Monk
Base Class: Monk

The Way of the Guru is a path of absolution and enlightenment. Many monks that follow this monastic tradition are extreme isolationists, weathering the elements in seclusion as they meditate on the ways of the universe. For this reason, many monks that follow this path have been seen as a font of endless knowledge for those seeking to better themselves. The guru has a deep understanding of manipulating the Ki of others and how to best utilize it to their advantage.

Bonus Proficiencies

When you choose this tradition at 3rd level, you gain proficiency in the Perception skill if you don’t already have it. You also can learn one language of your choice. 

Ebb and Flow

Additionally at 3rd level, you have learned about the flows of positive and negative energy within all beings and how to best manipulate these flows in others. On your turn you can use your bonus action to spend a Ki point to touch a creature within 5 feet of you and fill it with positive or negative energy. The next attack roll the creature makes is made at advantage or disadvantage, you may chose which before the attack is rolled. If you give a target advantage and they roll a 20 on any of the die you regain 1 Ki point. Similarly, if you gave the target disadvantage and they roll a 1 on either die, you regain 1 Ki point as the balancing forces of the universe redirect your spent energy back into you.

Sage Advise

At 6th level you are a source of inspirational wisdom to your allies. When a friendly creature you can see within 60 feet of you makes a skill check you can add your proficiency bonus to the roll. If the skill check is a Wisdom based skill check you may roll a d4 and add the total to their roll. The d4 increase in size as you gain levels in this class. The die becomes a d6 at 11th level, and a d8 at 17th level.

You may use this feature a number of times equal to your Wisdom modifier (a minimum of once.) You regain all uses of the feature when you finish a short rest.

Steady Mind, Steady Hand

Additionally, when you use your Ebb and Flow feature to give a friendly creature advantage on an attack roll they can reroll one of the dice once. If the attack hits, they can add your Wisdom modifier to the damage roll.

Restore Balance

At 11th level, you can freely flow you Ki into a healing force to restore your allies. As a bonus action you can spend 3 Ki points to touch a friendly creature. When you touch the creature you may end one effect causing them to be Blinded, Charmed, Deafened, Frightened, Poisoned or Stunned. The target also gain temporary hit points equal to your monk level.

Inner Reserve

In addition, your incredible mental fortitude allows you to draw on your own inner strength in even the most extreme situations. When a hostile creature hits you with an attack roll you can roll a d20. On a 19 or 20 you regain 1 Ki point. The amount of Ki points restored this way changes to 1 Ki point on a 19, and 2 Ki points on a 20 at 17th level.

You may only roll the d20 using this feature once per round. 

Secrets of the Cosmos

At 17th level the inner workings of the universe become known to you. When a hostile creature within 30 feet of you takes the attack action against you or a friendly creature within 30 feet of you, you can spend 2 Ki points and use reaction to whisper unfathomable knowledge in an attempt to break their focus. The target must make an Intelligence saving throw. On a failed save the target takes 8d6 psychic damage damage and their attack is negated. On a success, the target takes half as much damage and their attack is not negated.

Maintain Harmony

Additionally, when you or a friendly creature fails a Wisdom saving throw you can spend 3 Ki points per creature to turn the failure into a success.

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