Base Class: Monk
I whip my chains back and forth I whip my chains back and forth!
Meteor Technique
When you choose this tradition at 3rd level, your special martial arts training leads you to start mastering the use of chain weapons. Common chain weapons are the weighted chain dealing bludgeoning damage and the bladed chain dealing slashing damage. Chain weapons are considered a light finesse and deal 2d4 damage. Rolling a natural 1 with a chain weapon will cause it to hit you instead.
Flurry of Chains. You can spend 1 Ki point to make two attacks with a chain weapon as a bonus action after taking the Attack action. If you hit with one of your flurry of chain attacks you can impose one of the following effects, the DC for which is 8 + Prof + Strength or Dexterity:
- Disarming - Target must succeed a Strength saving throw or drop an object of your choosing to its feet.
- Sweeping - Choose another creature within 5ft of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal 1/2 the amount the first one took.
- Trip - Target must succeed a Dexterity saving throw or be knocked prone.
- Knock Back - Target must succeed a Strength saving throw or be pushed back 15 feet.
- Distracting - The next attack roll against the target by an attacker other than you has advantage if it is made before the start of your next round.
- Pull Towards - The target must succeed a Strength saving throw or be pulled 5 feet closer.
- Grapple - The target must succeed a Strength or Dexterity saving throw or be grappled. You are unable to make another Flurry of Chains attack this round.
Way of the Artist. You gain proficiency with your choice of artist supplies.
Meteor Dance
At 6th level, you extend your ki into your chain weapons, granting you the following benefits.
Magic Meteor. Your attacks with your chain weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Meteor Dance. Before ending your turn, you may choose to spend a Ki point and entire a trance like dance with your chain weapons. You lose your reaction & movement speed but gain the following benefits when you do so:
- Your AC increases by 1.
- Any enemies that moves into your range or anyone who ends their turn within 5ft of you must make a Dexterity saving throw or take your martial arts die as damage.
- The space around you is considered rough terrain for your enemies & allies.
- If you are hit with an attack you must make a constitution saving throw with DC 10 or 1/2 the damage dealt to determine if you maintain the dance.
- At the start of your next turn, if you are still dancing, on your first hit with a chain attack you deal additional damage equal to your martial arts die.
Unwavering Defense
You may choose to have your unarmored defense equal 10 + Str + Wis.
Master of the Chains
At 11th level, you have mastered the art of using chains as weapons. As such you no longer deal damage to yourself when you roll a 1 on a weapon attack, and you may now sacrifice accuracy for more attacks. If you take the attack action with advantage you may forgo advantage on one of your rolls to make an additional weapon attack against the target. This attack is also considered a Flurry of Chains attack and you can impart any effects as you would with a Flurry of Chains attack.
Meteor Dragon Dance
At 17th level, your Meteor dance takes its final evolution becoming the Meteor Dragon Dance. When in this dance you gain all the benefits of the Meteor dance and the following:
- Increase your AC by a total of 2.
- You can choose to have the radius of effect be 5ft or 10ft.
- The radius is no longer considered rough terrain for allies.
- You have advantage on concentration checks to maintain the dance after taking damage.
- You add your weapon damage to each hit of a failed save.







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