Monk
Base Class: Monk

Monks of the Way of the Eighteen Arms train to master a wide range of unique weapons, providing them with unrivalled flexibility in battle. After training with these weapons, they become able to summon them from their very soul. They believe that adaptability eliminates all weaknesses in oneself, and reveals all vulnerabilities in the enemy. Those who follow the Way of the Eighteen arms might be combat experts who have trained in mountain monasteries for decades, seeking to act out the will of their temple. Some may be masters of war who want nothing more than a good fight. The followers of this tradition usually pride themselves in their mastery of their Soul Weapon, and carry no other form of weapon on themselves. They may be respectful of those who dedicate themselves to a single weapon, or see them as uneducated and inexperienced children.

Path of the Eighteen Arms

When you choose this tradition at 3rd level, your training leads you to master the use of the soul weapon, and to overcome and circumvent your enemies defences. 

  • Soul weapon. As a bonus action, you can summon your soul weapon, which takes the form of 1 of the 18 weapons in the Eighteen Arms table. If you already have your soul weapon summoned, you may use a bonus action to change its form. Dismissing the weapon does not cost an action. All of your soul weapons count as monk weapons, regardless of their properties. You can only have one soul weapon summoned at once, and other creatures cannot use it. Your soul weapon counts as magical for the purposes of monster resistances and immunities.
  • Vulnerability. Your combat training allows you to learn every detail of an enemy’s defences. As a bonus action, you can expend 1 Ki point to learn the weaknesses and resistances of a creature that you can see.

EIGHTEEN ARMS

Name

Damage

Weight

Properties

Handaxe

1d6 slashing

2 lb.

Dual-wield

Rapier

1d8 piercing

2 lb.

-

Longsword

1d8 slashing

3 lb.

Versatile (1d10)

Meteor

1d6 bludgeoning 

3 lb.

Soft, Reach (10ft), Two-Handed

Hook swords

1d6 slashing 

3 lb.

Dual-wield

Monk’s spade

2d6 slashing

10 lb.

Heavy, Two-handed

Staff

1d8 bludgeoning

5 lb.

Reach, Two-handed

Sickle 

1d4 slashing 

2 lb.

Dual-wield, Thrown (range 15/45)

Dart

1d4 piercing

¼ lb.

Dual-wield, Thrown (range 30/90)

Rope dart

1d4 piercing

1 lb.

Soft, Reach (10ft), Two-Handed

Iron Flute

1d6 piercing

1 lb.

Light, Musical

Glaive

1d8 slashing

6 lb,

Reach, Two-handed

Whip

1d4 slashing

3 lb.

Reach

Tonfa

1d6 bludgeoning

2 lb.

Dual-wield

Thorn

- piercing

½ lb.

Light, Unarmed

Shortbow

1d6 piercing

2 lb

Ammunition (range 80/320), Two-Handed

Maul

2d6 bludgeoning

10 lb.

Heavy, Two-Handed

Tri-point sword

1d10 slashing

6 lb.

Reach, Two-Handed

Blowgun

1 piercing

1 lb.

Ammunition (range 25/100), Loading

 

UNIQUE PROPERTIES

Weapons with rules unique to the Way of the Eighteen Arms are described here.

  • Musical. This weapon counts as both a musical instrument and a weapon. You may add your proficiency bonus to any ability checks you make to play music with the flute. Also, a Bard (multiclass) can use this as a spellcasting focus.
  • Soft. You have disadvantage when using a flexible weapon to attack a target within 5-feet of you.
  • Unarmed. This weapon changes the bludgeoning damage of unarmed strikes made with the fists to the damage type of the weapon. The strike still counts as an unarmed strike for all intents and purposes.
  • Dual Wield. When weapons with this property are summoned as a soul weapon, one appears in each hand. Together, they count as one soul weapon.
  • Reach (10ft). This weapon adds 10 feet to your reach when you attack with it.

Combat Expertise

From 6th level onwards, your expertise in battle grants you unrivalled knowledge of all weapons.

  • Jack of All Blades. You are proficient with every weapon type, regardless of origin. This does not extend to weapons unwieldable for your size.
  • The World a Weapon. You see the possibility of weapons in everything around you. Add your proficiency modifier to attack rolls for improvised weapons.

Soul Mastery

By 11th level, you’ve mastered your soul weapons, unlocking unseen potential.

  • Whirlwind Strike. Immediately after you take the attack action on your turn, you can spend 1 Ki point to make one attack with a monk weapon as a bonus action.
  • Bypass Defence. You’ve studied the art of pinpointing and exploiting the slightest weaknesses in an enemy's defence. When you make the attack action, you may spend 2 Ki points to completely ignore the resistances of an enemy for the rest of your turn. If the enemy is immune to your attack, it becomes resistant.
  • Spirit Shield. You learn a new defensive form for your Soul Weapon. As a reaction when you take damage, you can spend 1 Ki point and dismiss your Soul Weapon, in order to gain a +5 AC bonus until the start of your next turn.

Extension of the Self

When you reach 17th level, your Soul Weapons become not merely tools, but extensions of your body. Attacks made with your Soul Weapon count as unarmed strikes for the purpose of monk abilities that only affect unarmed strikes, such as Stunning Strike and Flurry of Blows.

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