Way of Enlightenment
A Monk tradition of seclusion: advantage against charm and fear, thought reading, a short teleport, astral projection, and an end to aging and hunger.
Identity
The Way of Enlightenment is the Monk tradition of seclusion. Its practitioners take a cell, a cave or a sealed compartment on a long transit and spend years there in breath-work and sitting. The Aurelion contemplative orders train them by the dozen. The frontier produces about one a generation, often someone who was alone for years.
Features
- L3 Surface Thoughts
You have advantage on saving throws against being Charmed or Frightened, and you can end either condition on yourself as a bonus action. You can also spend 1 Ki and take an action to read the surface thoughts of one creature you can see within 30 feet for 1 minute. You learn its mood and its immediate intention, but not its plans.
- L7 Astral Step
As a bonus action, you can spend 2 Ki to project your senses to a point of your choosing within 120 feet. Until the end of your turn, you see and hear from that point as though you stood there. If you move this turn, you can teleport to any unoccupied space you saw from that point.
- L11 Mind Ward
You are immune to being Charmed. Any creature that reads your thoughts, scries on you or tries to detect your location must succeed on a Wisdom saving throw against your Ki save DC. On a failure, the attempt fails and the creature takes 3d8 psychic damage. You also no longer need to sleep, though you must still meditate for 4 hours to gain the benefit of a long rest.
- L15 Projection
You can spend 4 Ki and 10 minutes to leave your body. Your astral form can travel up to 1 mile from your body and pass through solid matter. Nonmagical means cannot harm it, it cannot attack, and only creatures that can perceive the Spirit Plane can see it. Your body stays behind, Unconscious but stable. You can return to your body instantly at will, and you return at once if it takes damage.
- L18 Enlightenment Capstone
As an action, you can spend 5 Ki to learn the answer to one question about a creature, object or place you can see. The answer must be a fact, not a prediction. Once per long rest, when you would be reduced to 0 hit points, you can instead vanish until the start of your next turn. You take no damage from the triggering effect, and you return to an unoccupied space within 30 feet.