Monk
Base Class: Monk

Monks who adhere to the Way of the Steel Rain are masters of thrown weapons. Easy to conceal and often overlooked, these weapons truly shine in the hands of these practitioners, whose impeccable skill allows them to achieve remarkable feats of marksmanship.

Though many of these monks hone their skills within the walls of monasteries, some learn their craft as part of circus acts or traveling performance troupes, before fully mastering their art.

Mystic Marksman

Beginning when you choose this tradition at 3rd level, you’re an adept marksman with thrown weapons, and have learnt how to combine your marksmanship with your mystic prowess. You can draw a weapon that has the thrown property as part of the attack you make with it, and whether the attack hits or misses, it immediately returns to your hand. In addition, once per turn when you make a ranged attack against a creature with a thrown weapon and miss, you can spend 1 ki point to reroll the attack. You must use the new result.

Deft Hands

Also at 3rd level, your hands are dextrous and your reflexes are second to none. You gain proficiency with the Dexterity (Sleight of Hand) skill. In addition, whenever you use your Deflect Missiles feature, you can add your proficiency bonus to the amount the attack's damage is reduced by.

Steel Rain

At 6th level, you’ve mastered the combination of martial arts and thrown weapons. Whenever you use your Flurry of Blows or Stunning Strike features, you can replace any unarmed strike you make as part of it with a ranged attack made with a thrown weapon. In addition, all attacks you make with thrown weapons count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.

Honed Edge

At 11th level, you wield thrown weapons with a deadly speed and accuracy. You score critical hits with thrown weapons on a 19-20. In addition, whenever you reduce a creature to 0 hit points with a ranged attack made with a thrown weapon, you can make another attack against a different creature within range as part of the same action.

Razor Storm

At 17th level, you’ve learnt how to manipulate the ki you impart in your thrown weapons to deadly and potentially devastating results. As an action, you can spend 3 ki points to create a storm of whirling blades in a 15-foot-radius, 90-foot-high cylinder centered on a point within range. The storm lasts for 1 minute, or until you are killed. Creatures of your choice that begin their turns within the area, or that move into it, must make a Dexterity saving throw against your ki save DC. On a failed save, a creature takes 7d10 piercing or slashing damage (your choice each time a creature takes damage). On a successful save, a creature takes half damage. In addition, creatures you choose within the area cannot take reactions while inside it.

You can use this feature once per long rest.

Way Of The Steel Rain Image

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