Base Class: Monk
First developed by humans but then taught to the Warforged to explore the Ethereal Plane, the Way of the Ronin specializes in swordplay, electricity, and the Ethereal. They charge their weapons to tear holes to the Ethereal to bring spiritual destruction and gracefully teleport themselves out of danger.
Ronin Training
You gain proficiency with longswords, light armor, and medium armor. You still gain any benefit from abilities that require you to be unarmored while wearing light or medium armor. You also gain resistance to Lightning damage.
Tempest Souls
While wielding a weapon in two hands, you can perform the following abilities:
Spiritwall: When you take the Attack action on your turn, you can spend 1 Ki point to replace any number of your attacks by creating a rift to the Ethereal Plane, releasing 100s of miniature will o' wisps in a 15-foot cone. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Wisdom modifier + your proficiency bonus). On a failed save, the creature takes 1d10 Radiant damage. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Arc Wave: When you take the Attack action on your turn, you can spend 2 Ki points to replace any number of your attacks by striking your electrified weapon across the ground, releasing a wave of lightning in a 30-foot line that is 5 feet wide that counts as a ranged attack. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Wisdom modifier + your proficiency bonus). On a failed save, the creature takes 1d8 Lightning damage and its speed is halved. On a successful save, it takes half as much damage and its speed remains the same. This damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Block and Dodge
Beginning at 6th level, wielding a weapon in two hands, you gain the following abilities:
Weapon Block: You take a defensive stance with your weapon defending you. As a bonus action, your AC increases by 1 and any creature that hits you with a melee attack takes 1d4 Lightning damage.
Phase Dash: You slash your way into the Ethereal Plane to avoid damage. When you take the Dodge action, you can spend 2 Ki points to teleport 10ft away and have resistance to all damage. This resistance wears off after they take damage for the first time on their turn. During this Dodge, you are able to see anything that may be in the Ethereal Plane at that time.
Electric Smoke
As a bonus action or as a reaction, you can spend 3 Ki to summon a storm cloud around you. You create a 20-foot-radius sphere of gray, crackling gas centered on a point around you. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers until the start of your next turn.
Enemy creatures that are completely within the cloud at the start of their turn must make a Constitution DC 10 + your Wisdom Modifier + your Proficiency Bonus. On a failed save, the creature takes 1d4 Lightning damage and its movement speed is halved.
Sword Core
While wielding a weapon in two hands, you can spend 5 Ki points to empower your weapon. Your weapon deals an extra 2d6 Lightning damage and can replace your unarmed strikes for Flurry of Blows,







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