Monk
Base Class: Monk
Monks of the Way of the Hermit forsake society for the deep wilds, clad only in simple hermit robes and armed with little more than a quarterstaff and throwing knives. Through ascetic solitude they attune their ki to nature itself, forging bonds with the beasts of the land. These reclusive masters fight with patient precision, sustained by the wilderness, their animal companions, and an unbreakable inner peace.

Disciple of Solitude

You gain proficiency with quarterstaffs and daggers (which you treat as throwing knives). Daggers count as monk weapons for you, and when you make a ranged attack by throwing a dagger you can use your Martial Arts damage die in place of the weapon’s normal damage die. You also gain proficiency in the Survival skill, the herbalism kit, and one skill of your choice from Animal Handling, Insight, Medicine, Nature, or Stealth. You can cast speak with animals as a ritual (no material components required). Wisdom is your spellcasting ability for this spell. Additionally, you can spend 1 ki point as a bonus action to cast goodberry (no material components required). The berries last for 24 hours instead of 1 day.

 

Hermit's Garb

You wear only simple hermit robes and never use armor or shields.
While you are wearing no armor and only your hermit robes (or equivalent simple clothing), your Unarmored Defense gains a +1 bonus to AC.
You require only half the food and drink a normal person needs and have advantage on Survival checks made to forage for food, water, or shelter in the wilderness.

 

Hermit’s Technique

Starting at 3rd level, when you use your Flurry of Blows, you can make one of the bonus attacks with your quarterstaff instead of an unarmed strike. This attack uses your Martial Arts damage die and benefits from your Martial Arts feature as normal. Additionally, when you hit a creature with a quarterstaff attack that is part of your Flurry of Blows, you can use the Topple mastery property: the target must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + the ability modifier you used for the attack) or fall prone.You can still apply one of the following special effects once per Flurry of Blows when you hit with that quarterstaff attack:
  • Calming Strike: The target must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier) or have disadvantage on attack rolls against you until the end of its next turn.
  • Vitalizing Strike: You regain hit points equal to your Wisdom modifier + half your monk level (rounded down).

 

Hermit’s Resilience

Your deep connection to inner peace grants you resistance to poison damage and advantage on saving throws against being poisoned or diseased.
As a bonus action, you can spend 2 ki points to heal yourself for 2d6 + your Wisdom modifier hit points. The healing increases to 3d6 at 11th level and 4d6 at 17th level.

Call of the Wild

You have learned to call forth a spirit animal through a solitary ritual born from your long hermitage in the wilds.As a ritual that takes 1 hour, you can summon a loyal spirit animal companion. To perform the ritual, you must:
  • Build or sit by a small fire
  • Offer fresh meat (or equivalent foraged food) as an offering to the wild spirits
This ritual can be performed once per long rest (no ki point cost). Choose the environment and spirit animal when you summon it:
  • Land: Badger, wolf, bear, deer, fox, etc.
  • Air: Eagle, hawk, owl, raven, etc.
  • Sea: Shark, giant crab, octopus, etc.
The spirit animal uses the statistics of the summon beast spell (Bestial Spirit stat block), but it lasts for 24 hours or until it is reduced to 0 hit points. It is friendly to you and your companions, obeys your commands, and acts on your initiative (right after you). You can communicate with it telepathically while it is within 100 feet.Once the spirit animal is dismissed or dies, you must complete another 1-hour ritual with fire and fresh meat to summon it again.
you can only have one spirit animal at a time.

 

Enlightened Awareness

Your unarmed strikes and attacks made with your quarterstaff or daggers count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Additionally, when you use Hermit’s Technique, you can choose to impose the following extra effect on a target you hit with Flurry of Blows (no extra ki cost): the target must succeed on a Wisdom saving throw or be frightened of you until the end of its next turn.

 

Tranquil Mind

You have advantage on saving throws against being charmed or frightened.

Perfect Solitude

As an action, you can spend 5 ki points to enter a state of perfect meditation for 1 minute. While in this state, you gain the following benefits:
  • You have resistance to all damage.
  • You have advantage on all saving throws.
  • At the start of each of your turns, you regain hit points equal to your Wisdom modifier (minimum 1).
  • If you were not hit by any attack during your previous turn, you regain an additional 1d6 + your Wisdom modifier hit points at the start of your current turn.
You can move at half speed but can take only the Dodge action. The state ends early if you make an attack or cast a spell. Once you use this feature, you can’t use it again until you finish a long rest.

 

Hermit’s Communion

You have forged such a deep bond with the wild spirits through your solitude that you can briefly share their senses and strength.While you have an active spirit animal companion from your Call of the Wild feature, you gain the following benefits:
  • You can communicate telepathically with your spirit animal out to 300 feet.
  • You have advantage on Wisdom (Perception) and Wisdom (Survival) checks.
  • Once per turn when you hit a creature with a quarterstaff attack or an unarmed strike, you can deal an extra 1d6 damage of the same type (this increases to 2d6 at 17th level). This extra damage represents the spirit animal lending its ferocity to your strike.
Additionally, as a bonus action, you can spend 2 ki points to have your spirit animal make one attack against a target you can see (no action required from the beast).

Previous Versions

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