Base Class: Fighter
Warrior monks devote themselves to mastering the many weapons of war, believing that true martial mastery comes not from a single favored weapon,
but from understanding them all. Through rigorous training and spiritual discipline, they learn to move seamlessly between weapons, striking with
each in turn as though guided by a single instinct.
Some warrior monks believe that every weapon carries a fragment of the spirit of those who wielded it, and that a skilled warrior can awaken these
lingering echoes through combat. By gathering these souls, a warrior monk can reach a state of perfect harmony with their arsenal, empowering
their body and weapons alike. At the culmination of their training, they wield the collected strength of their weapons in a single devastating
strike, bringing all seven together as one.
Way of the warrior monk
When you choose this archetype at 3rd level you gain the ability to pull out any weapon on your person as part of the same attack action, as if you already had it in hand in the first place. The weapon has to be one from the Soul Weapons feature and cannot be inside any backpack or other container. This feature also works while carrying your heavy weapon in one hand and using the other hand to make attacks using your soul weapons. (Essentially your armor/clothes over your armor should have six slots for all six of your soul weapons which you use to pull the weapon from in a quick fashion).
Soul Weapons
Upon choosing this archetype at 3rd level you choose:
-three melee simple or martial weapons with the light property, each of them needs to have a diffrent type of damage dealt which are: bludgeoning, slashing and piercing.
-three melee simple or martial weapons that do not have the heavy property, each of them needs to have a diffrent type of damage dealt which are: bludgeoning, slashing and piercing.
-one martial weapon that has the heavy property and that deals piercing damage.
You may swap one of the weapons everytime you finish a short or long rest.
Upon dealing damage with any of the weapons that don't have the heavy property, the coresponding weapon begins to shed dim light in a 5ft circle around it as the attack collects a part of the target's soul. If at any point all weapons are lit up the light changes to a 15ft circle of bright light and you may perform a Seven-force Strike using an attack action.
Seven-force Strike:
upon dealing damage with an attack with the heavy weapon, instead of dealing its normal damage you may choose to instead deal the same
amount of damage as all seven of your weapons combined as the collected souls combine into the heavy weapon unleashing devastating force.
Upon using Seven-force Strike all weapons lose their collected souls.
example:
light weapons:
-club 1d4+str bludgeoning
-scimitar 1d6+str slashing
-shortsword 1d6+str piercing
(not) heavy weapons:
-warhammer 1d8+str bludgeoning(not 1d10 since you are always holding your heavy weapon so the versatile property doesnt work)
-longsword 1d8+str slashing(not 1d10 since you are always holding your heavy weapon so the versatile property doesnt work)
-warpick 1d8+str piercing
heavy weapon:
Kama-yari(reflavoured pike to reflect his actual in game weapon) 1d10+str piercing, heavy, reach
Seven-force Strike in this example deals:
1d4+2d6+3d8+1d10+str magical piercing damage (damage of all the weapons combined, but with only one ability modifier added to damage)
Soul Soother
Upon reaching level 7 in this archetype the collected souls soothe your injuries. Whenever you use your second wind feature you may use your souls to recover more health equal to 1d6+con for every soul you use to do so. Using this feature consumes the chosen souls. If Seven-force Strike reduces a creature to 0 hitpoints you also gain a use of this feature as if you spent one soul but without the second wind healing. The dice changes to 1d8 at level 10 then into 1d10 at level 15 and 1d12 at level 18.
Ancillary Might
When you reach level 10 in this archetype your collected souls empower you. Upon collecting all six souls you choose to gain one of the
following benefits until the souls are expended:
-Your movement speed increases by 10ft and you dont provoke opportunity attacks.
-Your AC increases by 2.
-All your saving throws are increased by +1.
-You gain advantage on strength checks and saving throws and your attacks push enemies 10ft away.
-Your attacks become magical for the purpose of overcoming resistances.
Soul Waker
When you reach level 15 in this archetype reducing a creature to 0 hitpoints with an attack gives you a random weapon's soul. If the soul was already collected you instead regain your use of second wind if it was expended. This feature can regain your second wind only once per short or long rest.
Peace of mind
When you reach level 18 your mind has adapted to constant warfare and has since found peace. You gain proficiency and advantage in wisdom saving throws.
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