Base Class: Monk
The way of the sword, as seen from the eyes of one who has reached the void. A school of swordsmanship that specializes in five different stances, providing combat methods for any situation. The culmination of a certain legendary swordsman, capturing their ideology and philosophy not only in the ways of combat, but the ways of life.
Path of the Sword
When you choose this tradition at 3rd level, you learn how to wield the longsword efficiently. You gain proficiency with longswords if you don't already have it, and they are treated as monk weapons. When you stow a weapon but are still wielding a second weapon, you can wield the remaining weapon with two-hands, rather than one.
While you are wielding two longswords and no other weapons, you may attack with your off-hand longsword instead of an unarmed strike when you use the monk's bonus action martial arts attack or flurry of blows.
Stance Change. At the start of your turn you can change your current stance as a free action. You may stow or draw a weapon as part of this action to match the requirements of the stance. You lose the properties of the stance if you do not match the requirements, such as drawing a second sword for a single-sword stance.
Afterglow. When you switch from one stance to another, you gain the afterglow effect of the previous stance. You can only have one afterglow effect active at a time. You can have two afterglow effects active at 11th level, and three at 17th level. You choose which afterglow effect to lose when you gain a new one.
Earth Stance
At 3rd level, you learn the earth stance, a single-sword stance focused on defense. While in the earth stance, you gain the following benefits:
- You gain a +2 bonus to AC while the weapon is in your hand and you aren’t incapacitated.
- You can use the deflect missiles feature regardless of the weapon's size and even if you have no hands free.
- You can use your reaction to parry a melee weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.
Earth Stance Afterglow. After leaving the earth stance, you gain a +2 bonus to AC.
Water Stance
At 3rd level, you learn the water stance, a two-weapon stance focused on rapid and sweeping attacks. While in the water stance, you gain the following benefits:
- Your movement speed increases by 10 feet.
- When you take the attack action you may spend one ki point to make one additional attack, or two additional attacks if they each target a different creature.
- When you use flurry of blows you may make one additional attack, as long as the attack targets a different creature.
Water Stance Afterglow. After leaving the water stance, your movement speed increases by 10 feet. When you use flurry of blows you may make one additional attack, as long as the attack targets a different creature.
Wind Stance
At 6th level, you learn the wind stance, a one-handed, single-sword stance which enhances your strikes with ki to overcome magical resistances. While in the wind stance, you gain the following benefits:
- Your attacks with longswords count as magical for the purposes of overcoming resistances and immunity to nonmagical attacks and damage.
- Once per turn you may spend one or more ki point to empower a sword you are holding as a free action, gaining one or more of the following benefits. Your attacks with that sword either:
- deal extra damage equal to your martial arts die until the beginning of your next turn.
- deal a different damage type of your choice until the beginning of your next turn.
- When you use the monk's bonus action martial arts attack against an enemy, you regain one ki point after dealing damage to them.
Wind Stance Afterglow. After leaving the wind stance, Your attacks with longswords count as magical for the purposes of overcoming resistances and immunity to nonmagical attacks and damage. If the sword you are holding had any empowerments, it remains empowered until the end of your turn (other swords do not become empowered).
Fire Stance
At 11th level, you learn the fire stance, a two-weapon stance that offers more strength the closer you are to death. While in the fire stance, you gain the following benefits:
- Your attacks with longswords deal 1d4 extra damage. This increases to 1d8 if you are below half your maximum hit points. These dice increase to 1d6 and 1d10 respectively at level 17.
- While you are below half your maximum hit points, you may make one additional attack when you take the attack action. When you use flurry of blows, you may also make one additional attack.
Fire Stance Afterglow. After leaving the fire stance, your attacks deal 1d4 extra damage until the end of your turn, increasing to 1d6 at level 17.
Void Stance
At 17th level, your mastery of the way of two heavens has allowed you to reach the void stance, the pinnacle of sword mastery. The void stance is a special stance that is stronger the more vitality the wielder has. The wielder's swords remain sheathed until an attack is made, and are re-sheathed after the attack. You are considered wielding two swords for the purposes of this classes' features. While in the void stance, you gain the following benefits:
- While you have more than half your maximum hit points, your attacks' reach is increased by 5 feet. Your reach is instead increased 10 feet if you are at your maximum hit points.
- While you have more than half your maximum hit points, your attacks deal extra damage equal to your proficiency bonus, as each attack you make is comprised of multiple slashes. This extra damage is doubled if you are at your maximum hit points.
- While you have more than half your maximum hit points, your weapon attacks score a critical hit on a roll of 19–20. This is increased to 18-20 if you are at your maximum hit points.
- Twice per long rest when you take the attack action or flurry of blows, you can perform a decisive strike against a single creature. You make three attacks as part of this attack action or flurry of blows, and any misses are considered hits.
Void Stance Afterglow. After leaving the void stance, your reach is increased by 5 feet, and your weapon attacks score a critical hit on a roll of 19-20.
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