Way of the Wanderer#

The Way of the Wanderer is a legendary path followed by only one monk in the world at any time. Chosen by fate, the Wanderer walks alone, guided by strange visions and an instinctive sense of destiny’s shifting threads. They answer to no clan or god, acting as the unseen counterbalance that prevents the world from tipping into chaos. Their strikes bend probability, their presence twists fate itself, and every choice they make reshapes the future in unpredictable ways.

Level 3: Solo Lifestyle#

Used to traveling alone you have proficiency in one musical instrument of your choice. In addition, you have proficiency in Survival.

Level 3: Path of Fate#

Your choices tug at the strands of destiny, shaping each battle toward order or mayhem.

When you roll Initiative, choose one of three styles: Order, Balance, or Mayhem. You gain that style’s benefits for the duration of the combat.

Every time you roll Initiative in the future, you follow the following restrictions:

Š If your previous style was Balance, you may choose

Order or Mayhem. Š If your previous style was Order or Mayhem, you must

choose that same style or Balance.

Order. You can choose to have your Unarmed Strikes deal Cold damage. Creatures of your choice within 30 feet using Unarmed Strikes or weapons with the Finesse property (including yourself) score a Critical Hit on a roll of 18, 19, or 20 on the d20.

Balance. You can reroll one D20 Test that you make. You must use the new roll. You can use this feature a number of times equal to your Wisdom modifier, regaining all uses when you finish a Long Rest.

Mayhem. You can choose to have your Unarmed Strikes deal Thunder damage. When using your Deflect Attacks and you spend 1 Focus Point to redirect the damage, you add one Martial Arts die in Thunder damage to the damage dealt. You can use this feature a number of times equal to your Wisdom modifier, regaining all uses when you finish a Long Rest.

Level 6: Forked Destiny#

You can spend Focus Points on powers associated with either Order or Mayhem.

Order Powers#

Final Punch. As a Bonus Action after hitting a creature with an attack, you can spend 3 Focus points to force it to make a Charisma saving throw or be transported to a harmless demiplane. While there, the target has the Incapacitated condition. At the end of its next turn, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. You can’t use this power again until you roll Initiative.

Twist of Fate. When a creature within 5 feet takes damage from a melee attack, you can spend 2 Focus points and use your Reaction to reduce the damage by your Monk level plus your Wisdom modifier. Your Unarmed Strikes deal an extra 1d6 Radiant damage until the end of your next turn.

Mayhem Powers#

Lightning Leap. As a Bonus Action, you can spend 2 Focus points to teleport up to 60 feet to a space you can see. Your Unarmed Strikes this turn deal an extra 1d6 Lightning damage.

Steal Fate. As a Bonus Action, you can spend 4 Focus points to swap Initiative positions with a creature you can see within 60 feet. You can’t use this power again until you roll Initiative. A creature can’t take two turns in a round as a result of this effect, and if a creature would lose its turn this round as a result of this effect, it takes its turn immediately after your turn this round.

Level 11: Chosen in Motion#

When you roll Initiative, if you choose Mayhem or Order, you gain special abilities for 1 minute.

Order Ability. You have Resistance to Cold and Radiant damage. Difficult terrain does not affect you; your Speed increases by 10 feet; you do not provoke Opportunity Attacks.

Mayhem Ability. You have Resistance to Lightning and Thunder damage. You have a Fly Speed equal to your Speed.

Level 17: World-Thread Mastery#

While you are in the Balance style, you can spend 1 Focus Point as a Bonus Action to change to either the Order or Mayhem style.