Base Class: Monk
The Way of the Student Monk uses their knowledge of their foes to exploit weaknesses, while maintaining a level of constant research and learning to develop as a scholar and a warrior.
Powerful Knowledge
Starting when you choose this tradition at 3rd level, you use your knowledge of anatomy to learn about a creatures strengths and weaknesses, and how to exploit them. When you hit a creature with consecutive attacks, without striking another creature between them, you learn the following about the target:
- After 4 successful attacks you learn the creatures Damage Resistances, Damage Immunities, and Condition Immunities.
- After 6 successful attacks you learn the creatures Damage Vulnerabilities.
- After 8 successful attacks you learn how to exploit the creatures weaknesses granting yourself and your allies Advantage on the creature for a number of rounds equal to your Wisdom Modifier.
Arcane Adept
At 6th level, your extensive study has given you access to arcane knowledge that you can use for your own advantage. At 6th level you gain access to wizard spells that you can use a number of times per day equal to a 1/3 of your Monk level before your next long rest. You gain access to additional spells at 11th and 17th level. Your Monk ability modifier is used as your spellcasting modifier.
6th: Comprehend Languages, Charm Person, Identify
11th: Detect Thoughts, See Invisibility, Suggestion
17th: Dispel Magic, Fear, Slow
Strength of Mind
Starting at 11th level, you’ve honed your awareness and reflexes through mental aptitude and pattern recognition. You can take a number of additional reactions each round equal to your Intelligence modifier (minimum of 1), at the cost of 1 ki point per reaction beyond the first. You can only use one reaction per trigger.
In addition, whenever you make an Intelligence (Investigation) check, you can spend 1 ki point to gain advantage on the roll.
Mind over Matter
Starting at 17th level, you can use your immense knowledge to overwhelm the minds of lesser beings. As an action, you touch one creature within 5 feet of you, and you expend 1 to 10 ki points. The target must make a Intelligence saving throw, and it takes 2d10 Psychic damage per ki point spent on a failed save, or half as much damage on a successful one.
If this damage kills an opponent you learn one secret that only they know.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
11/4/2019 8:56:19 PM
|
28
|
1
|
1
|
Coming Soon
|







Comments