--- source: "Campaign Builder: Dungeons and Ruins" --- Monks who follow this way develop the ability to read the psychic imprints on items, even if they were last touched by a living creature decades or even centuries ago. These imprints, essentially echoes of the item’s past, can inform a practitioner of how an item was used, who used it, and when. These monks begin with vague feelings and suspicions, but as their abilities grow, they see into the past through these psychic echoes. Psychic Echoes monks primarily read the impressions on unattended items or inanimate forms, but also train to read items held or worn by other creatures, or even the dirt and detritus that cling to creatures without gear. This allows them to detect weaknesses in their enemy’s armor or forms, striking at weak points. These monks typically avoid handling weapons (their own or others’) outside of combat because of the echoes of violence and death that cling to them. They often make gifts of weapons they have used, opting for newly made weapons to avoid such dark echoes.  | Psychic Echoes Progression | | | -------------------------- | ------------------------- | | Monk Level | Features | | 3rd | Read Echoes, Sense Secret | | 7th | Read Foe | | 11th | Item Communion | | 15th | Exploit Weakness | ## Read Echoes 3rd-Level Psychic Echoes Feature  You can use an action to read the psychic echoes of an item by touching the object with your bare skin. You learn one piece of information about the item such as who created it, what it is used for, who used it last, or when it was last used or touched by a living creature. If you spend a minimum of 1 minute touching the item, you learn two more pieces of information about it, and you have advantage on **INT** checks related to it.  In addition, you can expend 1 technique point to cast the identify ritual, without the need for components. ## Sense Secret 3rd-Level Psychic Echoes Feature  Your ability to read items helps you detect hidden passages, traps, and secret doors. When you touch the surface of a structure, such as a wall or floor, you have advantage on checks to notice or detect hidden passages, secret doors, and traps connected to that surface and within 30 feet of where you are touching the surface. If you detect a trap in this way, you have advantage on any checks made to disable or disarm it and on saves to avoid or mitigate its effects.  At the GM’s discretion, you can detect traps not connected to the surface you are touching if the surface’s memories hold other evidence of the trap’s presence, such as an ancient memory of an exploding trap blowing a victim against a wall you are touching. ## Read Foe 7th-Level Psychic Echoes Feature  A creature’s equipment or even the detritus that clings to it can reveal secrets about the creature to your fine-tuned senses. When you hit a creature with an unarmed strike, you can expend 3 technique points to give yourself advantage on attack rolls against that creature for 1 minute. ## Item Communion 11th-Level Psychic Echoes Feature  Your ability to read items elevates to an almost spiritual connection with any item you touch. When using your Read Echoes feature and touching an item for at least 1 minute, you can learn a number of facts about its properties and history equal to up to twice your **PB**. Also, your unarmed strikes against the item treat its damage threshold as 10 lower (to a minimum of 0) than it actually is.  In addition, attuning to a magic item takes you only 1 minute instead of 1 hour, and if an item has charges, its maximum number of charges increases by an amount equal to half your **PB** while you are attuned to it. Exploit Weakness  15th-Level Psychic Echoes Feature  When you hit a creature already affected by your Read Foe feature with an unarmed strike, you can expend 4 technique points to deal an extra 8d8 force damage to the target.