Base Class: Monk
Masters of precision and deception, monks who follow the Way of the Hidden Fang are trained in the deadly art of thrown weapons. They fight with speed and cunning, striking from unexpected angles with blades and disappearing before retaliation. Theirs is the path of silence and death, where a single flick of the wrist can spell doom.
Level 3: Hidden Blades Technique
Your martial arts seamlessly incorporate thrown weapons, allowing you to strike from any angle, at any distance.
- When you make an unarmed strike, you can choose to make a thrown weapon attack instead.
- Any thrown weapon you use automatically returns to your hand immediately after it hits or misses, unless the weapon or item specifically states otherwise.
- Attacking at long range does not impose disadvantage on your attack rolls with thrown weapons
Serpent’s Guile
Your combat style is built on deception and misdirection, keeping foes off balance before they even lift their weapons.
- You can add your Wisdom modifier to Deception checks you make.
- When you hit a creature with a thrown weapon attack, it has disadvantage on its next attack roll against you before the end of its next turn.
Level 6: Phantom Step
Your movements blur the line between reality and illusion, leaving behind mere echoes of your presence.
- When you expend Focus Points on Step of the Wind, you can create an illusory duplicate of yourself in the space you left behind.
- The illusion lasts until the end of your next turn. While the illusion exists, attacks against you have disadvantage, unless the attacker has blindsight, tremorsense or truesight.
- At the start of your turn, if you have an active illusion, you may expend 1 additional Focus Point to maintain the illusion until the start of your following turn.
Level 11: Death Blossom
You enter a state of absolute focus, striking down all within reach in a storm of steel. As a Magic action, you can expend 4 Focus pints to leap into the air and unleash a whirlwind of thrown weapons.
Choose a number of creatures equal to twice your proficiency bonus within 20 feet of you, that are not behind full cover. Each chosen creature must make a Dexterity saving throw.On a failed save, a creature takes damage equal to 5 rolls of your martial art dice or half as much on a successful save
As part of this action, you may spend up to 6 additional Focus Points to enhance the attack, For each Focus Point spent, you can either increase the DC of the saving throw by 1 or increase the damage by 1 Martial Arts die for every 2 Focus Points spent, but not both.
Level 17: Heavenly Phantom
"The wind whispers, the shadows stir, and before the final breath, a thousand blades have already struck."
At the pinnacle of your art, your mastery transcends mortal limits. Your speed, deception, and lethality become absolute; striking like a ghost, fading like a mirage, and leaving only silence in your wake.
Phantom Blade Supremacy. Once a turn, your thrown weapon attacks deal an additional Martial Arts die of damage when they hit.
Dance of the Vanishing Blade. Your Phantom Step improves to the point that even reality hesitates to define you. Details are as follows
- You are invisible while your illusory duplicate exists.
- You no longer need to expend a Focus Point as part of Step of the Wind to activate Phantom Step.
- When a creature starts its turn within 15 feet of your illusion, you can force it to make an Insight (Wisdom) check, contested by your Deception (Charisma) check. if the creature fails this check, the creature believes the illusion to be the true you and will target it instead of you.
Celestial Death Blossom. Your Death Blossom improves. you may now spend Focus Points to increase both the DC and the damage simultaneously instead of choosing between them.
Previous Versions
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