Base Class: Monk
An Gallant Traveler is a monk who leaves his or her path to pursue a new self-discipline or rejects their original teachings. Whatever originally enlightened the monk’s spirit has been lost. Only a new path remains.
A monk must be chaotic and at least 3rd level to become an Gallant Traveler. The monk replaces the features specific to his or her path with Way of the Gallant Traveler features.
Student of the World
*3rd-level Gallant Traveler feature*
You can use the help action without proficiency in the skill being rolled, the affected creature can use your wisdom modifier in place of their own ability score. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Principles of Rededication
3rd-level Gallant Traveler feature
Your martial arts training leads you to master the use of essential monk skills in combat. You know one discipline of your choice, which are detailed in the “Principle Masteries” section below. When you reach 6th, 11th, and 17th level in this class, you can choose another option from the list.
When one of these principles enhances a monk class feature, you must first activate that feature with ki to gain the additional affect. If you spend 4hrs meditating as part of a long rest, you can change out one of these options for another.
Abundant Step
Enhance Step of the Wind to gain the benefit of the disengage action. *(3rd Level Required)*
Armored Monk
Expending two uses this feature will enhance Stillness of Mind. You may now add half your proficiency bonus to your ac and gain advantage on saving throws against being charmed or frightened for 1 minute. *(11th Level Required)*
Called Body Shot
When a creature fails their saving throw against your Stunning Strike feature, the creature must subtract 1d6 from their next saving throw.*(17th Level Required)*
Called Digit Shot
When you use your bonus action martial arts feature and hit a creature, the creature has disadvantage on their next attack roll. *(6th Level Required)*
Called Head Shot
Once per round, you can add your wisdom modifier to the damage done when using your Martial Arts die. *(3rd Level Required)*
Called Limb Shot
When you hit a creature twice with the extra attack feature, reduce the creature's speed to 0 until the start of their next turn.*(11th Level Required)*
Circle Kick
Whenever you use Flurry of Blows to attack twice, you can enhance to attack three times. *(11th Level Required)*
Deep Breath
Once per long rest, you can use your action to regain ki equal to your proficiency bonus.*(6th Level Required)*
Impatient Defense
Expending two uses of this feature will enhance your Patient Defense. While active, damage you take from the attack is reduced by 1d10 + your Proficiency modifier + your monk level. *(3rd Level Required)*
Infinite Deflection
Expending two uses to enhance Deflect Missiles. Now as part of your reaction, you can intercept all missiles launched at targets within 5ft of you until the start of your next turn. You must roll to reduce the damage of each missile. *(6th Level Required)*
Pin Weapon
Whenever you take the grapple action, you can choose to use acrobatics instead of athletics. The grappled target can only take 1 action or bonus action and does not gain the benefits of extra attack or multi-attack until they break the grapple. *(17th Level Required)*
Vorpal Strikes
Expending two uses of this feature when you spend ki, changes your fists or monk weapons damage type to force for 1 minute. When a creature misses you with a melee attack roll, you can use your reaction to cause force damage equal to your martial arts die to the creature. *(17th Level Required)*
Principle Masteries Selection
You can now pick a Principle Masteries up to level 6.
Principle Masteries Selection
You can now pick a Principle Masteries up to level 11.
Principle Masteries Selection
You can now pick a Principle Masteries up to level 17.
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