Monastic Tradition

Credit: Scott McKown (Marvel 1602 #4 cover, 2004)

Way of the Blind Devil

Monks of the Way of the Blind Devil sacrifice their sight for other gifts and abilities. They sharpen their hearing and perceptions of touch to experience the world, preparing for both battle and uncovering hidden information in the world.

Alternative Perception

In order to chose this tradition at the 3rd level, you must be blind. You trained your other senses to partially compensate for your disability, and to use your ki to extend these senses to super-human levels. You gain the following abilities:

As long as you can hear, you have blindsight to a range equal to your Unarmored Movement bonus, beginning with 10 ft.

As a bonus action, you can spend 1 ki point to extend this range to 40 ft. for one minute. This range increases with your level, matching your Unarmored Movement speed. This increased blindsight requires your concentration, and as such you cannot also concentrate on a spell during this minute. You can spend additional ki points to increase this radius, equal to one half your movement speed per ki point spent.

You cannot be tricked by visual illusions. (Auditory or tactile illusions function as normal.)

While you automatically fail Perception (Wisdom) or Investigation (Intelligence) checks which rely on sight, you have advantage on these checks using your other senses.

You gain resistance to radiant damage.

Your superior hearing also makes you vulnerable to thunder damage. If you take thunder damage, you must make a Constitution saving throw, DC equal to the half of the damage taken, or be stunned for one round.

Truth Seeker

At 6th level, you have learned the subtle clues and tells that others give off when acting duplicitous. You gain proficiency in Insight (Wisdom); if you are already proficient, you can add double your proficiency bonus to checks you make with it. If the creature whose motive or honesty you are trying to detect is a Humanoid, you have advantage on Insight (Wisdom) checks against them. As an action, you can spend 1 ki point to force a Deception (Charisma) check made against you to have disadvantage.

As a bonus action, you use your ki to find your opponent's weaknesses. You can spend 1 ki point and if your next attack hits, your opponent is vulnerable to the damage of that attack.

Battlefield Awareness

At 11th level, your awareness of the positions of threats against you has become more accute. You have advantage on melee attacks against opponents who are within 5 ft. of you at the start of your turn. Ranged attacks against you which originate within 60 ft. are made at disadvantage. You can spend a ki point to use your Deflect Missles reaction even if you have already used your reaction for the round.

Radar Sense

At 17th level, you have learned to process the sensory input around you to an incredible degree. You can now add double your proficiency bonus to any Perception (Wisdom) and Investigation (Intelligence) checks relying on hearing, touch, or smell.

You can listen to any audible conversation, even through walls or other non-magical obstructions, at the following ranges:

Whispered: 30 ft.

Normal volume: 60 ft.

Shouted: 120 ft.

You can use an action to spend ki points to increase these ranges for 1 hour, 30 ft. per ki point spent. While you can hear all conversations within this range, you can only actively listen to one at a time.

You can use an action to spend 5 ki points to discern the location of any creature you have met before within 1 mile, as long as they are not silenced or hidden by magic.