Base Class: Monk
Follower of the Way
When you choose this tradition at 3rd level, your special martial arts training leads you to master the use of certain weapons. This path also includes instruction in the deft strokes of calligraphy or painting. You gain the following benefits:
- Weapons Training. Choose two types of weapons to be your specialized weapons: one melee weapon and one ranged weapon. Each of these weapons can be any simple or martial weapon that lacks the heavy and special properties. 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 specialized weapons. When you reach 6th, 11th, and 17th level in this class, you can choose another type of weapon – either melee or ranged – to be a specialized weapon for you, following the criteria above.
- Agile Parry. If you make an unarmed strike as part of the Attack action on your turn and are holding a specialized weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren’t incapacitated.
- Ki-Guided Shot. You can use a bonus action on your turn to make your ranged attacks with a specialized weapon more deadly. When you do so, any target you hit with a ranged attack using a specialized weapon takes an extra 1d4 damage of the weapon’s type. You retain this benefit until the end of the current turn.
- Way of the Brush. You gain proficiency with your choice of calligrapher's supplies or painter's supplies.
Level 3: Agile Parry
If you make an unarmed strike as part of the Attack action on your turn and are holding a specialized weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren’t incapacitated.
Level 3: Ki-Guided Shot
You can use a bonus action on your turn to meditate on the life force of the world and use this awareness to make your ranged attacks with a specialized weapon more deadly. When you do so, any target you hit with a ranged attack using a specialized weapon takes an extra 1d4 damage of the weapon’s type. You retain this benefit until the end of the current turn.
Level 3: Weapons Training
Choose two types of weapons to be your specialized weapons: one melee weapon and one ranged weapon. Each of these weapons can be any simple or martial weapon that lacks the heavy and special properties. 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 specialized weapons. When you reach 6th, 11th, and 17th level in this class, you can choose another type of weapon – either melee or ranged – to be a specialized weapon for you, following the criteria above.
Level 6: One with the Way
At 6th level, you extend your ki into your specialized weapons, granting you the following benefits.
- Magic Weapons. Your attacks with your specialized weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
- Deft Strike. When you hit a target with a specialized weapon, you can spend 1 ki point to cause the weapon to deal extra damage to the target equal to your Martial Arts die. You can use this feature only once on each of your turns.
Level 11: Focused Ki
At 11th level, you gain the ability to augment your weapons further with your ki. As a bonus action, you can expend up to 3 ki points to grant one specialized weapon you touch 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 for 1 minute or until you use this feature again. This feature has no effect on a magic weapon that already has a bonus to attack and damage rolls.
Level 17: Quivering Palm
You gain the ability to set up lethal vibrations in someone’s body. When you hit a creature with an Unarmed Strike, you can expend 4 Focus Points to start these imperceptible vibrations, which last for a number of days equal to your Monk level. The vibrations are harmless unless you take an action to end them. Alternatively, when you take the Attack action on your turn, you can forgo one of the attacks to end the vibrations. To end them, you and the target must be on the same plane of existence. When you end them, the target must make a Constitution saving throw, taking 10d12 Force damage on a failed save or half as much damage on a successful one.
You can have only one creature under the effect of this feature at a time. You can end the vibrations harmlessly (no action required).