Way of the Navigator

Learning to use gates is a dangerous endeavor, and only very few are able to survive the full force of planar energy without succumbing to the forces of the planes themselves.

Way of the Navigator Features
Monk Level Feature
3rd Navigatorium Novice, Open the Gates
6th Planar Force
11th Planar Tunnels, Enter the Stareway
17th Keeper of the Planes

Navigatorium Novice

Beginning at 3rd level, your studies at the Navigatorium give you an edge when recalling information about the multiverse.

You gain proficiency with the Arcana skill and you may add double your proficiency bonus to Arcana checks made to recall information about the planes.

Open the Gates

At 3rd level, your training within the Navigatorium has taught you of the presence of planar gates and how to briefly open them to draw on the power found in the planes beyond.

Through your ki, you can reach out the grasp the energy found in the neighboring planes to the material. You gain the following benefits.

Fairy Circle. Whenever you use Patient Defense, a faint circle appears on the ground around you. Any creature who misses you with an attack while you are using Patient Defense is charmed by you until the beginning of its next turn.

Walking Dead. Your life is connected to the plane of death, and your body becomes sturdier for it. You have resistance to necrotic damage. In addition, when you hit a creature with a weapon attack, you can spend 1 ki point to deal an extra 1d4 necrotic damage. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. Once you’ve dealt the necrotic damage, you can spend 1 additional ki point to heal yourself for the necrotic damage dealt.

Planar Force

At 6th level, you can draw power from the chaos between the planes, giving extra force to your attacks. When you hit a creature with an unarmed strike, you can spend 1 ki point to make the attack a critical hit.

Planar Tunnels

Starting at 11th level, you can briefly fold reality in on itself and create a gateway passing through it. By spending 2 ki points, you may teleport up to 30 feet to an unoccupied space that you can see.

Enter the Stareway

Also at 11th level, your teachings of the planes and realms beyond the material allow you to walk the paths between them and enter into their spaces. Utilizing your training of the planes, you can conduct a meditative ritual over 1 hour where you close yourself off from the material plane to wander the trails along the endless Stareway. At the end of the hour, you can spend 7 ki points and cast plane shift without requiring material components. Once you have successfully used this feature, you can’t use it again until 7 days have passed.

Keeper of the Planes

Upon reaching 17th level, your control of the planes extends to the furthest reaches of the multiverse. When you take the Attack action on your turn and you use a monk weapon or an unarmed strike for your attacks, you can spend 3 ki points to briefly open a gateway to another plane of existence as a bonus action. The portal closes at the end of your turn.

Motes of Radiancy. You can reach out and touch a creature within 5 feet of you, letting the warmth of the Planes Above rush through them. You heal the creature for 3d10 hit points.

Hellfire. You rip open a gateway to the inferno that exists in the Planes Below. A cascade of fire falls in a straight line from you. The line is 30 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw. The creature takes 4d10 fire damage on a failed save, or half as much on a successful one. If the creature that failed the save is wearing something flammable, it is set on fire. It takes an additional 1d10 fire damage at the beginning of each of its turns until it uses an action to put itself out.

Witness the Void. A portal to the endless beyond opens up behind you, giving nearby creatures a visage of the infinite Chaos Sea that lies beyond the known planes. All creatures in 20 foot radius of you must make a Wisdom saving throw. On a successful save, they are undeterred by the void of chaos. On a failed save, they take 2d10 psychic damage and become frightened of you until the end of their next turn. The creature must immediately use its reaction to run as far away from you as possible.

Section 15: Copyright Notice

Aaralyn’s Stolen Notes to Velea Copyright 2018 Anne Gregersen Author Anne Gregersen