Monk
Base Class: Monk

In the dark, the goblins scurry and scatter, their beady yellow eyes barely seeing twenty feet in front of them, when suddenly a blinding light of sparks erupts, a sword clangs against armor, followed by a loud thud of a hammer, immediately preceding two heavy fists knocking their targets to the ground. "Three adventurers?" They cry "Four?" No, just one expertly-trained Quartermaster.

The Way of the Quartermaster is one that requires discipline in training and knowledge of one's limits. Where many other martial artists will train to perfect their uses of a single weapon, a Way of the Quartermaster monk will have a general skill with many weapons that they use to overwhelm their opponents. Between their blinding strikes, rapid blows, and skillful exchange of weapon after weapon, a truly skilled Way of the Quartermaster monk is most at home when given many ways to approach an opponent. Their study is often derided amongst other monastic traditions as being barbaric or primitive, less in-touch with one's body and soul, but let there be no mistake- the Way of the Quartermaster requires one to know themselves through their weapons, not in spite of them. At first glance, a Quartermaster might be mistaken for a fighter in a coliseum or a military soldier, but their true talent lies within their ability to channel their ki to continue their blinding offence and overwhelm an opponent. 

Extension of Self

A Way of the Quartermaster Monk has many tools of his trade, and many places to store them where the enemy would least expect. Starting at 3rd level, you can choose one weapon with which to gain proficiency. Additionally, you can attune to one (1) weapon during a long rest. During this long rest, you pay respect to your weapon of choice, meditating over it, and infusing ki into it through care and polishing. If you wish to attune to a new weapon, the first weapon must first be destroyed, it is impossible to infuse more than the maximum amount of weapons. These attunements do not count towards magical item attunement slots, but if a magical item requires attunement, it also must be attuned in this way during a long rest if you wish to use it as an Extension of Self. A magical item that is infused but requires attunement slots still consumes an attunement slot, even if it has not been called forth.

Without spending an action, you can call forth a weapon you have infused with ki, materializing it within your grasp, dismiss a ki-infused weapon, or switch between a weapon that is materialized and a weapon that has been infused, as long as they are both attuned as an Extension of Self. This can be done up to twice per turn, and can be done between an attack and an extra attack, but can only be done with these attuned weapons. 

Any weapons attuned as an Extension of Self are considered Monastic weapons (Monk Weapons) for the purposes of attack and damage calculation.

At level 6, the number of weapons able to be infused in this way increases to two (2)
At level 11, the number of weapons able to be infused in this way increases to three (3) 
At level 17, the number of weapons able to be infused in this way increases to four (4)

Ebb and Flow

Starting at 3rd level, you learn to execute maneuvers that mix styles of combat together in confusing and bewildering ways, keeping your enemies guessing your every move. For each successful weapon attack (ranged included) against a single target while using a different weapon type, each subsequent attack is more likely to hit, and hit harder, gaining a +1 to attack and damage rolls until the end of your turn.

For example, if you were to strike with your fists as an action, your next fist strike would gain +1 to attack and +1 to damage. Alternatively, if you were to strike with first a shortsword, then a dagger, the dagger's strike would have a +1 to attack and damage rolls, and your next attack would gain the benefit of each unique weapon attack before for a total of +2 to attack and +2 to damage. This continues with each unique weapon attack until the end of your turn.

Once you end your turn, OR you attempt a weapon attack that does not successfully land, the bonus is reset to +0/+0 and must be built back up again.

At level 11, the benefits for each unique weapon increase to +2
At level 17, the benefits for each unique weapon increase to +3

Note: Using two different longswords, even if they are of different magical qualities, does not count as using two different weapon. The weapon bonus is based on weapon type, not weapon name.

Master's Scolding

A quartermaster's expertise bleeds through beyond just a battlefield. When a humanoid that speaks a language you understand is wielding a weapon that you are proficient in, either brandished as a threat or equipped for battle, you gain advantage to all intimidation checks made against that creature.

Additionally, you can spend a ki point to force the creature to make a DC {{8+proficiency+modifier:wis#unsigned}} saving throw, scaling with Wisdom, or else be frightened until the beginning of your next turn. Once this feature is used, it cannot be used again until a short rest.

Shifting Sands

Starting at 11th level, you’ve adapted your unique fighting style and usage of different weapons to be able to move between targets easily. Once per turn, as a free action, you may spend 1 ki point to move the benefits gained from Ebb and Flow's attacks (as if you are attacking the same target) to another target within 30 feet. This can be done after the creature the original bonuses were applied to has been knocked unconscious or is killed.

The Zone

Your prowess with martial arts and each weapon you carry is unparalleled, and your familiarity with the weapons comes naturally enough that it has become second nature to fight with your weapons; you are able to fight off of instinct alone. At the beginning of your turn, you can choose to spend any amount of ki (minimum of 4) in order to gain half the amount spent, rounded down, as a bonus to attack rolls (but not damage rolls). This lasts until you take damage, forcibly snapping you out of your flow state and back into the moment. 

Way Of The Quartermaster Image

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