The

Way of the Traveler

Nezarec's Vault

Your mind is a powerful tool, sharpened and honed to perfection. As a traveler, you know the secrets of a long forgotten monk order. Your body is not a cage for your mind, but rather a gateway into the waking world. You are capable of touching the minds of others, and even bending them to your will. These teachings are sacred and dangerous, however, and shall not be passed down to anyone who is unworthy of their power.

Bonus Proficiencies

When you choose this tradition at 3rd level, you gain proficiency in the Insight and Perception skills. If you are already proficient in one or both of these, you instead gain double proficiency in them, as with the Expertise feature.

Dream Focus

At 3rd level, you learn how to interact with the world using primarily your mind. You learn the mage hand and message cantrips if you don't already know them. You can cast them at will, ignoring any material components needed. You can also sense the mood and desires of a creature if you touch them.

Additionally, you can choose to meditate anytime during a short or long rest. Meditating for an hour puts you into a focused state that allows your mind to wander outside of your body. While like this, your body acts as if it is under the paralyzed condition until you return to your body. You can wander a maximum distance of 240 feet from your body in any direction, and exceeding that range will pull you back into your body and end your meditation. While in this disembodied form, you can see and hear as normal, but you cannot smell or interact with matter, instead passing through it. You cannot pass through solid matter thicker than 3 feet. You are invisible to all creatures except those with truesight, and you are intangible, unable to take damage except for psychic damage.

At 11th level, you gain the ability to read the thoughts of creatures whos minds you touch while in this state. Creatures who are immune to the charmed effect are immune to this abilty.

At 17th level, your power grows to allow you to enter this state during combat. As an action, you can expend Ki to enter dream focus, in which case all of the same rules still apply aside from needing to meditate to enter or maintain this state. The number of turns you can maintain the dream focus is equal to the number of Ki points you expended, with a maximum of 5. You can end this feature early as a bonus action, refunding all of the Ki points that were not used up as a result of not continuing dream focus through those turns. While in this state, you can touch a creatures mind to either deal 1d10 psychic damage, or attempt to stun them until the end of your next turn, in which case they must make a Wisdom saving throw. Creatures who are immune to the charmed effect are immune to this abilty.

Broken Visage

At 6th level, you can create an illusionary clone of yourself that draws the attention of those seeking to harm you. As a bonus action, you can expend 3 Ki to conjure this clone in an unoccupied space within 30 feet of you. All creatures within 60 feet of the clone that can see it and are chosen by you must make a Wisdom saving throw. On a failure, they become compelled to attack it. The clone has hit points equal to 4 times your monk level. When it drops to 0 hit points, the clone shatters, forcing all within 10 feet of it to make a Dexterity saving throw or take 2d6 plus your Wisdom modifier force damage. This damages increase by 2d6 whenever you take a feature in this tradition. Creatures who are immune to the charmed effect are immune to being compelled by the clone and automatically succeed the Wisdom saving throw.

Mind Bend

At 11th level, you discover the ability to conquer one's mind. When using Flurry of Blows, you can spend an extra 3 Ki points to make on of your attacks weaken the creature's mind. The creature must make a Wisdom saving throw. On a failure, they succumb to your will, and become charmed by you. They obey your command, moving wherever and attacking whatever you say. You must expend your bonus action at the start of your turn to maintain the connection. Said connection ends if you or the creature dies, or if you choose to end it as a bonus action.

Ascendant Thought

At 17th level, you are able to create telepathic links between yourself and others. You can cast the telepathy spell. Once you use this feature, you cannot do so again until you take a long rest. You also gain truesight.