Base Class: Monk
Those who follow this nomadic lifestyle call no one temple home, rather they choose to take bits and pieces of knowledge from various temples. They use these techniques to mold their Ki to bolster their mind, body, and soul. Their path may be one of diplomacy or conquest, inner peace or outward understanding, but it is always there's to decide.
Nomadic Lifestyle
Starting when you choose this tradition at 3rd level, your nomadic lifestyle grants you certain benefits:
- You have advantage on Constitution saving throws against exhaustion from travel.
- You gain proficiency in one of the following skills of your choice: History, Nature, or Perception.
- You gain proficiency in one of the following languages of your choice: Common, Elven, Dwarvish, Gnomish, or Halfling.
Lessons of the Path
Choose three path lessons of which you meet the prerequisite. You learn three additional lessons of your choice at 6th, 11th, and 17th level. Each time you learn new lesson, you can also replace one lesson you know with a different one.
Saving Throws Some of your lessons require your target to make a saving throw to resist the lessons effects. The saving throw DC is calculated as follows:
Path Lesson save DC = 8 + your proficiency bonus + your Wisdom modifier.
Path Lessons
Abundant Step
Prerequisite: 11th level
You may spend 2 Ki points to teleport as if casting the spell Misty Step.
Action Before Thought
You may spend 1 Ki point to add a roll of your martial arts die to your initiative roll.
Building up Koan
Prerequisite: 6th level
As a bonus action you may spend 1 Ki point to utter a Koan to yourself. You may add a roll of your martial arts die to any saving throw you make until the beginning of your next turn.
Calming Aura
Prerequisite: 6th level
When you use the Quickened Healing feature, you may add an additional roll of your martial arts die to the hit points you recover. In addition, any ally within 30 feet of you that is not incapacitated may recover hit points equal to your Wisdom modifier.
Circle Block
As a reaction you may spend 1 Ki point and negate any piercing, slashing, or bludgeoning damage by as much as 1 roll of your martial arts die + your Wisdom modifier.
Empathic Bond
Prerequisite: 11th level
If you touch a creature you know it's emotional state. You may also spend 4 Ki points to attempt to learn a targets alignment. They can resist this effect with a successful charisma saving throw against your lesson DC.
Fist of Four Bodies
You may spend 2 Ki points and create 3 illusory after images of yourself as if casting Mirror Image.
Forbidden Transference
Prerequisite 17th level
You may roll 3 martial arts die and take that much necrotic damage. You regain 2 Ki points. You can use this feature a number of times per day equal to your Wisdom modifier.
Flow State
Prerequisite 17th level
You may spend 6 Ki points as an action to enter a state of heightened instincts for 1 minute. You do not provoke opportunity attacks, have advantage on all saves, and your unarmed strikes do additional damage equal to your Wisdom modifier.
Gorgon Fist
Prerequisite 6th level
When you attack a creature suffering from the Stunned condition with an unarmed strike, you may spend 1 Ki point to deal extra necrotic damage equal to one roll of your Martial Arts die + your Wisdom modifier.
Grasping Strike
As part of your Flurry of Blows attack, you may attempt a grapple on a successful hit as part of the attack.
Insightful Wisdom
You may spend 1 Ki point and use your reaction to give another ally within 30 feet an additional roll of your martial arts die on a saving throw. Your ally must be able to hear you and must be able to understand you.
Leg Sweep
You may spend 1 Ki point as part of a Flurry of Blows attack to roll an additional Martial Arts die of damage. If you do so the target must make a saving throw against your Lesson save DC or be knocked prone.
Lowest Valleys
You gain resistance to fire damage.
Mastery of Breath
You may spend 3 Ki points to enter a cataleptic state that is indistinguishable from death as if casting the Feign Death spell. You may also spend 1 Ki point to give yourself the effects of the Water Breathing spell for 1 hour. You must be able to breathe to use either of these lessons. In addition, when suffocating, you may add 1 roll of your martial arts die to the minutes you can remain without air.
Mental Sanctuary
Prerequisite: 11th level
You may spend 1 Ki point as an action, for 1 minute, you have resistance to psychic damage, as well as advantage on Intelligence, Wisdom, and Charisma saving throws
Monkey Staff Technique
Prerequisite 6th level
As part of an attack with a Quarterstaff, you may spend 1 Ki point to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. The target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet. You may also add 10ft to any jump you make while using the Quarterstaff with both hands.
Nukite Fist
When you use Flurry of Blows, you may change one or all of the attacks damage type to piercing.
One with Nature
Prerequisite: 6th level
You may replicate the effects of the Druidcraft cantrip without verbal or somatic components. In addition you may spend 2 Ki points as if casting the spell Animal Messenger or Speak with Animals or 1 Ki point as if casting Animal friendship.
Outward Reflection
Prerequisite: 11th level
Whenever you nullify an effect using the Stillness of Mind feature, you may spend 2 Ki points to redirect the effect to one target you can see within 30 ft as part of that action. They must make a wisdom saving throw against your DC for this effect to work.
Sage Wisdom
Prerequisite: 6th level
You may spend 1 Ki point and add a roll of your martial arts die to any Wisdom based skill roll.
Scholarly Knowledge
Prerequisite: 6th level
You may spend 1 Ki point and add a roll of your martial arts die to any Intelligence based skill roll.
Selfless Strike
You may spend 1 Ki point and roll and additional martial arts die of damage on a successful attack 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.
Substitution Technique
When you’re within 5 feet of a creature on your turn, you can spend 1 Ki point and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn’t incapacitated. This movement doesn’t provoke opportunity attacks.
Roll a martial arts die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.
Tallest Peaks
You gain resistance to cold damage.
Technique over Strength
You may spend 1 Ki point to add one roll of your martial arts die as part of an Athletics or Acrobatics check to resist a grapple or shove, or to an Athletics check to grapple or shove.
Third Eye Awakening
Prerequisite: 6th level
You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
Tomoe Nage
Prerequisite: 6th level
When you attempt the shove action on a target you are grappling, you have advantage on the roll and you may move the target an additional 10ft.
Viper Strike
Prerequisite: 11th level
If you are hit with an effect or attack that inflicts poison damage or the poison condition you may spend 1 Ki point to use your reaction to make a unarmed attack and apply the poison condition (Save DC is your lesson DC) until the end of targets next turn.
Whip of Mercury
When you use Flurry of Blows, you may change one or all of the attacks damage type to slashing.
Walk Softly
At 6th level your steps have become humble and precise.
- You leave no tracks when you travel. Perception checks to track you have disadvantage.
- When you use the Slow Fall feature to reduce fall damage you gain an additional 10 ft of movement.
- If you use the Step of the Wind feature, difficult terrain does not cost extra movement.
Move Forward
At 11th level you have become set in the way of your journey, it is harder than ever to stop you from travelling your path. As an action you may spend 5 Ki points and gain the benefits of the Freedom of Movement spell for yourself.
- You have advantage on saving throws against effects that would move you or cause you to go prone.
- Standing up from prone does not use half of your movement.
Embrace The Way
At 17th level, you always know exactly where the universe wants you to go. You may spend 8 Ki points to cast Find the Path with no components. In addition, when any lesson would allow you to roll a martial art die, you may spend 1 Ki point to roll an additional die and add it to the total.







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