WAY OF THE wanderer
MONK nymph - nereid
Epic path - the cursed one
You come from a great family or tribe that has been cursed for centuries, owing to
the actions of one of your distant ancestors, who angered the Titans. Whatever the
nature of your curse, the stigma has haunted you for all your life. Wherever you go,
you are shunned by the ignorant and the superstitious. As a result, you have felt like
an outsider for all your life. You know that as long as you remain cursed, you will
be incapable of living a full life. Moreover, you are not sure that your family or your
tribe will survive for another generation unless you find a way to lift the curse.
Adventure Hook: The Oracle reveals that she knows who can end the curse..
Heroic Tasks
● To end your family’s curse.
● To find a family artifact that is key to ending the curse.
● Restore honor to your family line
Divine Blessing
Blessing of Luck You may reroll any one attack roll, ability check, or saving throw.
You must use the second roll. The blessing cannot be used again until after a short
rest
Explorer's Pack: Backpack, bedroll, mess kit, tinderbox, torch
(10), rations (10), waterskin, hempen rope
Abilities and features explained
Enthralling beauty: You possess long rest. Starting at 7th level, you can cast
unearthly grace and beauty, which allows you the water walk spell once with this trait and
to dazzle and charm those who are susceptible regain the ability to do so after a short or
to such things. You have proficiency in the long rest. Charisma is your spellcasting ability
Persuasion skill. Additionally, you can cast the for these spells.
charm person spell once with this trait and Fog cloud:
regain the ability to do so when you finish a Casting Time: 1 action
short or long rest. Charisma is your spellcasting
● Range: 120 feet
ability for this spell.
● Components: V, S
● Duration: Concentration, up to 1
hour
Charm person:
Casting Time: 1 action Description: You create a 20-foot-radius
sphere of fog centered on a point within
● Range: 30 feet range. The sphere spreads around corners,
● Components: V, S and its area is heavily obscured. It lasts for
● Duration: 1 hour the duration or until a wind of moderate
or greater speed (at least 10 miles per
Description: You attempt to charm a hour) disperses it.
humanoid you can see within range. It
must make a Wisdom saving throw, and it
does so with advantage if you or your Water walk:
companions are fighting it. If it fails the Casting Time: 1 action
saving throw, it is charmed by you until the
spell ends or until you or your companions ● Range: 30 feet
do anything harmful to it. The charmed ● Components: V, S, M (a piece of cork)
creature regards you as a friendly ● Duration: 1 hour
acquaintance. When the spell ends, the
creature knows it was charmed by you. Description: This spell grants the ability to
move across any liquid surface—such as water,
At Higher Levels: When you cast this acid, mud, snow, quicksand, or lava—as if it
spell using a spell slot of 2nd level or were harmless solid ground (creatures crossing
higher, you can target one additional molten lava can still take damage from the
creature for each slot level above 1st. The heat). Up to ten willing creatures you can see
within range gain this ability for the duration.
creatures must be within 30 feet of each
If you target a creature submerged in a liquid,
other when you target them. the spell carries the target to the surface of
the liquid at a rate of 60 feet per round.
Nereid ancestry: You can breathe Higher Levels: When you cast this spell using
underwater, and you have a swimming speed a spell slot of 4th level or higher, you can
of 40 ft. Starting at 3rd level, you may cast target one additional willing creature for each
slot level above 3rd.
the fog cloud spell once with this trait and
regain the ability to do so after a short or
Class abilities 1-20 Check p.78 for full entries
Level 1: Unarmored as a reaction if damage is liquids without falling during
Defense: AC = 10 + DEX reduced to 0. your move.
+ WIS (while not wearing
armor or using a shield). Level 4: Ability Score Level 10: Purity of Body:
Martial Arts: Use Improvement (ASI): Increase Immune to poison and
ability scores or take a feat. disease.
Dexterity for
Slow Fall: Use a reaction to
attack/damage rolls reduce falling damage by 5 Level 12: ASI: Increase
with unarmed × Monk level. ability scores or take a feat.
strikes or monk
Level 5: Extra Attack: Level 13: Tongue of the
weapons. Bonus Sun and Moon: Understand
Attack twice when taking
unarmed strike the Attack action. Stunning and be understood by any
after using the Strike: Spend 1 Ki to stun creature that knows a
Attack action. a creature on a hit (CON language.
Martial arts die save).
Level 14: Diamond Soul:
increases as you Level 6: Ki-Empowered Proficiency in all saving
level up (1d4 → Strikes: Unarmed strikes throws. Spend 1 Ki to reroll
1d10). count as magical for a failed save.
overcoming
Level 2: Ki: Pool of Ki resistance/immunity. Level 15: Timeless Body:
points = Monk level. Use Subclass Feature: Gain a No aging effects and cannot
for: Flurry of Blows: Two new ability from your be aged magically.
unarmed strikes as a bonus Monastic Tradition.
action. Patient Defense: Level 16: ASI: Increase
Dodge as a bonus action. Level 7: Evasion: ability scores or take a feat.
Step of the Wind: Dash or Automatically take half
damage on failed DEX Level 18: Empty Body:
Disengage as a bonus
saves and no damage on Spend 4 Ki to become
action, and double jump
successful ones (like fireball). invisible for 1 minute and
distance. Unarmored
Stillness of Mind: Use an resistant to all damage
Movement: +10 feet speed except force. Spend 8 Ki to
when not wearing armor. action to end charmed or
frightened conditions. cast astral projection without
components.
Level 3: Monastic
Tradition: Choose a subclass Level 8: ASI: Increase
ability scores or take a feat. Level 19: ASI: Increase
(Way of the Open Hand, ability scores or take a feat.
