Base Class: Monk
In ancient times, the Yokudan people were once artisans, poets, mystics, and scholars, but the constant civil wars that plagued the nation resulted in many searching for enlightenment through the Way of the Sword, also known as the "Song of the Blade". This eventually developed into a martial tradition known as sword-singing. Through the forging of beautiful swords tempered with magic, their artistry and poetry not only survived but flourished. Sword-singers believed that the sword was superior to other types of weaponry, and were to devoted to using it exclusively. Anything else would only lead to confusion in their path to seek mastery. As the ancient Yokudan Sword-singers delved deeper in the Way of The Sword, they found at the heart, the SheHai, a mystical blade thought to be formed of nothing but pure willpower, appearing as the light of Aetherius, the light of stars. The Sword-singers who found their way to the SheHai devoted their body and spirit to the sword, becoming monk-like warriors called Sword Saints, or Ansei in ancient Yoku. They built monasteries called Halls of The Virtues of War, and built the Way of The Sword stronger through them. But now Yokuda is gone, and the legendary Sword Saints of the old Ra 'Gada have passed into myth and folklore.
The Song of The Blade
Starting at 3rd level, you can now use any sword as a monk weapon, and gain access to the Blade Flurry feat.
- Blade Flurry: Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two strikes with your sword as a bonus action.
Additionally you can now perform a 1 hour ritual once per long rest, allowing you to a attune to any sword-like weapon. Whenever you hit a creature with your Blade Flurry attack using your attuned weapon, you can impose one of the following effects on them.
- You can force it to succeed on a Strength Saving Throw or it is Disarmed.
- You can take a offensive stance towards the target, allowing you get an attack of opportunity on the creature whenever it attacks you, until your next turn.
- You can take a defensive stance towards the target, allowing you to perform an attack roll using your damage dice on a successful hit to subtract from the targets damage, whenever the creature attacks you, until your next turn.
Dueling Instinct
Starting at 6th level, as a bonus action on your turn you can make a DC 15 Insight check on a creature you can see, within 60 feet. On a successful check, you gain +5 AC against this creature until your next turn. Additionally, on a critical success you gain +10 AC instead.
Sword Singing
Starting at 11th level, as a bonus action on your turn, you can spend 1 Ki point to perform one of the following effects on either yourself or another creature. You can only use each of these features once per short rest.
- You can perform a DC 17 perception check before you attack on your turn, on a successful roll you may strike a creatures weapon, providing it is made of metal, using a attack roll against their AC with advantage. On a successful hit the creatures weapon shatters into thousands of pieces. Additionally, you may perform this effect on a creatures metal armor or metal shield, but with disadvantage on the attack roll and it will cost you an additional Ki point.
- You may enter a Blade Trance, where you now add your wisdom modifier to your attack rolls and damage die, and gain +2 AC, providing you are wielding your attuned weapon. This effect lasts for 2 turns.
- You can slash your attuned blade through the air so quickly that you send a wave of air sharp as a blade at a creature within 30 feet of you. You must still perform an attack roll, and damage roll on a successful hit. This ability can be used in combination with Blade Flurry.
- You can strike your enemies blade against yours in such a way that the clash sends a shockwave of force in all directions away from you. You must perform an attack roll against your enemies AC aiming for their metal weapon or shield. On a successful hit all creatures in a 15 foot cube originating from you must make a constitution saving throw. On a failed saving throw the creature takes 2d8 force damage and is pushed 10 feet away from you. On a successful save the creature takes half damage and isn't pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the abilities effect, and the clash emits a thunderous boom audible out to 300 feet.
Shehai
Starting at 17th level, as a free action on your turn, you can summon the Shehai for 1 Ki point. A magical blade made seemingly from light appears in your hand, and hums with the frequency of thousands of sword clashes. The Shehai lasts until it is dispelled. While wielding the Shehai you can use any Sword Singing features as a bonus action costing you no Ki points. As well as being under the following effects.
- While wielding the Shehai, whenever you use a feature that directly strikes an enemies weapon, their weapon will instantly shatter when coming in contact with the Shehai.
- Whenever you directly strike a creature with less than 100 hit points they must make a death saving throw on a fail they drop to 0 hit points, on a success they take 10d10 necrotic damage.
Previous Versions
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2/17/2019 12:04:12 PM
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Coming Soon
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