Way of the Traveler (5e Subclass)

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<Way of the Traveler Monk>[edit]

<Monk> Subclass

The Traveler Monk subclass is a traveler at heart, embodying the spirit of exploration, pilgrimage, and enlightenment through their journeys. Drawing upon the teachings of monastic traditions and their own experiences on the road, these monks hone their bodies and minds to become resilient wanderers, adept at traversing diverse terrains and encountering a multitude of cultures. Due to this enlightened adventure they tend to pick up bits and pieces that monks would not normally learn from an ordinary temple.


Street Nomad

Starting at 3rd level, you have developed special tricks which you picked up through experience in real fights. You gain the following benefits: You gain 1 hit point to your maximum per Monk level taken. As you gain additional levels in Monk you gain an extra hit point to your maximum.

Street Smarts

Starting at 3rd level, you have learned the nature of the streets, and can utilize additional skills & how to take advantage of situations. You gain the following benefits: When you have advantage on an attack, you may once per turn deal and additional 1d6 damage to one creature you hit with an attack. The attack must use a finesse or a ranged weapon, or be an unarmed strike done with your hands, feet, elbow, or knee. The amount of the extra damage increases as you gain levels in this class, to 2d6 at 7th Level, 3d6 at 10th Level, 4d6 at 15th Level and 5d6 at 18th Level. You don't need advantage on the attack roll to get the benefit if another enemy of the target is within 5 feet of it, that the enemy is not incapacitated, and you don't have disadvantage on the attack. In addition, you gain proficiency with one Gaming Set of your choice, plus one of the following tools: Thieves' Tools, Poisoner's Kit, Disguise Kit, or another gaming set.


Sting Like a Bee

Starting at 6th level, you have further developed your skills. Your prowess in combat if that of a stream of water with the sting of a giant bee. You gain the following benefits: You become proficiency with Dexterity saving throws. If you are already proficient you may choose to gain proficiency in either Strength or Constitution saving throws. With your increase in reflexes you also may now take the dash action or hide action as bonus actions on your turn.


Martial Mastery

Starting at 10th level, you have a better understanding of fighting and your own limitations. Learning to push yourself as needed. You gain the following benefits: Whenever a creature misses you with an attack, you may use your reaction to make one unarmed strike against them. You gain 2 Ki points & gain 2 extra at level 15 & 20. You have learned that the shape of your attacks can have devastating effects. Whenever you have advantage on an attack roll, you can score a critical hit on a roll of 19-20 on the d20. You may also apply one of the following effects when you score a critical hit with an unarmed strike: Liver Blow - You force the creature to make a Constitution saving throw against your ki save DC or be knocked prone. This creature must use its full movement, instead of half movement, to get up. Gazelle Punch - You knock your opponent back 5 feet and force them to make a Strength saving throw against your strength or dexterity save DC or be pushed back an additional 20 feet. Bone Crusher - You deal additional damage on the critical hit equal to your Monk level. Flowing Water - You transform your damage into Force & ignore resistance.


Vibrating Strike

Starting at 17th level, you have learned to focus your mind, body, and spirit into your strikes. Fighting is now almost a form of meditation for you. You gain the following benefits: When you hit a creature with an unarmed strike, you can spend 3 Ki points to start a series of vibrations within the creature. These last a number of days equal to your Monk level. The vibrations are harmless unless you use your action to end them. To do so, the impacted creature and you must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw, if it fails it is reduced to 0 hit points. If the creature succeeds, then it takes 10d10 necrotic damage. Additionally, you have learned how to make helpful vibrations within yourself reflective of nature and the spirit of the world. You may expend a Ki point as a bonus action to heal yourself for 1d4 + your wisdom modifier. This can only be done once per turn. You may also expend a Ki point on a touch you can touch and stabilize it.


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