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.

Pathfinder

Starting at 3rd level, you gain Advantage on Wisdom (Survival) and Intelligence checks made to find your path through the wilderness, orientate yourself on a road or to avoid getting lost during a travel.

In addition, you gain proficiency with the cartographer's tools.

Traveler's Strike

At 3rd level, you can charge towards a creature making a powerful attack. Once per turn, if you move at least 10 feet before making an unarmed strike, you can spend 1 ki point to add to your unarmed strike additional damage equal to your Wisdom modifier + your monk level. If you use Step of the Wind, you don't need to spend ki.

In addition, your Step of the Wind feature also allow you to ignore any type of difficult terrain and to pass through the space occupied by enemies or allies.

Terrain Master

At 6th level, you can become one with the terrain you are currently in. You gain a swimming and climbing speed equal to your movement speed and your jump is calculated with your Dexterity score, rather than your Strength.

In addition, your travel speeds are doubled.

Nomadic Fist

At 11th level, you adapt your fighting style to the location you are currently in. You gain one of the following benefits, depending on your current environment:

  • Arctic: You become immune to the effects of extreme cold. You cause ice to solidify around your target. Once per turn, when you hit a creature with an unarmed strike, you can cause it to be restrained until the end of your next turn.
  • Coast: You can use your ki to manifest salt on the target's eye. Once per turn, when you hit a creature with an unarmed strike, you can cause it to be restrained until the end of your next turn.
  • Desert: You become immune to the effects of extreme heat. You can make your fists extremely hot, causing additional 1d6 fire damage with your unarmed strikes.
  • Forest: You are not affected by natural difficult terrain. You can use trees and vines to swing around unbothered, making you immune to opportunity attacks.
  • Grassland: You can use your Traveler's Strike without requiring the use of ki.
  • Mountain: You can fly up to your movement speed, but you must end your movement on the ground. If you use the Traveler's Strike during a flight, you also can knock your target prone.
  • Swamp: You can use your ki to infect a target with the putrid and rot energy from a swamp. Once per turn, when you hit a creature with an unarmed strike, you can cause it to be poisoned until the end of your next turn.
  • Underdark: You gain darkvision up to a range of 60 feet, and you are invisible when you start your turn in an area of area of darkness, until you make an attack or leave the darkness.
  • Urban: Any attack made by a creature against you have Disadvantage, until you make an attack against that creature, which deactivates this feature for that creature until your next long rest. The first attack made against that creature has Advantage.
Quintessential Traveler

At 17th level, there are no distances you can't cross. You gain the following benefits:

  • You gain resistance to fire and cold damage, and you can now breathe underwater.
  • You can cast Plane Shift once, being unable to do it for the next 7 days. You can also cast and Once you cast teleportation circle once, and you can't cast that spell with it again until you finish a long rest. Neither spell requires material components.
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