Base Class: Monk
You come from an ancient tradition or have been awakened to world's beyond your understanding. You may be the descendant of a lineage of warriors, or a student of ascendant masters long since gone from the world. Regardless you've touched a piece of time and space that defies definition, granting you access to hidden and secret techniques.
Ancient Ordinance
3rd-level Way of the Blue Veil feature
Drawing on the wisdom of the veil, you can summon ancient weapons of war. Choose a martial melee weapon that lacks the heavy and special properties. You gain proficiency with this weapon if you don't already have it. The chosen weapon is considered a monk weapon for you. When you reach 6th, 11th, and 17th level in this class you can choose another type of weapon to be a monk weapon for you, following the criteria above.
As a bonus action, you can spend a ki point to summon a melee monk weapon in your empty hand. Your summoned weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
Akashic Insight
6th-level Way of the Blue Veil feature
In your meditation you've delved deeper into hidden knowledge beyond the veil, gaining the following effects:
Enchanted Armament. Attacks you make with a summoned weapon can use your Wisdom modifier in place of your Strength or Dexterity modifier for the attack and damage rolls. Additionally your summoned weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Warp Strike. When you use your flurry of blows ability, you can spend a ki point to replace an unarmed strike with an attack from your summoned weapon. As part of these attacks you may teleport up to 5 x your proficiency bonus feet away before each attack to strike the same or different targets within range without provoking an attack of opportunity. You must be able to occupy a space you can see within 5 feet of each of the targets.
Summoned Weapon
When you reach 6th level in this class, you can choose another type of martial melee weapon to be a monk weapon for you, following the criteria above.
Astral Enrichment
11th-level Way of the Blue Veil feature
You have mastered techniques shown to you in meditation and dreams, gaining the following effects:
Unseen Strike. Once on each of your turns when you hit a target with a summoned weapon, you can deal extra damage to the target equal to your Martial Arts die.
Instant Transposition. As a bonus action you can expend up to 3 ki points to summon and throw a dagger within a range of 60 feet to an unoccupied space that you can see. You and up to 2 willing creatures (depending on the number of ki points spent) within 5 feet of you teleport to an unoccupied square within 5 feet of the summoned dagger, which dissipates afterwards. You may use this ability even if you already have a summoned weapon in one hand, as long as your off-hand is empty.
Summoned Weapon
When you reach 11th level in this class, you can choose another type of martial melee weapon to be a monk weapon for you, following the criteria above.
Liminal Being
17th-level Way of the Blue Veil feature
You've achieved an enlightened state, piercing the veil to attain eldritch knowledge; gaining the following effects:
Soul Saint. When you use your Ancient Ordinance ability you can expend up to 3 additional ki points to grant your summoned weapon a bonus to attack and damage rolls when you attack with it. The bonus equals the number of ki points you spent. This bonus lasts until the weapon is dismissed.
Empowered Warp. When you use your Warp Strike ability you may attack twice each time you teleport.
Summoned Weapon
When you reach 17th level in this class, you can choose another type of martial melee weapon to be a monk weapon for you, following the criteria above.
Previous Versions
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Posted Feb 22, 2024I made this class because I wanted to play as Noctis. I've tried different class combinations to mimic his Armiger abilities, but Steel Wind Strike is the only thing in 5e that does what I wanted. I figured monk would work best for the class, I used Astral Self as the base and took inspiration from kensai as well. I'm looking for feedback on the class, ways to improve it (Including formatting, because this site is the least intuitive thing ever).