Monks of the Way of the Weapon are the ultimate masters at martial combat when they are armed. They learn techniques that enable them to use their chosen weapons more effectively in combat, they bond with their weapons, viewing them as an extension of their spiritual body.
Monks that follow the path of the weapon gain proficiency in all versatile and finesse weapons. These weapons are counted as monk weapons.
Bonded
When you reach the 3rd level you may spend one hour to bond with a weapon that you are proficient in. You may bond with a different weapon, but any bonds with other weapons must be broken first. A weapon that is bonded with you gains the following benefits
Recall: If your bonded weapon is on the same plane of existence as you, it flies towards your hand, handle first. The weapon cannot be used to attack in this manner and only flies in a straight line towards you. By expending one ki point, it will be as though the weapon is under the influence of the Etherealness spell until it reaches your hand, allowing it to pass through any obstacle or creature.
Repair: If your bonded weapon is shattered you can reform the weapon by using recall and expending one Ki Point while holding a fragment of your weapon.
Manipulation: By expending one ki point, you channel ki into your bonded weapon. You can manipulate your bonded weapon through the air, though the weapon cannot attack a creature. This lasts a number of minutes equal to your monk level multiplied by your wisdom modifier, minimum five. The weapon has a flying speed equal to your wisdom modifier multiplied by 30, minimum thirty feet.
Riding: You can balance yourself or one friendly creature, on top of your bonded weapon when it is manipulated. A creature riding the bonded weapon will have a flying speed double your normal walking speed. Follow the rules for mounted combat while riding your bonded weapon.
Ki Weapon Technique
Starting at the 6th level, your attacks with monk weapons now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Your bonded weapon grows more powerful, giving you the following abilities
Order: Using your action, you can will your bonded weapon, provided it is being manipulated, to attack a creature you can see. You roll damage and attack as though you were wielding the weapon, including your multi-attack.
Meditation: Using your action, you may enter a meditative state. While in this meditative state you are incapacitated and restrained, though you have blind sight for 80 feet. In this state, your bonded weapon can be manipulated by you without the cost of Ki points until you exit your meditation. If you are in meditation for more than one minute, you may expend one ki point to turn your blind sight into true sight and another ki point to double your vision range.
Flurry: You may now use Flurry of blows with a monk weapon or a bonded weapon that is being manipulated. You must use the martial arts die for damage and the damage dealt is force damage instead of normal damage.
Infuse: By using 2 Ki points you infuse ki into monk weapons. The damage is now force damage and you can now add your wisdom modifier to attack and damage rolls made with the infused weapon until the start of your next turn.
Shattering Stab
At the 17th level, you gain the ability to overload your sword with Ki. When you hit a creature with your bonded weapon, you can spend four ki points to fill it with Ki beyond what it can handle. All of the weapon, except the handle, will explode in your hands and all creatures within a 30ft cone must make a dexterity saving throw or take 8d10 force damage. The cone must include the creature that you hit. The damage is halved on a successful save. The creature you hit with the weapon is knocked prone on a failed save. Your bonded weapon will be destroyed until you can use Repair on it.
I based the level 17 ability off of the Quivering Palm of the Way of the Open Hand monastic tradition, though I made it a AOE attack instead of a single target attack.
The main things to get from this class is.
3rd level gives you a flying speed twice your walking speed at the cost of 1 ki point. (Basically a passive dash action)
6th level gives you the ability to increase damage and attack for 2 ki points and perform all your monk abilities at range. You can also gain True Sight for 1 ki point.
17th level gives you a powerful AOE spell, but leaves you unarmed for 4 ki points. By spending another ki point you can reform your weapon.
I would say remove the use of Order as a bonus action. I would also remove force damage, making it the weapons regular damage type. I would also recommend adding a maximum range to how far away you can Manipulate your weapon.
Im also not sure of the difference between the force damage granted from Order and the force damage granted from Infuse. Are they meant to be different?
