Monk
Base Class: Monk

Warriors of the Lost walk beside those who have no one left to walk with. The Unbroken Road carries countless footsteps, but not every traveller reaches the next horizon. Through discipline, compassion, and communion with those who came before, these monks borrow the strength of the forgotten to guide the living forward.

To a Warrior of the Lost, no journey is ever truly walked alone. Every act of courage echoes those who stood before, every kindness honours those who are gone, and every step taken ensures another traveller reaches the road's end. They do not command spirits or bind the dead to their will. Instead, they remember them, carry their legacies, and allow them to walk beside the living once more.

 

Level 3: Boon of the Lost

At 3rd level, as you walk alongside those who have fallen behind, you draw energy from their memories, emotions and collective will. You may choose to deal psychic damage instead of bludgeoning damage with your unarmed strikes and monk weapons. 

Additionally, at 3rd level you master new aspects of your martial arts abilities: 

  • Borrowed Stride - When you spend 1 Focus Point to use Step of the Wind, you gain the benefits of both Dash and Disengage. In addition, choose one ally you can see within 10 feet of you. That ally may use their Reaction to move up to their Speed. This movement does not provoke Opportunity Attacks.
  • Borrowed Strength - When you spend Focus to use Patient Defense, you may choose yourself or a creature within 30 feet. That creature gains temporary hit points equal to two rolls of your Martial Arts die + your Wisdom modifier.
  • Borrowed Hands - Whenever you use Flurry of Blows, the spirits of the Lost extend your reach beyond your physical limits. Your unarmed strikes gain a reach of 10 feet for the duration of that Flurry. Once per turn when you hit a creature with one of these attacks, you can pull it up to 10 feet toward you. 

The reach of your unarmed strikes and the distance you can pull a creature increase to 20 feet at 11th level and 30 feet at 17th level.

Level 6: Echoes of the Lost

At 6th level, you have learned to quiet your thoughts and listen for those who walk beyond the veil. As a Bonus Action, you can spend 1 Focus Point to awaken your senses for 10 minutes. During this time, you can see invisible creatures and objects within 30 feet of you, unless they are hidden from you by magic.

In addition, spirits can communicate through you while this feature is active. You may enter a meditative trance, allowing a spirit to share memories, emotions, or messages through your voice, actions, or writing.

Level 11: Guided by the Lost

At 11th level, the spirits who walk beside you have learned your path, and they refuse to let those who travel with you fall behind. When you or a creature you can see within 30 feet of you fails a saving throw, you can use your Reaction to call upon the Lost. Add your Wisdom modifier to the saving throw, potentially turning the failure into a success. 

When you use this Reaction, the spirits of the Lost surround you, granting you temporary hit points equal to your monk level + your Wisdom modifier. If the triggering saving throw causes damage to you, you gain these temporary hit points before taking that damage.

Once you use this feature, you cannot use it again until you finish a Short or Long Rest, unless you can spend 2 Focus Points (no action required) to use this feature again.

Level 17: Vessel of the Lost

At 17th level, the spirits who walk the Unbroken Road no longer merely whisper to you. They walk beside you, carrying the memories of those who came before and lending their strength to those who still journey onward. Your Echoes of the Lost feature no longer requires you to spend Focus Points to activate, and you can communicate with spirits at will.

  • Once per Long Rest, when you roll Initiative, you can choose one of the Lost to accompany you for 1 minute. The chosen Lost creates a 30-foot emanation centered on you. The Lost is not a creature and cannot be targeted, damaged, or affected by spells or other effects. Its presence manifests through you and the emanation it creates. Once the Lost's active benefit is used, that Lost's presence fades, though the emanation remains until the duration ends. 
    • The Guardian - The Guardian walks beside those who stand against the darkness.
      • Protective Presence. Friendly creatures within the emanation gain a +1 bonus to Armor Class.
      • Stand Between. Once while the Guardian accompanies you, when a friendly creature within the emanation is hit by an attack, the Guardian can cause that attack to miss instead.
    • The Wanderer - The Wanderer remembers every road, every crossing, and every path that brought travellers home.
      • Unbroken Path. Friendly creatures that start their turn within the emanation gain an additional 10 feet of movement until the end of that turn.
      • No Road Holds Me. Once while the Wanderer accompanies you, when a friendly creature within the emanation makes a d20 Test to avoid or end the Grappled or Restrained condition, that creature has Advantage on the roll.
    • The Witness - The Witness carries the memories of all that has been seen and refuses to let truth disappear.
      • Eyes Beyond the Veil. You and friendly creatures within the emanation can see invisible creatures and objects.
      • Remember. Once while the Witness accompanies you, when you or a friendly creature within the emanation fails an attack roll, ability check, or saving throw, that creature can reroll the d20 and must use the new roll.
    • The Survivor - The Survivor has walked farther than anyone thought possible and knows that every journey deserves another step.
      • Enduring Spirit. Friendly creatures within the emanation have Advantage on Constitution saving throws made to resist poison, disease, exhaustion, or effects that reduce their hit point maximum.
      • Not Yet. Once while the Survivor accompanies you, when you or a friendly creature within the emanation would be reduced to 0 hit points but not killed outright, that creature is reduced to 1 hit point instead.

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