This subclass is my attempt at making a weapon wielding monk subclass, with some inspiration from warlock invocations.
Warriors of the Spirit Weapon have mastered the art of creating the physical manifestation of their spirit, a weapon that reflects the truest elements of their being.
Level 3: Spirit Weapon
Through great focus you have harnessed the ability to shape your soul into a physical weapon, your Spirit Weapon. As a Bonus Action, you can create your Spirit Weapon (you determine its appearance), which has the following properties:
Weapon Category: Simple Melee
Damage on Hit: Your Martial Arts die plus the ability modifier used for the attack roll. The damage type is Blugeoning, Piercing, or Slashing (you choose when you create this weapon)
Special properties: You can use Dexterity or Wisdom for the attack rolls.
Whenever you would be able to make an unarmed strike, you can choose to attack with your Spirit Weapon instead.
When you create your Spirit Weapon, you can choose 2 enhancements to add to the weapon, (listed below), you can change the weapons enhancements whenever you finish a long rest.
You can summon or dismiss your Spirit Weapon at any time, it is automatically dismissed if you are incapacitated or it's more than 5 feet away from you for 1 round. It is only destroyed if you die.
Level 6: Soul Smite
Once per turn when you hit a creature with your Spirit Weapon you can spend 1 Focus point to deal additional damage equal to 2 rolls of your Martial Arts die. Each creature within a 5 foot emanation of the target takes half the additional damage. The damage type is the same as the initial attack.
When you create your Spirit Weapon you can choose Force, Necrotic, or Radiant as the damage type instead of Blugeoning, Piercing, or Slashing.
Level 11: Adaptive Spirit
As a bonus action, you can dismiss your Spirit Weapon and create a new one, choosing new enhancements for this weapon. Once you use this feature, you can't do so again until you finish a long rest.
In addition, when you create your Spirit Weapon you can choose 3 enhancements instead of 2.
Level 17: [Name TBD, can't think of something cool enough]
You wield your Spirit Weapon and make a devastating strike. As a Magic Action you can spend 5 focus points to choose an area, either a 120ft line, a 60ft cone, or a 30ft emanation. Each creature in the area must succeed on a Dexterity saving throw or take damage equal to 6 rolls of your Martial Arts die or half on a success, this damage is doubled against structures and is the same damage type as your Spirit Weapon.
Spirits Weapon Enhancements:
Balanced: You gain +1 to attack rolls made with your Spirit Weapon.
Critical: When you score a Critical Hit with your Spirit Weapon, you can roll an additional Martial Arts die when determining the damage.
Defensive: You gain +1 AC while holding your Spirit Weapon.
Draining: When you hit a creature with your Spirit Weapon you can give it disadvantage on the next attack roll it makes before the start of your next turn.
Elemental: When you select this enhancement, choose a damage type between acid, cold, fire, lightning, and thunder. When you attack with your Spirit Weapon and deal damage, you can change the damage to the chosen type.
Forceful: Once per turn when you hit a creature with your Spirit Weapon you can push it up to 10ft away from you.
Illuminated: Your Spirit Weapon sheds bright light for 20 feet and dim light for an additional 20 feet.
Ranged: You can use your Spirit Weapon to make ranged attacks with a normal range of 60 and a long range of 120.
Reaching: Melee attacks with your Spirit Weapon have an extra 5 feet of reach
Vigilant: You have advantage on Initiative rolls and gain Blindsight to a range of 10ft while holding your Spirit Weapon.
Feedback is desired.
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This subclass is my attempt at making a weapon wielding monk subclass, with some inspiration from warlock invocations.
Warriors of the Spirit Weapon have mastered the art of creating the physical manifestation of their spirit, a weapon that reflects the truest elements of their being.
Level 3: Spirit Weapon
Through great focus you have harnessed the ability to shape your soul into a physical weapon, your Spirit Weapon. As a Bonus Action, you can create your Spirit Weapon (you determine its appearance), which has the following properties:
Weapon Category: Simple Melee
Damage on Hit: Your Martial Arts die plus the ability modifier used for the attack roll. The damage type is Blugeoning, Piercing, or Slashing (you choose when you create this weapon)
Special properties: You can use Dexterity or Wisdom for the attack rolls.
Whenever you would be able to make an unarmed strike, you can choose to attack with your Spirit Weapon instead.
When you create your Spirit Weapon, you can choose 2 enhancements to add to the weapon, (listed below), you can change the weapons enhancements whenever you finish a long rest.
You can summon or dismiss your Spirit Weapon at any time, it is automatically dismissed if you are incapacitated or it's more than 5 feet away from you for 1 round. It is only destroyed if you die.
Level 6: Soul Smite
Once per turn when you hit a creature with your Spirit Weapon you can spend 1 Focus point to deal additional damage equal to 2 rolls of your Martial Arts die. Each creature within a 5 foot emanation of the target takes half the additional damage. The damage type is the same as the initial attack.
When you create your Spirit Weapon you can choose Force, Necrotic, or Radiant as the damage type instead of Blugeoning, Piercing, or Slashing.
Level 11: Adaptive Spirit
As a bonus action, you can dismiss your Spirit Weapon and create a new one, choosing new enhancements for this weapon. Once you use this feature, you can't do so again until you finish a long rest.
In addition, when you create your Spirit Weapon you can choose 3 enhancements instead of 2.
Level 17: [Name TBD, can't think of something cool enough]
You wield your Spirit Weapon and make a devastating strike. As a Magic Action you can spend 5 focus points to choose an area, either a 120ft line, a 60ft cone, or a 30ft emanation. Each creature in the area must succeed on a Dexterity saving throw or take damage equal to 6 rolls of your Martial Arts die or half on a success, this damage is doubled against structures and is the same damage type as your Spirit Weapon.
Spirits Weapon Enhancements:
Balanced: You gain +1 to attack rolls made with your Spirit Weapon.
Critical: When you score a Critical Hit with your Spirit Weapon, you can roll an additional Martial Arts die when determining the damage.
Defensive: You gain +1 AC while holding your Spirit Weapon.
Draining: When you hit a creature with your Spirit Weapon you can give it disadvantage on the next attack roll it makes before the start of your next turn.
Elemental: When you select this enhancement, choose a damage type between acid, cold, fire, lightning, and thunder. When you attack with your Spirit Weapon and deal damage, you can change the damage to the chosen type.
Forceful: Once per turn when you hit a creature with your Spirit Weapon you can push it up to 10ft away from you.
Illuminated: Your Spirit Weapon sheds bright light for 20 feet and dim light for an additional 20 feet.
Ranged: You can use your Spirit Weapon to make ranged attacks with a normal range of 60 and a long range of 120.
Reaching: Melee attacks with your Spirit Weapon have an extra 5 feet of reach
Vigilant: You have advantage on Initiative rolls and gain Blindsight to a range of 10ft while holding your Spirit Weapon.
Feedback is desired.