Base Class: Monk
Warrior of the Wandering Blade also sometimes called a Ronin represents a warrior whose soul is bound to the art of battle, seamlessly fusing unarmed combat and swordsmanship into one discipline. These monks are wanderers driven by personal codes, fierce independence, and a relentless pursuit of mastery. For a Ronin, battle is more than survival; it is an expression of their spirit. Every strike embodies their devotion to perfection, and every conflict is an opportunity to honor the path of the warrior.
Level 3: Master Swordsman
Your training has forged a harmony between martial weapons and your unarmed techniques. You gain the following benefits:
- You gain proficiency with all martial melee weapons except with the heavy or special property; they become monk weapons for you.
- You can use your Martial Arts die in place of the weapon's normal damage die for any melee weapon you wield.
- When you take the Attack action, you can make a weapon attack instead of an unarmed strike as part of your Martial Arts bonus action.
You can only have one of these features below activated at any given time (unless gotten from another source). You can change these once per long rest.
- While wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- When wielding a versatile weapon with two hands, you can treat any 1 or 2 on the damage die as a 3.
- When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Level 3: Enhanced Techniques
Your mastery of combat allows you additional Focus-fueled techniques.
Agile Defense (2 focus)
If you make an attack with monk weapon as part of the attack action on your turn and are holding a one handed or versatile 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.
Cut the Weave (3 focus)
You cast dispel magic with a range of 5 feet. Alternatively, as an attack as part of the attack action, you can attempt to open a 5-foot by 5-foot hole in a magical barrier, lasting until the start of your next turn. Make a weapon attack treating the magical effect as having an AC equal to the spellcaster’s spell DC (your DM determines what magical barriers this might work on).
Distance Strike (1 focus)
When you make a melee attack roll with the attack action you can extend your reach by 30 feet. It last until the end of your turn.
Level 6: Ronin Weapon
When you reach 6th level in this class, you can choose another type of weapon — either melee or ranged — to be a ronin weapon for you, following the criteria above.
Level 6: Perfect State
Your weapon becomes an extension of yourself, flowing naturally with your abilities.
Empowered Weapons: Your attacks with your Monk Weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Blade Flurry: When you make a Flurry of Blows, you can make the additional attacks with your Monk Weapons instead of your unarmed strikes.
Deft Strike (1 focus)
When you hit a target with a Monk weapon, you 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.
Instant Strike (1 focus)
As a reaction to a creature moving within your reach, you can make a melee weapon attack against them.
Level 11: Empowered Techniques
Starting at 11th level, you learn additional techniques because of your mastery with the blade.
Bloody Maelstrom (Flurry of Blows): Each successful hit deals an additional die of damage at the start of the target’s next turn. Once per short rest.
Dimension Slash (4 focus)
You flourish a weapon you are proficient with used in the casting and sweep through the air, slashing apart the dimensional space. Each creature in a 15-foot cone takes 6d6 force damage. This passes through total cover and strikes creatures in the ethereal plane as well as the material plane. You can use this ability once per long rest.
Blink (1 focus)
You attack with blinding speed. After you make a melee attack against a creature you can move up to 10 feet without provoking opportunity attacks. This counts as part of your movement. You cannot use this feature if you have no movement remaining.
Seven-Fold Strike (6 focus): Choose up to a number of creatures equal to your Strength or Dexterity modifier within 60 feet of you and the creatures make a Dexterity saving throw, dealing 4d10 force damage on a fail and half on save. You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.
Level 11: Ronin Weapon
When you reach 11th level in this class, you can choose another type of weapon — either melee or ranged — to be a ronin weapon for you, following the criteria above.
Level 17: Flawless Form
When you reach 17th level of this class your mastery of weapons grants you extraordinary accuracy. If you miss with an attack roll using a monk weapon on your turn, you can reroll it. You can use this feature only once on each of your turns.
Rapid Strike
You learn to trade accuracy for swift strikes. If you take the Attack action on your turn and have advantage on an attack roll against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn.
Level 17: Soul of Battle
Sever Soul (8 focus)
When you strike a creature, you can attempt to sever its soul. The target must make a constitution saving throw. On failure, they take necrotic damage equal to 10 rolls of your Martial Arts die, this damage ignores resistance and immunity. If this damage reduces them to 0 hit points, they die permanently. Otherwise, they gain a level of exhaustion. On a save, they take half as much damage and suffer none of the other effects. You can only use this ability once per long rest.
Sword Spirit (6 focus): Bonus action to cast and concentration, up to 1 minute
You summon a ghostly echo of yourself. It shares your space and acts automatically on your intents. For the duration of the spell, the first time on your turn you make an attack, it attacks the same target. It makes a separate attack roll but otherwise uses your statistics for the weapon attack and damage roll, besides that on a hit the target takes force damage equal to half the damage that it would have taken from your attack. You can only use this feature once per long rest.
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