Monk
Base Class: Monk

The Way of the Warrior's Edge is a path for monks who seek to extend their martial prowess through the use of large, intimidating weapons. Followers of this tradition train relentlessly with great swords, halberds, and other two-handed weapons, learning to maneuver them with the grace and precision of a monk’s traditional unarmed strikes. These monks believe that their spiritual journey is linked to their mastery of the blade, treating each weapon as a sacred extension of their will.

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Path of the Warrior's Edge

Your special martial arts training leads you to master the use of two handed and great weapons. You gain the following benefits.

Warrior's Edge Weapons. Choose two types of weapons to be your Warrior's Edge weapons: one melee weapon and one ranged weapon. Each of these weapons can be any martial weapon. You gain proficiency with these weapons if you don’t already have it. Weapons of the chosen types are monk weapons for you. Many of this tradition’s features work only with your Warrior's Edge weapons. Whenever you wield a kensei warrior's edge weapon, you choose whether to use Dexterity or Strength for the attack and damage rolls of the weapon, and you choose whether to use your Martial Arts damage die in place of the weapon’s damage die. The weapons damage die is equal to your martial arts die, for example at 3rd level a greatsword deals 2d4, and greataxe deals 1d4.

Echoing Strike. When you hit a creature with a two-handed weapon, you can spend 1 ki point to deal additional force damage equal to one roll of your Martial Arts die + your Wisdom modifier.

Pulse Wave. Every third consecutive hit on the same enemy creates a burst of radiant energy dealing additional force damage equal to your proficiency modifier.

Concentrated Strike

Your mastery of weapon techniques allows you to channel extra force into your strikes at the cost of precision. When you make an attack roll with an unarmed strike or a melee monk weapon, you can choose to not add your proficiency bonus to the attack roll. When you hit a creature with the attack, you can add twice your proficiency bonus to the damage roll.

In addition, your attacks with unarmed strikes and monk weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Concussive Blow

When you use Stunning Strike on a critical hit, the target takes 7(2d6) additional damage and has disadvantage on their saving throw against being stunned.

Warrior's Endurance

At 17th level, Your enduring training allows you to shrug off blows that would fell others. When you are hit by an attack, you can use your reaction to halve the attack's damage against you.  At the start of each of your turns, you regain hit points equal to equal to one roll of your Martial Arts die + your Wisdom modifier. if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.

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