Monk
Base Class: Monk

The Way of War is a monk sect with a military doctrine at its core. They are often composed of primarily members who join at a very young or very old age, with very few people joining at a middling age; those currently in the sect of middling age often display an unprecedented loyalty to their brothers and sisters of the monastery. The Way of War dictates that in order for peace to truly exist in the world, there must be those who are willing to uphold, protect and otherwise enforce that peace. As such, The Way of War looks to teach common men and women the means of mastering the many weapons of the waking world to snuff out forces of evil through superior technique and raw shock and awe; a master of the sect's arts can often disguise themselves as a harmless commoner or peasant, blending into the world so as to strike with the element of surprise when a threat to those they hold dear rears its head.

Warrior Spirit

At 3rd level, you become proficient in martial weapons, and you can make any weapon into a dedicated weapon. Additionally, once per initiative, you can perform a special attack with your dedicated weapon, replacing a normal attack with said weapon. The special attacks you can perform with a weapon are based on that weapon's properties. You can perform the special attack additional times by spending 1 ki point each time. Each special attack uses your ki save DC if it forces a saving throw, and each gain a bonus to damage and attack rolls equal to your proficiency bonus.

The special attacks for each weapon property are the following:

Ammunition- You fire a projectile with the intent to ruin your target's mobility. If it hits, their walking speed is reduced by 5 feet for 1 minute, and their other movement speeds are reduced by 10 feet for 1 minute. This effect can stack an amount of times equal to your proficiency bonus, and its duration refreshes whenever it is successfully applied.

Finesse- You perform an attack with the intent to bleed your target dry. If it hits, they must make a Constitution saving throw or take 1d4 slashing damage at the beginning of each of their turns until they become the target of a Medicine skill check or regain hit points. This effect can stack an amount of times equal to your proficiency bonus, and all stacks expire at once if the victim is mended.

Heavy- You perform an attack with the intent to make your target see stars. If it hits, the target recieves a -1 to their attack rolls and saving throws for 1 minute. This effect can stack an amount of times equal to your proficiency bonus, and its duration refreshes whenever it is successfully applied.

Light- You perform an exceptionally quick attack and prepare to make another. You can only perform this special attack once per turn, and immediately afterwards, you can make an additional normal attack with the same weapon.

Loading- You overdraw your weapon and fire a ferocious projectile. This special attack ignores cover that isn't full cover, and gains an increase to its attack and damage rolls equal to twice your proficiency bonus instead of once.

Reach- You perform an attack with the intent of forcing distance between you and your foe. If it hits, the victim is pushed away from you until they leave your weapon's reach.

Thrown- You wind back and throw your weapon like a boomerang. If the attack misses, you can reroll it, potentially turning it into a hit. Whether it hits or misses, your thrown weapon returns to your hand immediately after the special attack ends.

Twohanded- You perform an attack with the intent to rip and tear. This special attack ignores resistances and reduces immunities to resistances for that attack only.

Versatile- You perform an attack and prepare to deflect any counterattacks. If it hits, you gain a bonus to AC and saving throws equal to your proficiency bonus against attacks and effects from your target until the start of your next turn.

Improvised- You brace yourself and smash your weapon against your foe. If the attack hits, it deals twice as much damage as it normally would, and the weapon you used to perform this special attack is destroyed if it is nonmagical.

Natural/Unarmed- You wind back and aim to maim your foe. If the attack hits, they must make a Constitution saving throw or lose maximum hit points equal to the damage dealt. The reduction lasts until the victim takes a long rest.

Prepared for Anything

Starting at 6th level, you can have an amount of dedicated weapons equal to half of your proficiency bonus (rounded up) plus 1. Additionally, once per turn, you can swap from one dedicated weapon to another.

Unrelenting Assault

At 11th level, you gain the ability to perform one special attack without expending ki points with each of your dedicated weapons during an initiative, rather than once per initiative. Additionally, when you slay a creature with a special attack, your next special attack costs no ki.

Unending Assault

At 17th level, you gain the ability to deliver a devastating combo with the whole of your arsenal. You can spend 5 ki points as an action in order to perform a special attack with all of your dedicated weapons (once each). Additionally, at the end of a battle, you regain ki points equal to half of the amount of special attacks you performed that battle, rounding down.

Previous Versions

Name Date Modified Views Adds Version Actions
3/17/2023 1:26:23 AM
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3/19/2023 10:44:48 PM
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