Monk
Base Class: Monk

While the council of the monastery is in deep debate, an elderly simple monk with a broom walks in and starts sweeping. The discussion stops for a second, the head monks give a quick bow to the sweeper and continue with their talking. After a while the sweeping stops and the monk listens openly to the debate. The council members start sweating, every so often glancing quickly to the sweeper. At last the sweeper slowly nods and continues his work. With an audible sigh of relief the head monks finish their talk and leave.

A sweeper is a monk, technically. Although you never passed any tests or climbed the hierarchy in your order and are tasked with simple maintenance tasks, to an outsider it would seem, that you are treated with a respect, that seems inappropriate. Even the highest in the order appreciate your opinion and guidance, almost as if you knew something important, that they don't.

A sweeper carries no armor or weapons, only their trusted broom  (quarterstaff, obviously) and their wisdom.

Rule One

A smart bandit chooses old and weak victims. If their prey, facing the obvious threat, leans on their broom, smiling, the even smarter bandit runs.
Starting at 3rd level, your meek but confident demeanor can unsettle even the toughest foe.

As a Bonus Action, you can make an Intimidation Check with advantage against a creature's Wisdom Save. If you succeed, the creature is frightened of you for 1 minute. The saving throw cannot be repeated, but immunity to the frightened condition still applies.

Broom Work

A broom is useful in many ways. Starting at 3rd level, you can use your broom to influence the air flow.

You gain the Gust cantrip.
Also you can spend 1 Ki Point to sweep up dust and blind one creature in melee distance until the end of your next turn. The target can make a Dex Save.

Rule Three

You don't need a weapon, if your opponent has one.

By spending 1 Ki point, you can use a Bonus Action to disarm a creature in melee distance, taking 1 item out of its hands. The target can make a Strength Save.

If you succeed and the item is a weapon, you can immediately spend another 1 Ki point to make it a monk weapon for 1 minute. If you attack the original owner you can add one extra martial arts die to the damage.
 

Déjà Fu

The martial art of Déjà Fu is not widely known. To the opponent it feels, as if it hurts before you even hit him.

As an Action, you can step out of the flow of time and go back a few seconds to attack a creature within a distance equal to your walking speed. You can use your Bonus Action for one unarmed attack or for Flurry of Blows.
After the attack you return to your original position. Since you are outside of time, this movement does not trigger spell effects, that depend on "entering an area" and is not subject to difficult terrain (though hard obstacles like walls etc. still apply).

You can use this feature a number of times equal to your wisdom modifier. You regain all uses after finishing a long rest.

Save Point

If you made a deadly mistake, you have a chance to return to a previously saved physical state.

If you drop to 0 hit points, you can roll 1d20 + your Wisdom modifier. If the result is at least 10, you immediately return to the hit points you had before the last damage you took (meaning all damage resulting from a single attack roll, spell or other effect) or the result of your roll, whichever is higher. If that attack or effect displaced you, you can choose to appear in the original spot.

You can use this feature once. You regain the use after finishing a long rest.

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