Monk
Base Class: Monk

Monks of the Way of a Thousand Cuts practice the fine art of thrown weaponry. Few choose to master this path, for many deem throwing one’s weapon away to be impractical, but those who do are formidable on the battlefield. Woe betide those who underestimate the prowess of these masters, for their blades will blot out the sun. 

Thrown Blade Technique

Starting when you choose this tradition at 3rd level, you can more deftly wield thrown weapons in combat. You can replace any unarmed strike with a thrown weapon attack. When you make a thrown weapon attack, you can draw the weapon as part of the attack. You are not at disadvantage when throwing a weapon within melee range. 

Blade Barrage

At 6th level, you have learned a specialized attack. As an action, you may spend 2 ki points to make a special attack, launching a salvo of blades. You need to have 4 or more daggers on your person in order to make this attack. Each creature in a 15 foot cone must make a dexterity saving throw or take three times your Martial Arts die in piercing damage. This damage is considered magical. If there is any bonus damage to a thrown weapon, you do not apply this bonus to this special attack. You may spend more ki points to increase the damage and range by one Martial Arts die and 10 feet per extra ki point spent. For every extra ki point spent, you must also have an additional dagger on your person. 

Magical Blades

Beginning at 6th level, you have learned to infuse your attacks with ki. Your thrown weapon attacks count as magical. 

Serrated Blades

At 11th level, you have learned to target high-movement areas of the body with your attacks. Cruel serrations on your blades impede the movement of enemies and make fighting you all the more painful. When you land an attack with a thrown weapon, it sticks into the creature. The creature can attempt to remove the blade as an action, making a Medicine check against your Monk DC. On a failure, they take slashing damage equal to your Martial Arts die. On a success, they take no damage. If the creature moves while it has one or more blades in it, it takes 1d6 slashing damage for every 10 feet it moves. It takes an additional d6 for every additional blade that is in it. 

All it Takes is One

At 17th level, you have learned to pinpoint the vitals of a creature for a devastating, conclusive attack. As an action, you may spend 7 ki points to make a special attack. Choose one creature within 60 feet, which must make a dexterity saving throw. On a failure, your blade finds its mark and the creature is dropped to 0 hit points. On a success, the blade just barely misses anything vital, but still deals a devastating 6d10 piercing damage. Creatures with no discernible vital points and undead automatically succeed on the saving throw. 

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