Base Class: Monk
Monks of the Way of the Warrior not only aim to focus on spiritual illumination, but also martial prowess, so as to act out swift judgement on their foes. While other Monasteries may form more pragmatic solutions to problems, disciples of the Way of the Warrior believe their strength is a gift for their devotion and should rightfully be used to full effect. These warriors make formidable allies, and are willing to battle alongside the armies of the leaders who support the Way of the Warriors beliefs.
Devout Fury
At 3rd Level, you learn to channel your spiritual force into ferocious combat expertise. When you use your action to make an attack you can spend 1 ki point to make an additional attack. When you use this attack you must use your martial art die for the damage. If you use this feature to make an attack with a weapon you are proficient with you gain bonus AC equal to your proficiency bonus until the start of your next turn. You can use this feature only once per turn.
Focused Offense
At 6th Level your prowess for battle expands your combat efficiency. You gain proficiency with martial weapons and all martial weapons you wield count as monk weapons. In addition if you are wielding two weapons with the light or finesse property, you can make an extra attack on your turn. This extra attack must be made after you take an attack action and you must attack with your other weapon.
As a bonus action you spend 1 ki point to bolster your physical abilities. When you use this bonus action you have advantage on dexterity (acrobatics) and strength (athletics) ability checks until the start of your next turn.
Heavenly Warrior
At 11th level, your combat presence can be both inspiring and terrifying. At the start of your first turn of each combat when you make a melee attack against a creature, you can force that creature to make a charisma saving throw. On a failed save, when the creature damages you or another creature with a melee attack, the damage is reduced by the number you roll on your martial arts die + your wisdom modifier + 5.
When you make a melee attack you can spend 2 ki points to channel your spiritual ferocity to another creature within 15 feet. The creature can add your martial arts die to the damage of successful attacks on its turn.
In addition you can also move your normal speed in difficult terrain, and have advantage on saving throws for conditions that restrain you.
Spirit of the Warrior
Beginning at 17th level your spirit is far less limited by your bodies capabilities. You can add your martial arts die to the damage of every attack you make with a weapon you are proficient with.
If you take damage that reduces you to 0 hit points and doesn’t kill you outright, you can use your reaction to expend all your remaining ki points to immediately take another turn where you can only use the attack action. You can make a number of attacks equal to the ki points you spent up to a maximum of 5, as your fighting spirit continues to battle. While taking this turn taking damage does not cause death saving throws, When the extra turn ends, even if you regained hit points you fall unconscious, returning to 0 hit points as your spirit is no longer able to sustain your body.
Once you use this feature, you can’t use it again until you finish a long rest.
Comments