Homebrew Monk Subclass: The Way of The Wanderer

by DragoonKnight

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Way of The Wanderer


Most monks train and spend time in monasteries scattered throughout the world. There, they stay for most of their time training. Some venture out, but most of them remain. Except for those who take up the Way of The Wanderer.

Monks who follow this tradition believe that they should travel the world, experiencing as much as they can, and learning about other peoples and places. They hone their skills by using them wherever they can be applied: in combat that might come their way, in odd jobs they pick up, in cutting a deal with a shopkeeper, even in braving the elements of exotic locales.

These monks might have a predetermined meeting place, or an actual monastery, where monks will come and exchange techniques and other bits of information they have learned. These monks never stay for long, though, as they soon leave on another journey.

First Steps Along the Road

When you choose this tradition at 3rd level, you learn a few skills which will suit your travels.

You gain proficiency with improvised weapons, and they count as monk weapons for you, as long as they do not correspond to a normal weapon.

You also gain proficiency in two skills of your choice. You can choose to replace one or both of these skill proficiencies with tool proficiencies of your choice.

You also choose 1 skill or tool proficiency. You gain expertise in this skill or tool, which means that your proficiency bonus is double for checks which involve your proficiency. The chosen skill or tool cannot be one benefiting from a feature, such as expertise, which doubles your proficiency bonus.

Unerring Steps

At 6th level, your time spent traveling has inspired a few disciplines which help you navigate the world.

You are no longer affected by nonmagical difficult terrain, and can move at your normal speed. This does not protect you from any other effects of the terrain, such as damage, or potentially slipping.

You learn 3 spells of your choice, of 2nd level or lower, with a casting time of 1 action or less, and can cast them at their lowest level (cantrips do not increase in power with your level) by spending a number of ki points equal to their level (0 for cantrips). These spells can be from any class' spell list.

Your spellcasting ability for these spells is Wisdom, and the spell save DC is your Ki save DC. When you cast these spells in this way they do not require material components, unless the component has a gold piece cost, or is consumed by the casting.

A Road Seldom Traveled

At 11th level, you have picked up a few skills unrelated to your monastic traditions on your travels. You have also learned how to channel your Ki into everything you do, honing your skills.

You learn on feat of your choice, for which you meet the prerequisite for. If your DM doesn't play with feats, or you do not wish to take one of the available feats, you instead increase one ability score of your choice by 1, up to a maximum of 20, and gain proficiency in one skill or tool of your choice.

In addition, when you make a skill check with a skill you are proficient in, or a check with tools you are proficient with, you can spend 1 ki point to increase the check's result by 2. You can choose to spend the ki point after the roll, but before the DM says whether the roll succeeds or fails.

A Journey Unending

At 17th level, you have become so adept at using your skills that you rarely, if ever, fail using them.

Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or less as a 10.

 

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