Base Class: Monk
In the depths of the Galenwood Forests, a squadron of knights held their lanterns close.
These were the Captain's personal guard, the five strongest soldiers in their garrison. They were meant to be the best that the city had to offer. So, when reports of entire patrols going missing in the forests started to come in, they were instructed to sweep the entire area.
When the team leader stopped for a headcount, however, he only counted four.
The guards drew their swords, forming a circle to protect themselves. Carefully, they peered through the dark forest, searching for the smallest glimpse of movement. The aura of fear was ever-present as the soldiers shook, desperate to hear their comrade's voice call out in reassurance. Every rustle of the leaves, every branch crushed underfoot by a stray animal was enough cause for another wave of terror among them. One could just barely make out the outline of a shadowy figure amongst the trees.
He didn't have time to scream before the daggers hit him.
Spinning towards the direction of the attack, the remaining three braced themselves. Suddenly, smoke erupted from the dagger, fogging the vision of the soldiers. Two more knives came flying out, striking down the two knights to the side of the leader. He had just barely noticed the paper tags attached to the knives before a flash of light and flame erupted from them, forcing him to leap back.
The last guard remaining readied his sword, prepared to deflect the next missile. His keen eye and sharp reflexes proved valuable as he flicked his wrist, sending the dagger that had come flying towards him upwards. What he didn't anticipate, however, was the shadowy figure that appeared behind him, driving a final dagger deep through his armor.
Flying Steel Technique
Starting when you choose this tradition at 3rd level, you can more effectively utilize daggers, throwing them faster and harder. You gain the following benefits when your hands are empty, or you are wielding daggers/darts:
- You can draw or stow any number of daggers during your turn.
- When you use your Flurry of Blows feature, you can choose to throw two daggers/darts instead of making two unarmed strikes.
- The throwing range for daggers becomes 80/230
- You are proficient in Acrobatics, if you weren't already. If you were, then choose one option from the Monk skill list.
Ki-Imbued Seals
Beginning at 9th level, you have the ability to imbue paper tags with seals containing powerful techniques. The seals are 2x4 inches, adhere at the user's will, and do not affect dagger aerodynamics. You can attach these to any daggers that you have at the end of a short or long rest, but cannot attach more than one seal to any object. Alternatively, if you have unattached seals, you can attach these to a dagger with a bonus action or simply place the seal somewhere. The amount of seals that you have is equal to your proficiency bonus. You can release these techniques using a somatic gesture with each technique having its own hand sign. The gesture can be performed at will and does not require an action. When you form a hand sign, you can choose any amount of daggers to have their seals released. Certain seals require the dagger or seal to have contacted a target before activation. Each seal costs a different amount of ki to release.
The techniques are as follows:
Dragon's Gate Seal: The seal erupts into flames, forcing all creatures within a 15 foot sphere to make a Dexterity saving throw. Creatures take 3d10 fire damage on a failed save, and half as much damage on a successful one. (3 ki)
Mask's Boon Seal: The seal burns away, releasing smoke within a 15 foot sphere. The area is heavily obscured for 20 minutes or until a sufficiently strong gust of wind (10mph) clears the smoke. (1 ki)
Rising Gale Seal (requires contact): The seal summons a gust of wind, forcing the creature in contact of size Large or smaller to make a Strength saving throw. If it fails, it is pushed 20 feet in a direction of your choice and knocked prone. (2 ki)
Stunning Seal (requires contact): The seal releases a burst of Ki, forcing creatures in a 15 foot sphere to make a Constitution saving throw. If they fail, they stunned until your next turn. (2 ki)
Channeled Kunai
Starting at 6th level, your dagger attacks (melee or thrown) count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Body Flicker Technique
At 17th level, you gain the ability to channel ki into your legs to move imperceptibly fast, as if you were teleporting. You can spend 2 ki points to instantly move to a point within 40 feet of yourself as a bonus action. Alternatively, you can spend 5 ki points to use this technique as a reaction, dodging an attack.
To use the Body Flicker Technique, you must have at least one hand free to perform a somatic gesture. In addition, you cannot be grappled, restrained, or have any detrimental effects on your movement speed.
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