Base Class: Monk
Monks of the Way of the Armsmaster spend much of their time becoming versed in the arts of specific weapons. They quickly come to understand the weak points of their foes, push their bodies beyond their natural limits, and rend the greatest strengths of their enemies.
Bonus Proficiencies
When you choose this tradition at 3rd level, you gain proficiency in the glaive, longsword, pike, and warhammer. These weapons are monk weapons for you.
Steady Stance
At 3rd level, your defensive stance allows you to become an opportunist. Whenever you use Patient Defense, you also gain the benefits of the Ready action.
Seal Vitality
Starting at 6th level you become an adept at punishing the openings of your enemies. Whenever you make a Stunning Strike, you can instead choose to replace its effects with the following: The target must succeed on a Constitution saving throw against you ki save DC. On a failed save, the target’s Strength, Dexterity, and Constitution modifiers for their respective abilities are reduced by either your Strength or Dexterity modifier (your choice) until the end of your next turn. Statistics affected by these modifiers, such as a creature's hit points or Armor Class, take this new modifier into account for the duration.
Life and Death
Starting at 11th level, you can push yourself to exceed your bodily limits, knowing the costs of such power. At the start of your turn, you can spend up to 5 ki points to give yourself a +1 bonus per ki point spent to all attack rolls, ability checks, and damage rolls made on this turn. However, your Armor Class decreases and you take additional damage. The Armor Class reduction and extra damage dealt is equal to the amount ki points spent, and lasts until the end of your next turn
Rend Heaven
At 17th level, you can turn your enemy’s strength against them. When you deal damage with a monk weapon, you can spend 4 ki points to add half of the target's highest ability score to the damage dealt.
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