Lastly, I would still keep the saving throw for the creature you hit with Shattering Strike for half damage. It seems a tad strong, but I don’t have he books in front of me to check balancing problems. Seems cool though!
If I were you I would think about a more cool-sounding name as well. Path of the Weapon is pretty generic sounding
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I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
Great advice on balancing the class. I think with the changes, it should be a very nice Homebrew. Can't wait to test-play.
1) So I changed the force damage for Order and made it an action-only skill, though I did keep the multi-attack feature.
2) As for the maximum range, I thought I had put that in there already but I guess I overlooked it. The movement speed is also the range of the weapon, so easy fix.
3) I decreased the Shattering Strike from 10d10 to 8d10 damage for some more balance. I also put the saving throw in for the creature hit, though I made the creature be knocked prone and stunned on a failed save.
4) Can't think of any cool names. >:(
If anyone thinks of a good name or any further balancing tweaks, go ahead and put it below. I'm open to suggestions
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Soulful Keening
Monks of the Way of the Weapon are the ultimate masters at martial combat when they are armed. They learn techniques that enable them to use their chosen weapons more effectively in combat, they bond with their weapons, viewing them as an extension of their spiritual body.
Monks that follow the path of the weapon gain proficiency in all versatile and finesse weapons. These weapons are counted as monk weapons.
Bonded
When you reach the 3rd level you may spend one hour to bond with a weapon that you are proficient in. You may bond with a different weapon, but any bonds with other weapons must be broken first. A weapon that is bonded with you gains the following benefits
Ki Weapon Technique
Starting at the 6th level, your attacks with monk weapons now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Your bonded weapon grows more powerful, giving you the following abilities
Shattering Stab
At the 17th level, you gain the ability to overload your sword with Ki. When you hit a creature with your bonded weapon, you can spend four ki points to fill it with Ki beyond what it can handle. All of the weapon, except the handle, will explode in your hands and all creatures within a 30ft cone must make a dexterity saving throw or take 8d10 force damage. The cone must include the creature that you hit. The damage is halved on a successful save. The creature you hit with the weapon is knocked prone on a failed save. Your bonded weapon will be destroyed until you can use Repair on it.
I based the level 17 ability off of the Quivering Palm of the Way of the Open Hand monastic tradition, though I made it a AOE attack instead of a single target attack.
The main things to get from this class is.
3rd level gives you a flying speed twice your walking speed at the cost of 1 ki point. (Basically a passive dash action)
6th level gives you the ability to increase damage and attack for 2 ki points and perform all your monk abilities at range. You can also gain True Sight for 1 ki point.
17th level gives you a powerful AOE spell, but leaves you unarmed for 4 ki points. By spending another ki point you can reform your weapon.
I would say remove the use of Order as a bonus action. I would also remove force damage, making it the weapons regular damage type. I would also recommend adding a maximum range to how far away you can Manipulate your weapon.
Im also not sure of the difference between the force damage granted from Order and the force damage granted from Infuse. Are they meant to be different?
Lastly, I would still keep the saving throw for the creature you hit with Shattering Strike for half damage. It seems a tad strong, but I don’t have he books in front of me to check balancing problems. Seems cool though!
If I were you I would think about a more cool-sounding name as well. Path of the Weapon is pretty generic sounding
I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
Great advice on balancing the class. I think with the changes, it should be a very nice Homebrew. Can't wait to test-play.
1) So I changed the force damage for Order and made it an action-only skill, though I did keep the multi-attack feature.
2) As for the maximum range, I thought I had put that in there already but I guess I overlooked it. The movement speed is also the range of the weapon, so easy fix.
3) I decreased the Shattering Strike from 10d10 to 8d10 damage for some more balance. I also put the saving throw in for the creature hit, though I made the creature be knocked prone and stunned on a failed save.
4) Can't think of any cool names. >:(
If anyone thinks of a good name or any further balancing tweaks, go ahead and put it below. I'm open to suggestions