Way of the Far Journey

Some monks dedicate their lives to find the wisdom hidden in far realms. They rapiddly learn that their feet can't take them to that wisdom, but their desire pushes them to create technics that let them bend the space and travel farther than any other traveler.

Trained gestures

When you choose this tradition at 3rd level, you learn to make mistic signs using your hands, that are necesary to bend the space. As a side effect of this training, you gain proficiency in the Sleight of Hand skill if you aren't already proficient in it.

Distancebending

At 3rd level, you can use your hands to draw mistic signs in the air, twisting the space. You gain the following benefits:

  • As a bonus action, you can create little temporary portals that connect your fists and weapons with your enemies. All subsecuent melee attacks made in the same turn, have 15' of reach.
  • You know the Reality Shorcut Special Feature, Rank I.

Hidden Passages

At 6th level, you learn how to bend the space through objects and how to improve your portals. You gain the following benefits:

  • You can spend 4 ki points to create a passage as the effect of the Passwall spell, that lasts until the beggining of your next turn.
  • Your Reality Shorcut Special Feature now is Rank II.
  • When you use your deflect missile feature, if you reduce the damage taken to 0, you can redirect the projectile to another target without spending ki points. All effects and rolls associated with the attack (such distance, damage, etc), are calculated as if the original attacker were targeting the new objective when it attacked.

Doors to far realms

At 11th level, you understand the nature of the portals better, allowing you to travel long distances and connect two points without relying on an object or surface. You gain the following benefits:

  • You can spend 7 ki points to cast Teleportation Circle without using any material component.
  • Your Reality Shorcut Special Feature now is Rank III.
  • The reach granted by your Distancebending feature to your melee attacks increases to 20'.
  • You can use your deflect missile feature against any melee attack, if it isn't made with a two-handed weapon. If you reduce the damage taken to 0, you can create two portals (as your Distancebending portals) to redirect the attack to another target you can see within 20' without spending ki points. All effects and rolls associated with the attack (such damage, etc), are calculated as if the original attacker were targeting the new objective when it attacked.

The Journey

At level 17th, the word distance is meaningless to you. You gain the following benefits:

  • You can spend 10 ki points to create a portal that links your location to another one that is familiar to you in the same plane of existence. This portal last 1 minute and requires concentration. The portal has a front and a back on each location where it appears. Travel through the portal is possible only by moving through its front. When the portal is created, the DM rolls a d100 and uses the Teleport Spell Table to determine the destination and effects of it. All creatures that cross the portal suffer the same effects. No creature can see through the portal, and only is transported if its entirely body crosses it, appearing in an unoccupied space nearest to the other portal front.
  • Your Reality Shorcut Special Feature now is Rank IV.

Reality Shortcut

Special Feature


  • Casting Time: 1 bonus action
  • Components: S

You create 2 portals, named Reality Shortcuts, on any surface or object you can see within range. They last for the duration of this feature, or you until dismiss them as a bonus action. The portals function and look like holes on where they are placed, connecting the space between them. If the surface where one or both of them are placed is destroyed or altered in any way, both portals disapear. If the portals disappear while an object or being is using them, it is harmlessly moved to the space where the major part of it was in that moment. If one or both portals move away from you out of the range of this feature, they disappear. Any attack, spell or action taken through them, occurs as it was taken through a mundane hole (possibly granting cover, restricting line of sight, etc).

Reality Shortcut is NOT a spell, and can't be dispelled using the Dispell Magic effect. Whowever, it functions like any other portal, and effects that prevent creatures or objects from traveling through space will prevent them from using this portals.

Each Rank of this feature includes all effects from previous Ranks.

Rank I

  • Range: 60 feet
  • Portal diameter: Up to 7 inch
  • Duration: Concentration, up to 1 minute

Both portals are placed as part of the same action.

Rank II

  • Range: 90 feet
  • Portal diameter: Up to 24 inch
  • Duration: Concentration, up to 10 minutes

You can use this feature to place a magic rune as if you were placing a portal. Then, as long as this feature is still active, you can use a posterior bonus action to place another rune on another location. When both simbols are placed, they turn into portals linked between them.

A Rune is a translucent phantasmal mark that glows faintly. It is considered as a lvl 3 spell for purposes of dispelling it.

Rank III

  • Range: 120 feet
  • Portal diameter: Up to 3 feet
  • Duration: Concentration, up to 1 hour

You can create flotating Reality Shortcuts. They don't need to be placed on a surface or object, and their position is fixed. Any flotating portal only has a front, as it was placed on an invible wall. You still can place one or both of them on objects or surfaces.


Rank IV

  • Range: 330 feet
  • Portal diameter: Up to 5 feet
  • Duration: Concentration

You can place two runes without turning them into portals. When you do it, you can set a condition for turning them, as speaking a command word (determined whe you place the second rune) or at certain moment of the day. Optionally, you can use a bonus action to turn the runes into portals. Once turned, the portals remain opened until this effect finish.

Playtest material

All content will probably be tweaked for purposes of balance

English is not my native language, so I hope that there aren't a lot of mistakes in the text.

Teleport Table

Familiarity Mishap Similar Area Off Target On Target
Permanent Circle x x x 01-100
Associated Object x x x 01-100
Very Familiar 01-05 06-13 14-24 25-100
Seen Casually 01-33 34-43 44-53 54-100
Viewed Once 01-43 44-53 54-73 74-100
Description 01-43 44-53 54-73 74-100
False Description 01-50 51-100 x x

Familiarity:

"Permanent Circle" means a permanent teleportation circle whose sigil sequence you know.

"Associated Object" means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard's library, bed linen from a royal suite, or a chunk of marble from a Lich's secret tomb.

"Very Familiar" is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell. "Seen Casually" is some place you have seen more than once but with which you aren't very familiar. "Viewed Once" is a place you have seen once, possibly using magic. "Description" is a place whose location and appearance you know through someone else's description, perhaps from a map.

"False Description" is a place that doesn't exist. Perhaps you tried to scry an enemy's sanctum but instead viewed an illusion, or you are attempting to teleport to a familiar location that no longer exists.


Destination:

On Target: You and your group (or the target object) appear where you want to go.

Off Target: You and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is 1d10 x 1d10 percent of the distance that was to be travelled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 18 miles. The DM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as north-east, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble.

Similar Area: You and your group (or the target object) wind up in a different area that's visually or thematically similar to the target area. If you are heading for your home laboratory, for example, you might wind up in another wizard's laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere on the plane.

Mishap: The spell's unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 force damage and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).