all your current elemental resistance with any alley within 30 ft.