Base Class: Monk
Way of the Zanshin monks are taught to expand their awareness of their surroundings by better utilizing all of the senses at their disposal and practicing mindfulness. Many of these monks found themselves lacking in some forms of perception at a young age and wound up in the monastery to learn how to fill in the gaps. Founded by Avandra’s champion The Blind Traveler, many believe that the order only accepts- and perhaps even panders to- those missing their sight. The few who disregarded this notion learned that even with their senses, the teachings proved endlessly useful.
Zanshin monks are masters at tuning into the world around them. In reconnaissance, they often pick up on details that others overlook. In combat, they utilize an active awareness of their own bodies and the movements of those around them. At any moment, they are difficult to catch off guard due to learned relaxed alertness that allows them to passively keep their guard up without straying into paranoia. Their training puts them at a quiet but influential advantage in many facets of life.
Bonus Proficiency
Your training has taught you to use all of your senses to sharpen your understanding of the world around you. When you choose this tradition at 3rd level, you gain proficiency in the Perception skill if you don’t already have it.
One with the Earth
At 3rd level, you have learned to focus your energy to feel the placement and movement of people and objects around you without needing to see or hear them. You gain the benefits of tremor sense out to 60ft.
Unless you are both blinded and deafened, you can also perceive objects and creatures within ten feet of you, even if they are in the air. Therefore, flying creatures and projectiles that come within range of you do not get advantage on the attack nor do you suffer disadvantage when attacking them.
One with the Mind
Starting at 6th level, you gain the following benefits.
Relaxed Alertness. Through your training, you have learned a greater awareness of your surroundings. You can't be surprised while you are conscious.
Disorienting Strike. You know how to confuse and dismantle the awareness of your opponents. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt to disorient your opponent. The target must succeed on a Constitution saving throw or use its next turn to do one of the following.
d6 |
Behavior |
1-2 |
The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn. |
3-4 |
The creature doesn't move or take actions this turn. |
5-6 |
The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. |
One with the Fray
Starting at 11th level, you learn to predict the movements of your opponents and use their failures against them. When a creature misses you with a melee attack roll, you can take advantage of their moment of instability and use a reaction to make an attack against that creature.
One with the Universe
At 17th level, you learn to channel your ki to gain a much greater view of your surroundings. As an action, you can use 3 ki points to gain truesight for up to a minute out to 60ft. You can also tap into the ki of others to grant them truesight as well. For every extra ki point up to half of your total ki points, you can touch a willing creature and grant them truesight for the duration.
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