Shadow, etc.). Deflect
Missiles: Reduce damage Level 9: Unarmored
Movement Improvement: Level 20: Perfect Self: If
from ranged weapon attacks, you have no Ki points when
and throw the missile back Gain the ability to run along
vertical surfaces and across rolling initiative, regain 4 Ki
Subclass abilities Starts at Level 3
Path of fate: Starting when you choose this tradition at 3rd level, you become a force in the world,
ever growing in power. Your disposition influences those around you. Different effects arise depending
on whether you are creating mayhem or restoring order. At the end of your turn, your Path of Fate
Score determines your current Fate Effect, replacing your prior one. You begin In Balance.
Fate effects:
Disciplined Fortune Anyone within and must then finish a long rest
30 feet of you (including yourself), before using again.
rolls critical hits on a roll of 18 or
higher. Malicious Parry You may use a
reaction to ignore all damage
Bear the Burden You may use a delivered to you from a single attack.
reaction to allow a target within 100 A random Ally within 1 mile takes
feet to ignore all damage from a the damage instead. You may use
single attack. You take this damage this feature a number of times equal
instead. You may use this feature a to your proficiency bonus and you
number of times equal to your regain all expended uses when you
proficiency bonus and you regain all finish a long rest.
expended uses when you finish a long
rest. Misfortune of Chaos Anyone within
30 feet of you (including yourself)
In Balance You may reroll any die who rolls a 3 or under for an attack
roll and decide which result you will roll is considered to have suffered a
use. You may do this a number of critical miss.
times equal to your proficiency bonus
Hands of change:
Starting at 3rd level, when you hit a hostile creature with an unarmed strike you can change the
damage type. Whenever you do so, you can add an additional 1d4 damage of the chosen damage
type to the damage dealt. Additionally, the weather within 1 mile of you changes based on your
decision. These changes last for 1 hour.
The game master adjusts the temperature, wind, and precipitation on a table they have available to
them. At 6th level, your unarmed strike ignores any resistance to the chosen damage type (does
full damage). At 17th level, your unarmed strike now treats the target’s immunity as if it were
resistance (strike does half damage).
Everchanging fate: Starting at 6th level, you gain several new abilities that can be activated by
spending Ki. These abilities either derive from calm and order or result from chaos and mayhem.
Order Abilities
Final Punch [Ki Cost: 5] As a bonus action, after you have hit an opponent, you may attempt to
banish them. If the target fails a Charisma saving throw against your Ki save DC, the target is
banished as per the banishment spell. After 1 minute has passed, the target reappears in the space it
left or in the nearest unoccupied space if that space is occupied.
Twist of Fate [Ki Cost: 3] As a reaction, you may change a lethal melee attack that occurs within
5 feet of you to be non-lethal. An attack that would normally kill a target merely drops that target
to zero hit points instead and they are unconscious but stable.
Resist Order Damage [Ki Cost: 1] As a bonus action,gain resistance to Cold, Poison, or Radiant
damage for one minute.
Mayhem abilities:
Lightning Leap [Ki Cost: 5] As a bonus action, you move from your current location to another
location within 30 feet without spending movement or provoking opportunity attacks. Any unarmed
strikes you make during this turn inflict an additional 1d6 lightning damage, each.
Steal Fate [Ki Cost: 3] As a bonus action, you may select another creature in the current combat
and take their place in initiative order (and they take yours).
Resist Mayhem Damage [Ki Cost: 1] As a bonus action, gain resistance to Acid, Fire, Lightning, or
Thunder damage for one minute.
Spending ki: Order abilities Ki cost is reduced by a number equal to your positive Path of Fate
Score (maximum of 3). Mayhem abilities Ki cost is reduced by a number equal to your negative
Path of Fate Score (maximum of 3). These abilities cannot cost less than 1 Ki.
Example: You have +3 to your Path of Fate and want to use Twist of Fate. Normally this costs 3
Ki, but based on your Path of Fate score, the cost is reduced to 1 Ki.
Wandering feet:
Starting at 11th level, you may use a bonus action and spend two Ki points to switch places with
any ally your size or smaller within 5 feet. This movement costs no movement for either you or the
ally and does not provoke opportunity attacks. You also have the following additional movement
speeds and types depending on the weather:
While moving through heavy rain You gain a flying speed equal to your walking speed.
While moving through shallow water Difficult terrain is considered normal terrain and you gain 10
feet to your walking speed. You also do not provoke opportunity attacks.
While strong wind is blowing You may use an action to change the direction the wind is blowing.
This may allow you to influence the direction your ship or other vessels are moving in, or help
dissipate a mist, fog, or cloud. The moment you use any of your movement, the wind begins to blow
from its original direction.
Grace of the wanderer:
Starting at 17th level, your Path of Fate score provides additional abilities. Using a bonus action, you
may activate one of the following abilities: Graceful Save-Spend 2 Ki points: For one minute any
d20 roll by you or an ally within 30 feet of you that is 9 or lower becomes a 10. You may only
use this ability if your Path of Fate score is equal to or greater than +3. Graceful Deter-Spend 1 Ki
point: You make an extra unarmed strike. On a successful hit, you knock an item held by the
opponent out of their hand and it lands up to 15 feet away from them in a space of your choosing.
Graceful Strike: If you hit an opponent with an attack, spend 1 Ki point to deliver bonus damage.
Roll your weapon damage four times and deliver this total as additional Lightning, Thunder, Acid,
Poison, or Fire (your choice) damage. You may only use this ability if your Path of Fate score is
equal to or less than -3.