Way of the Wanderer
A Monk tradition of the road: extra speed while lightly loaded, social advantages, rerolled hazard saves, no tracks and a one-minute merge with the surroundings.
Identity
The Way of the Wanderer is the Monk tradition that owns nothing and stays nowhere. Its followers hold that ownership distorts sight: once a valley becomes someone's valley, they stop seeing the valley. Wanderers walk with a bowl, a robe and a staff along colony roads, through station concourses and across the long empty stretches between, taking work for meals until staying starts to feel like living somewhere. Other traditions find them irritating and slightly enviable, and they are among the best-informed people on any frontier, because few people guard their tongue in front of someone who will be gone in a week.
Features
- L3 Bowl and Road
While you carry no more than 20 pounds of gear and wear no armor, your walking speed increases by an additional 10 feet, you ignore difficult terrain, and you have advantage on Constitution saving throws against exhaustion from travel, weather, hunger or thirst.
- L7 Local Knowledge
You have advantage on Charisma (Persuasion) checks made to gain food, shelter or passage, and on Charisma (Deception) checks made to be taken for a local. Once per short or long rest, after you spend 10 minutes in an inhabited place, you can learn one useful current fact about it, such as who holds power, what worries the place or where the trouble is.
- L11 Road Lore
When you fail a saving throw against a hazard of terrain, weather, climate or an unfamiliar creature's natural attack, you can use your reaction and spend 1 Ki to reroll it.
- L15 Leave No Mark
You leave no tracks, scent trail or heat signature unless you choose to, and you cannot be tracked by nonmagical means. Creatures have disadvantage on Wisdom (Perception) checks to notice you while you move at your full speed through a natural or crowded environment.
- L18 Merge with Surroundings Capstone
Once per long rest, as an action, you can spend 5 Ki to merge with your surroundings for 1 minute. For the duration, you have resistance to all damage, you can move through creatures and objects as if they were difficult terrain, and you cannot be moved against your will. Any creature that ends its turn within 10 feet of you must succeed on a Wisdom saving throw against your Ki save DC or be unable to take hostile action against you until the start of its next turn.