Monk
Base Class: Monk

An elitist sect of the renowned Kensei monks, Chakram Dancers train relentlessly with pairs of large, circular, bladed discs. They thrive in mid-range combat, darting just out of reach before pelting their opponents with rebounding throwing attacks.

Path of the Chakram Dancer

When you choose this tradition at 3rd level, your special martial arts training enhances your thrown weapons. You gain the following benefits.

  • Strongarm. You gain proficiency with any weapon type with the thrown property, excluding polearms (spear, javelin, trident). These weapons count as monk weapons for you. Additionally, your short range for throwing these weapons becomes 30 ft., and your long range becomes 90 ft.
  • Rebound. Once per turn, when you make a thrown weapon attack, you may expend a ki point to target one additional creature or object with the attack. Make a separate attack roll for each target. At 11th level, you may target two additional creatures. Additionally, weapons you throw return to your hand after being thrown, similar to a boomerang.

Expert Thrower

At 6th level, you extend your ki into your thrown weapons, granting you the following benefits.

  • Volley of Blows. When you take the Flurry of Blows bonus action, you can choose to replace the unarmed strikes with thrown weapon attacks.
  • Concussive Impact. You can use your Stunning Strike feature when you make a thrown weapon attack as long as the attack roll does not suffer from the long range penalty.

Catcher's Reflexes

Starting at 11th level, your reflexes have become nearly instant, making catching objects an easy feat.

  • Magical Throwing Weapons. Your thrown weapon attacks count as magical for the purposes of overcoming resistances and immunities to nonmagical damage.
  • Instant Reflexes. You can take the Deflect Missiles reaction without spending a ki point.

Wake of Blades

Starting at 17th level, you gain the following action.

Wake of Blades. As an action, you may expend 3 ki point to create a vortex of blades. Choose any amount of creatures within a 30 ft. radius and make a separate attack roll for each creature using your main hand weapon. On a hit, the creature makes a Strength saving throw or falls prone and takes an additional 3d10 damage of the weapon's type. On a success, the creature does not fall prone and takes half the additional damage.

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