Monk
Base Class: Monk

These monks focus heavily on the religious aspects of their monasteries. Maybe they left out of zeal, maybe out of boredom or maybe they wanted to see what the world outside of the monastery walls is like. They set of on a pilgrimage, visiting many places of religious importance and helping the people of the land. They became wise travelers who are perfectly capable of defending themselves along the road.

Travel expert

During your travels you have picked up quite a few tricks, like way finding and a craft to make money while you are in settlements. You gain the following benefits at 3rd level.

  • You gain proficiency in either Religion or Survival, if you already have both you can double your proficiency bonus for one of them.
  • You become proficient with navigators tools and one other type of artisan tools.
  • You know the location of nearby settlements and places of religious importance.
  • Difficult terrain doesn’t slow your group’s travel.
  • Your group can’t become lost except by magical means.

Walking stick

Your most trusted companion through all your travels had been your walking stick and you have become quite skilled with it. At 3rd level you gain the following benefits when fighting with a quarterstaff:

Trusted companion. Once per turn you can add your Wisdom modifier to either the attack roll or the damage roll of your staff. When your martial arts die becomes bigger than a d6, the versatile die also grows with it (so a d10 at 11th level and a d12 at 17th). At 11th level attacks with the quarterstaff are considered magical for the sake of overcoming damage resistances or immunities.

Extension of your arm. When using only one hand your quarterstaff gains the reach property. If you make unarmed attacks as part of a bonus action you can instead deliver them with your staff, but still only dealing your martial die in bludgeoning damage.

Knock on wood. When you use ki for a patient defense, you also gain a +2 to AC until the start of your next turn.

Healing water

Almost any place of pilgrimage offers a holy source of water and you have taken several bottles with you. When you hit 6th level you can spend 1 ki point to do one of the following as your action:

  • Heal someone you can touch an amount of hitpoints equal to your martial die + you Wisdom modifier.
  • End one disease or a condition from the following list affecting someone you can touch: blinded, deafened, paralyzed, or poisoned.
  • Make a ranged attack at an undead or fiend within 20ft of you, with which you are proficient. On a hit they take 2d6 radiant damage. This hit can be treated as holy water if that would affect the creature in other ways.

Enlightenment

Your perseverance has finally caught the attention of your god. Choose a Cleric Domain that is relevant to your god. You can spend 3 ki points to use the Channel Divinity option of this subclass. If it mentions Cleric level you use your Monk level. Your spell save DC equals 8 + your proficiency bonus + your Wisdom modifier. You can only do so once before finishing a short or long rest.

Miracle Maker

You are a revered miracle maker, leaving wonders in the wake of your incredible journey. You can spend 6 ki points and the required time and materials to cast one of the following spells: Hallow, Planar Binding or Raise Dead. Your spell save DC equals 8 + your proficiency bonus + your Wisdom Modifier.

Previous Versions

Name Date Modified Views Adds Version Actions
8/7/2020 3:26:53 AM
3
0
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes