Base Class: Monk
Monks who chose to travel the Way of the Wanderer dedicate themselves to traveling the world as a way to expand their knowledge and test their skill. To a student of the Wandering Way, every encounter and event is an opportunity to test the skills that they know already and to learn new ones. Rather than taking their initial training in a traditional monastery or school, most Wanderers learn their arts from a senior practitioner who takes only a single student at a time.
Despite this initial solitary education, it is not to say that Wanderers cannot work well with others. On the contrary the chance to cooperate and learn from others is an exciting opportunity. A well rounded and expansive collection of experiences is vital to the Way's teachings.
Expanded Arts
When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.
Maneuvers. You learn three maneuvers of your choice, which are detailed under “Maneuvers” below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.
You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.
You gain another superiority die at 7th level and one more at 15th level.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Bonus Proficiency
Followers of the Way of the Wanderer learn to become self sufficient in any situation. You gain proficiency in the Survival skill, if you do not already possess it. You proficiency bonus is doubled with the Survival skill.
Maneuvers
The maneuvers are presented in alphabetical order.
Disarming Strike
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
Evasive Footwork
When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.
Goading Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
Lunging Attack
When you make a melee weapon attack on your turn, you can expend one superiority die to add the total to the damage roll and to increase your reach for that attack by 5 feet.
Parry
When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.
Precision Attack
When you make a weapon attack roll, you can expend one superiority die to add it to the roll before or after the roll but before any effects are applied.
Pushing Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.
Riposte
When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack’s damage roll.
Sweeping Attack
When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.
Tripping Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
Uncanny Dodge
Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
Improved Combat Superiority
At 11th level, your superiority dice turn into d10s.
Focus
Wanderers learn to concentrate their mind, body, and soul in a single harmonious whole, replenishing their energy reserves. You can spend an action to regain half (round up) of your total Superiority Dice.
Improved Combat Superiority
At 17th level, your superiority dice turn into d12s.
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