Monk
Base Class: Monk

A monk following the Way of the Living Weapon pursues physical perfection, honing their body as a smith sharpens a sword. Its traditions are drawn from cultures of shapeshifters and creatures who fight with tooth and claw. These are a few of the martial techniques that have evolved into the Way of the Living Weapon.

Source: Exploring Eberron

Living Weapon Form

Starting at 3rd level, when you adopt this tradition, choose a discipline and gain its feature.

 

Forged Heart

 Your unarmed strikes are considered adamantine weapons. In addition, when you hit a creature with an unarmed attack, you can spend 1 ki point to cause it to take 2d6 additional damage of the same type as the unarmed strike and be pushed up to 15 feet away from you.

Additionally, when you are hit by an attack, you can use your reaction to add your Wisdom modifier (minimum of 1) to your AC, including against the triggering attack. This effect lasts until the start of your next turn.

 

Nightmare Shroud

When you hit a creature with an unarmed attack, you can spend 1 ki point to assail it with fear, causing it to make a Wisdom saving throw. On a failed save, it takes 1d6 points of psychic damage and becomes frightened of you until the end of your next turn.

Additionally, when you damage a creature who is frightened of you, excess psionic energy ripples to up to 3 different creatures of your choice within 30 feet. Those creatures take an amount of psychic damage equal to your monk level.

 

Traveler's Blade

 Your reach extends by 5 feet. Additionally, at the start of your turn you can expend 1 ki point to extend your reach by an additional 20 feet. When you deal piercing or slashing damage to a creature with an unarmed strike, it takes an additional 1d8 poison damage and must succeed on a Constitution saving throw against your ki save DC or be poisoned until the end of its next turn.

 

Weretouched

Once per turn, when you hit a creature with an unarmed attack, you can spend 1 ki point to rend your target and inflict deep bleeding wounds. At the start of each of the creature’s turns for the next minute, it takes 1d4 points of slashing damage from this effect. The effect ends early if the creature has one or more hit points restored, if any creature uses its action to expend one use of a healer’s kit, or makes a successful Wisdom (Medicine) check with a DC equal to your ki save DC.

When you reach 6th level, this slashing damage counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Additionally, when you use your Flurry of Blows, you can make three unarmed strikes as a bonus action instead of two. You have advantage on these attacks.

Mutatable Strike

You have the power to alter your natural weapons, growing claws or reinforcing your fists. Starting at 3rd level, when you use Martial Arts to make an unarmed strike, you can choose whether you inflict slashing, bludgeoning, or piercing damage with the attack.

Manifest Blow

Starting at 6th level, choose one of the following damage types when you finish a long rest: bludgeoning, piercing, slashing, cold, lightning, necrotic, psychic, or thunder. On your turn, the first creature you hit with an unarmed strike takes an additional 1d6 points of damage of that type. If you select bludgeoning, piercing, or slashing damage, it benefits from your Ki-Empowered Strikes class feature and counts as magical damage.

Reflexive Adaptation

Starting at 11th level, after you make an attack roll, an ability check, or a saving throw, you can spend 1 ki point to roll an additional d20. You make this decision after you see whether the roll succeeds or fails. You must use the result of the new roll.
In addition, the extra damage dealt by the Manifest Blow class feature increases to 2d6.

Perfected Form

At 17th level, you transform your body to become a weapon of war. You gain a feature based the discipline you selected at 3rd level.

Perfect Weretouched

You gain the Extra Attack feature again. Your unarmed strikes ignore immunity to all damage types and the slashing damage from the wounding effect increases to 2d4 on subsequent turns.

Perfected Forged Heart

Your unarmed strikes deal force damage instead of bludgeoning, and you score a critical hit on a roll of 18, 19, or 20. You gain resistance to all damage except force and psychic. You no longer require a ki point to shove a creature with your unarmed strikes, and you can shove creatures up to 30 feet away from you.

Perfected Nightmare Shroud

The additional psychic damage on your unarmed strikes increases to 3d6 and your fear effect ignores Immunity to fear effects. When you damage a creature who is frightened of you, each other creature of your choice within 60 feet of you must also make a Wisdom saving throw or become frightened of you as well.

Perfected Traveler's Blade

The additional poison damage on your unarmed strikes increases to 3d8 and your unarmed strikes ignore Resistance and Immunity to poison damage and the poisoned condition. You no longer require a ki point to extend your reach by up to 25 feet.

Previous Versions

Name Date Modified Views Adds Version Actions
4/12/2023 6:43:34 AM
3
2
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes