Monk Subclass: Way of the Wheel

by TheElderWorm

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Way of the Wheel (Monk)

Fortune's Wheel

Carl Orff's symphony Carmina Burana (1937) was inspired by the collection of medieval poems by the same name. The poems center around themes of springtime (Primo Vere), drinking and gaming (In Taberna), and romance and courtship (Cour d'Amours). Above all, both the poems and symphony warn of the powers of luck and fortune; a wheel symbolizes how fate bestows victory and disaster, seemingly at random.

The monks who practice the Way of the Wheel embrace the entropy of fate with the mindset that the triumphs will outweigh the losses. They recognize that the Wheel of Fate can be somewhat understood by a dedicated few.

Primo Vere

3rd level Way of the Wheel feature

You use a Martial Arts die to determine your luck (see Wheel of Fate tables). As an action, you can spend one ki point to try your luck on the table. You may only use the table once per turn. The cost to use this table increases by one ki point after each use, and resets after a short or long rest.

In Taberna

6th level Way of the Wheel feature

You gain proficiency with brewer's tools, if you don't already have it. Additionally, improvised weapons count as monk weapons for you.

Cour d'Amours

11th level Way of the Wheel feature

Once per turn, as a bonus action, you can spend two ki points to grant one friendly creature within 30 feet of you advantage on their next attack roll, saving throw, or ability check. Additionally, you become proficient in Charisma (Persuasion) checks.

No Orffense

17th level Way of the Wheel feature

You automatically convert any critical hit against yourself into a normal hit instead. Additionally, you can spend 5 ki points to temporarily share this ability, with up to 5 friendly creatures you can see within 30 feet. Sharing this ability lasts for up to one minute and requires concentration, as if casting a spell.

Wheel of Fate Tables

Martial Arts Die: d4

d4 Effect
1 You have disadvantage on your next attack roll, saving throw, or ability check.
2 You can make one additional attack against the next creature you hit with a melee attack.
3 Your third eye opens on your forehead for the next hour, giving you a +5 bonus to Wisdom (Perception) and Wisdom (Insight) checks.
4 You regain 5 hit points. If you are already at your max, you have advantage on your next saving throw.

Martial Arts Die: d6

d6 Effect
1 You lose hit points equal to your monk level, but gain a +1 bonus to your AC for the next minute.
2 You take no damage from the next first level spell that could harm you.
3 You take half damage from the next attack that hits you.
4 You are immune to being intoxicated by alcohol for the next 5d6 days.
5 You can speak the next language you hear that you don't already speak for one hour.
6 You gain hit points equal to half your monk level (rounded down).

Martial Arts Die: d8

d8 Effect
1 You gain one level of exhaustion, which is removed after taking a short or long rest.
2 The next attack you make that hits deals minimum damage.
3 The next attack you make takes a -5 penalty to hit but gains a +5 bonus to the damage.
4 You take no damage from the next first or second level spell that could harm you.
5 You gain one hit point at the start of your turn for the next minute.
6 You have a flying speed of 30 feet until the end of your next turn.
7 2d8 gold pieces fly out of your fingertips.
8 You gain resistance to slashing damage for the next minute.

Martial Arts Die: d10

d10 Effect
1 You gain one level of exhaustion, which can only be removed after taking a long rest.
2 You take a -5 penalty to the next attack, saving throw, or ability check you make.
3 You take maximum damage from the next attack that hits you.
4 You take no damage from the next first, second, or third level spell that could harm you.
5 You regain 2d10 hit points.
6 One randomly chosen nonmagical item within 30 feet of you becomes permanently magical, gaining a magical quirk.
7 The next creature to attack you must succeed on a Wisdom saving throw against your ki save DC or automatically miss.
8 You gain resistance to slashing or piercing damage for the next minute.
9 You gain a +5 bonus to the next attack, saving throw, or ability check you make.
10 You regain all expended ki points.

Where Credit is Due

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

Source: "Carmina Burana" by Houston Symphony

Concept Idea by TheElderWorm

 

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