Monk
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 chaotic monk who leaves their order may become become a 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*

Starting at 3rd level, with a wise saying you can use the help action as a reaction, the affected creature can use your wisdom modifier in place of their own ability score if used for an ability check. 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 an additional option from the list. 

You can use options from this feature a number of times equal to your proficiency modifier, and you regain all expended uses when you finish a long rest. While you have no uses available, you can spend 2 ki points to use this feature again.

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 both the disengage and dash  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 your martial arts die 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 an additional roll of your Martial Arts die on a successful attack. *(3rd Level Required)*

Called Limb Shot

When you hit a creature twice with an attack, you can reduce the creature's speed to 0 until the end of their next turn. The effect ends early if the creature uses their action.*(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. Until the start of your next turn, you gain 1d10 + your Proficiency modifier + your monk level in temporary hit points.  *(3rd Level Required)*

Infinite Deflection

Expending two uses to enhance Deflect Missiles as part of that reaction. You can now 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 changes your fists or monk weapons damage type to force for 1 minute. When you miss with an attack roll and do not have disadvantage, you do half damage instead of no damage. *(17th Level Required)*

Principle Masteries Selection

You learn an additional Principle Mastery for a total of 2 known at once, in addition you can now pick up to level 6.

Principle Masteries Selection

You learn an additional Principle Mastery for a total of 3 known at once, in addition you can now pick up to level 11.

Principle Masteries Selection

You learn an additional Principle Mastery for a total of 4 known at once, in addition you can now pick up to level 17.

Previous Versions

Name Date Modified Views Adds Version Actions
4/14/2022 8:27:49 PM
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