Monk
Base Class: Monk

Monks who follow the Way of the Flying Blades have honed their bodies and minds to excel in the art of ranged throwing weapons. They have studied the balance of all things and thus understand their true natures and limitations; Breaking those limitations through meditation, mindfulness, and martial prowess. 

Monks who follow this path have spent hundreds of hours practicing and studying the art of thrown weapons as part of their search for the true balance of the universe. Due to this form of study these monks are dangerous adversaries in close and ranged combat, and are known for having all sorts of weapons strapped to their bodies. These Monks are heavily sort after as both assassins and body guards for their amazingly fast reflexes and intuition into the true nature of others. In contrast to the dangerous personas they are known for, these Monks can use their extreme understanding and physical prowess to perform incredible feats of gymnastics and juggling as well as being capable of discerning the inner emotions of those around them. 

Legend tells of a few Monks of this tradition actually discovering a way to influence the Balance of the Weave around them; so much so that they were perceived as minor Gods. But Legends, after all, are mere stories.

Balance in All Things

Starting when you choose this tradition at 3rd level, you understand the perfect balance of the weapons you have studied. You become proficient in all weapons with the Thrown property. All Weapons with the Thrown  property come under Monk Weapons for Monks of this Tradition. Due to this understanding you do not suffer Disadvantage when throwing a weapon with the Thrown property up to it's maximum range or when throwing your weapon in Melee combat. You may now throw a Monk Weapon instead of your Unarmed Strike as you Bonus Action.

Due to your study and experimentation with your own body and mind to find your own True Balance you are able to control all your actions down to the minutest details. If you haven't already you gain proficiency in the Performance and Sleight of Hand  skills. 

When you reach 5th and 6th levels respectively, your use of Stunning Strike and Ki-Empowered Strikes extends to your thrown weapons. 

House of Flying Daggers

Beginning at 6th level you have manged to hone your reaction time to a razors edge and thus very little can get by your guard in battle and those who stand before you will be unable to keep up with the speed of your body. 

  • When taking the Flurry of Blows action, instead of using unarmed strikes you may now use your Thrown Monk Weapons.
  • If you land a critical hit on your turn or as a reaction using Deflect Missiles you may take the Patient Defense action as a Free action without spending a Ki-Point until the beginning of your next turn.

Enhanced Deflect Missiles

  • Once you have used your Reaction for the round and are targeted by more missiles you may spend 1 Ki-Point per missile (Up to your Dex Modifier) to repeat the Deflect Missiles reaction. If caught you do not need to expend another Ki-Point in order to make a Ranged Attack with said missile.

Mind, Body, and Spirit are One

Beginning at 11th level you are so in tune with your self to a degree that even the most powerful forces are unable to sway your mind but you are able to read theirs. Your body and spirit have ascended from their separate identities and are now almost inseparable, allowing you the ability to interact with magic around you. Some believe that these Monks are so in tune with themselves and the world around them that at times they can access the Weave itself.

  • You are immune to all attempts to Charm or Frighten you.
  • You have Advantage when using Insight to discern when a creature with facial features (i.e: not a construct) is lying to you.
  • When in physical contact with a living creature you may expend 3 Ki-Points to cast Detect Thoughts. You use your Wisdom modifier for the DC.

Deflect Magical Missiles

  • When a Ranged Spell Attack is made at you you may treat the attack as if it were a mundane missile and use the Deflect Missiles reaction. This can also be used to deflect the spell Magic Missile. You are unable to catch spells.

At One with the Weave

Beginning at 17th Level your understanding of the Weave that forms all life and the True Balance of the Universe is unparalleled giving you near-ascendancy abilities. You have such Knowledge of how everything is balanced and works that once a strike lands true you are able to exploit that momentary weakness on any similar creature before the moment of clarity you gained passes. With your ability to manipulate the Weave with your shear Will even Arcane masters are wary of your ability to thwart even the most powerful by simply tugging on a string and erasing their spell from existence.

  • If you land a Critical hit, all subsequent attacks you make until the beginning of your next turn will be automatic Criticals if made on the same opponent or same type of creature (DMs discretion) as the original target of the critical hit.
  • As a Reaction you may expend 3 or more Ki-Points to cast Counterspell. If you wish you may use additional Ki-Points to increase the level at which you cast Counterspell. 

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