Monk
Base Class: Monk

Few people know of the Wild Hunt. Fewer people still have had the opportunity to train under the Archfey of the Hunt, Cernunnos. 

The name Cernunnos is rooted in the word karnon which means "horn" or "antler". Karnon is cognate with Latin cornu and Germanic *hurnaz. The etymon karn- "horn" appears in both Gaulish and Galatian branches of Celtic. Followers of Cernunnos are called Carnutes or "the Horned Ones." Iconography associated with Cernunnos is often portrayed with a stag and the ram-horned serpent. Less frequently, there are bulls. Some scholars describe Cernunnos as the Lord of the Animals or the Lord of Wild Things while others describe him as a "peaceful god of nature and fruitfulness." These comments stem from depictions of Cernunnos as a traditional shaman surrounded by animals. Other academics describe Cernunnos as a god of bi-directionality and mediator between opposites - this idea came from his depiction of being simultaneously one with the hunt while caring for the animals of nature.

As a Carnute, you have learned to manipulate your ki through a weapon not normally used by other Monks. By enchanting your weapon with ki, you are able to produce exceptional long ranged attacks and mount a defensive against the retaliation of your foes.

Path of Cernunnos

When you choose this tradition at 3rd level, your special martial arts training leads you to use a variety of weapons as monk weapons, not just simple melee weapons and shortswords. Whenever you finish a short or long rest, you can touch one weapon, focus your ki on it, and then count that weapon as a monk weapon until you use this feature again.

The chosen weapon must meet these criteria:

  • The weapon must be a simple or martial melee weapon.
  • It may have the thrown property.
  • It must lack the heavy and special properties.

Additionally, you are able to channel your ki through this weapon to create one of the two following effects:

  • Agile Defense. When you use Step of the Wind, the next 1d4 attacks made against you have disadvantage if you can see the attacker. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. After the first attack that misses you, you may use your reaction and spend one ki point to make an enhanced Hunter's Blade attack against the target. This version of Hunter's Blade has a 120 foot range and doubles the number of Martial Arts die you roll as you riposte the attack and launch a shockwave of ki energy at the aggressor. 
  • Hunter's Blade. When you take the attack action or use Flurry of Blows on your turn, you may choose to have any of the attacks be ranged attacks made by charging your blade with ki to send a shockwave of energy with a 30 foot range. Its damage is slashing, and its damage die is 1d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.

One with the Blade

At 6th level, you extend your ki into your weapons, granting you the following benefits.

  • Deft Strike. When you hit a target with a weapon, you can spend 1 ki point to 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. 
  • Hunter's Weapons. Your attacks with your weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Spirt of the Wild Hunt

Starting at 11th level, your intensity in battle can shield you and help you strike true. As part of the attack action on your turn, you can give yourself advantage on weapon attack rolls until the end of the current turn. When you do so, you also gain 15 temporary hit points.

Once you use this feature, you may not use it again until you finish a short or long rest.

Unsheathe

At 17th level, your mastery over your weapon has extended far beyond the regular scope of most martial warriors ever achieve with a weapon. At the end of your turn, you may choose to sheath your weapon and spend 5 ki points to begin charging it. Until the start of your next turn, you may not take reactions as your mind clears to focus on your next strike. As an action during your next turn, you unsheathe your weapon and release a devastating shockwave of ki energy at a target you can see within 120 feet. The target must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 force damage. On a successful save, the target takes 10d6 force damage instead. The target is disintegrated if this damage leaves it with 0 hit points.

Once you use this feature, you may not use it again until you finish a long rest unless you expend 10 ki points to use it a second time.

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