Base Class: Monk
Many monks have walked the path of shadows, keeping to the dark, staying out of sight, and working as assassins. Yet a select few have become masters of the raining blade. Cunning attackers who specialize in thrown weaponry, stealth, and crippling their opponents. Simple tricks, toxic poisons, and vicious precision, these warriors prefer to wage battle at a distance, using their environment to turn the tide and catch enemies off guard.
Storm Of Blades
At 3rd level, when you select this subclass, you gain proficiency in Nets and Blowguns. in addition you may apply your martial arts dice and accompanying rules to attacks made with thrown weapons, slings, and blowguns. Your Flurry of Blows and Stunning Strike abilities can also be applied to attacks made with these weapons(you can call this Flurry of Blades if you like.)
Bonus Proficiency
When you take this subclass at 3rd level you gain proficiency in the stealth and acrobatics skills if you aren't already proficient. If you are, you can add double your proficiency to any check made with these skills
Advantageous Positioning
When you reach 6th level, you learn to use your environment to turn the tide of a battle. As an action you can spend 1 ki points to gain a climb speed equal to 1/2 your walking speed for 1 minute. Climbing a surface does not impose disadvantage on your attacks. When you successfully hit a creature with a ranged attack while at least 10 feet above it or in 1/2 or 3/4 cover, you may add your proficiency bonus to the damage dealt.
Uncanny Dodge
At 6th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you
Rain of Steel
At 11th level, as an action you may expend 1 ki points to rain down steel on your opponents, showering them with duplicates of your weapons made from your ki. Choose a spot you can see within 60 ft. and unleash a torrent of darts, knives, sickles, throwing stars and various other weapons and ammunition at that spot in a 10 ft radius, 30 ft tall cylinder. All creatures within that space must make a dexterity saving throw, the dc equals your ki save dc. On a failure, a creature takes 6d4 slashing damage, this damage counts as magical for overcoming resistances. On a success the target takes 1/2 damage. in addition you may increase the damage by spending ki points, adding extra blades to the flurry. For each ki point spent this way, to a maximum of 5, you increase the damage dealt by 2d4.
The affected area becomes difficult terrain for 1 minute following the attack. All the extra weapons created by the attack disappear at the end of this minute.
Steel Flash
When you reach 17th level, you become one with the very weapons you use and can create special blades that allow you unparalleled speed and mobility. You may craft up to 3 of these out of standard daggers over the course of a long rest. You may not have more that 3 of these blades at any given point for any reason. As a bonus action you may spend 2 ki points to throw one of these blades at a point within range and teleport to the spot it lands/embeds itself as long as you can see it. Once a blade is placed, it remains there until it is removed or destroyed. As a bonus action on your following turns you may teleport to the location of any of these blades you have already placed within line of sight by expending 1 ki point.
Additionally as an action you may expend 3 ki points to cast Steel Wind Strike, wisdom is your spellcasting stat for this spell. Once you have cast this spell this way, you cannot do so again until you complete a short rest.
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