Monk

Monastic Tradition: Way of the Threefold Path

To master the world, one must first master the self. The body is the blade, the mind is the mirror, the spirit is the wind—and sometimes, the wind howls with truths you cannot bear, or drags you into the Void.
— A master of the Threefold Path, meditating amidst a leyline surge, a single tear tracing a path down his cheek, his eyes briefly glowing with elemental light.

Wanderers of the Way of the Threefold Path seek harmony through the disciplined refinement of Body, Mind, and Spirit. This ancient philosophy, though originating from Chiryu martial traditions, has spread across Novendragos, adopted by any monk willing to delve into the perilous depths of self-mastery. Each Aspect represents a different mode of being, a distinct way of engaging with the world—and a unique martial expression. These monks fluidly shift between Aspects in battle, adapting their techniques to the flow of combat and the needs of the moment. However, pushing the boundaries of inner balance in a world saturated with volatile elemental energies and psychic echoes carries inherent risks; the path to enlightenment is often fraught with psychic strain, unpredictable backlash, and the potential for permanent alteration.

A master of the Threefold Path might be a revered advisor on matters of internal balance, a mistrusted psychic martial artist, or an envied master of adaptability whose skills are sought after by various factions. Their unique abilities can draw the attention of scholars seeking ancient knowledge, or the suspicion of those wary of uncontrolled mental or elemental power. Some are even hunted by entities that seek to exploit or corrupt their connection to the world's deep energies.

Core Monk Traits

TraitDescription
Primary AbilityDexterity, Wisdom
Hit Point Die1d8 per Monk level
Saving Throw ProficienciesStrength, Dexterity
Skill ProficienciesChoose two from Acrobatics, Athletics, History, Insight, Religion, Stealth
Weapon ProficienciesSimple Weapons, Shortswords
Armor TrainingNone

Starting Equipment You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a shortsword or (b) any simple weapon
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • 10 darts

Way of the Threefold Path Features

Monk LevelFeature
3rdAspect of the Wanderer, Aspect Techniques
6thHarmonized Flow, Psychic Strain
11thEcho of the Inner Self
17thTrifold Enlightenment

Aspect of the Wanderer (3rd Level)

You learn to enter one of three Aspects as a bonus action on your turn. You remain in that Aspect until you change it (as a bonus action on a later turn). Each Aspect grants a unique benefit. When you change your Aspect, you might feel a subtle internal shift, or see a faint, shimmering aura momentarily surround you, reflecting the new balance you've struck.

  • Aspect of Body:
  • You gain +1 AC while unarmored.
  • When you hit with an unarmed strike, you can push the target 5 feet or knock it prone (your choice, once per turn).
  • Aspect of Mind:
  • You can communicate telepathically with any creature you can see within 30 feet that understands a language.
  • You have advantage on Wisdom (Insight) checks.
  • Aspect of Spirit:
  • Your movement speed increases by 10 feet.
  • You can move through difficult terrain without penalty.

Tracking Aspects: To quickly track your current Aspect, consider using a physical token or a die on your character sheet.

Aspect Techniques (3rd Level)

Each Aspect also grants a unique technique you can use by spending 1 ki point. You can use these techniques only once per round.

  • Body – Iron Spiral: When you take the Attack action, you can spend 1 ki to make an additional unarmed strike. If it hits, the target must succeed on a Strength saving throw against your Ki save DC or be stunned until the end of your next turn.
  • Mind – Thought Disruption: When a creature within 30 feet makes a saving throw against an illusion or enchantment spell, you can spend 1 ki point to impose disadvantage on that saving throw. You must be able to see the creature.
  • Spirit – Elemental Step: When you use Step of the Wind, you can spend 1 ki point to become incorporeal until the end of your turn. You can move through creatures and objects as if they were difficult terrain. If you end your turn inside an object, you are shunted to the nearest unoccupied space and take force damage equal to your monk level.

Harmonized Flow (6th Level)

You can now shift between Aspects more fluidly. When you use your Flurry of Blows, Step of the Wind, or Patient Defense, you can also change your Aspect as part of the same bonus action.

Additionally, when you change your Aspect, you gain temporary hit points equal to your Wisdom modifier (minimum 1).

Psychic Strain (6th Level)

Pushing your inner balance in a volatile world comes with a cost. Each time you use your Aspect Techniques or Harmonized Flow feature, you must succeed on a Wisdom saving throw (DC = 10 + the number of times you have used any of these features since your last long rest) or suffer one of the following effects (roll a d6 on the Psychic Strain Table):

  • Psychic Strain Table (d6)
  • 1: Mental Static. You have disadvantage on all Wisdom (Insight) checks and Intelligence (Investigation) checks until the end of your next turn.
  • 2: Disorienting Flash. You are blinded until the end of your next turn.
  • 3: Psychic Bleed. You take 2d6 psychic damage.
  • 4: Omen of Dread. You are frightened of the nearest hostile creature until the end of your next turn.
  • 5: Unwanted Memory. You gain a random, vivid, and unsettling memory from a past event (DM's discretion). This memory might cause you to act strangely (e.g., hesitate, speak an ancient phrase) for 1 round.
  • 6: Fleeting Vision. You gain a cryptic, symbolic vision of a future event (DM's discretion). This vision might grant you advantage on your next Wisdom (Insight) check, or disadvantage on your next attack roll, as it distracts you.

This burden reflects the unpredictable nature of the Flow and the escalating strain of manipulating inner and outer energies.

Echo of the Inner Self (11th Level)

You can briefly embody two Aspects at once. As a bonus action, you can enter a Dual Aspect State for 1 minute. Choose two Aspects; you gain the benefits of both.

While in this state, you can use both Aspect Techniques, but each still costs ki as normal.

You can use this feature once per long rest, or by spending 3 ki points.

Trifold Enlightenment (17th Level)

You achieve perfect harmony of Body, Mind, and Spirit, becoming a temporary avatar of balanced primordial power. As a bonus action, you enter the Trifold State for 1 minute. Once you use this feature, you can’t do so again until you finish a long rest.

For the duration:

  • You gain the benefits of all three Aspects simultaneously.
  • Your unarmed strikes deal an additional 1d6 force, psychic, or elemental damage (your choice each turn).
  • You can use one Aspect Technique per turn without spending ki.

After this feature ends, you must succeed on a DC 18 Wisdom saving throw or gain 2 levels of exhaustion, as the immense influx of primordial power shatters your mortal form. If you fail this save by 5 or more, you also suffer a permanent scar (e.g., a patch of scales, an eye that glows faintly with elemental energy, or a voice that echoes) and you attract the attention of a powerful elemental entity or a Dragon Overlord (DM's discretion).


Design Notes

This subclass is deeply rooted in Novendragos lore, emphasizing discipline, adaptability, and inner mastery, now accessible to any monk. It offers tactical flexibility, rewarding players who shift between Aspects based on the situation. It retains a subtle elemental and psionic flavor, especially in the Spirit and Mind aspects, while explicitly infusing the inherent risk and unpredictable consequence of pushing inner limits in a volatile world.


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