Base Class: Monk
A lifetime committed to the practice of martial arts forms long forgotten in the modern age grants those who follow the teachings abilities only written about in myth and legend. The ability to summon the spirits of Long Forgotten Warriors to aid them in their pilgrimage.
Spirit of Zatoichi - At 3rd Level you can summon the spirit of the legendary swordsman Zatoichi. The spirit of Zatoichi envelops your physical form like a suit of armor, connecting with the arms and visage. You determine its appearance.
While Zatoichi is present, you gain the following benefits.
Flaming Hands - 1st Level. As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.
The fire ignites any flammable objects in the area that aren't being worn or carried.
Cure Wounds - 1st Level. A creature you touch regains a number of hit points equal to 1d8 + your wisdom modifier. This ability has no effect on undead or constructs.
Spirit of Yojimbo - At 6th Level you can summon the spirit of the legendary swordsman Yojimbo. The spirit of Yojimbo envelops your physical form like a suit of armor, connecting with the arms and visage. You determine its appearance.
While Yojimbo is present, you gain the following benefits.
Magic Weapons. Your attacks with your chosen weapons count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.
Deft Strike. When you hit a target with a chosen weapon, you can spend 1 ki point to cause the weapon to deal extra damage to the target equal to your Martial Arts die. You can use this feature only once on each of your turns.
Spirit of Kagemusha - At 11th Level you can summon the spirit of the legendary swordsman Kagemusha. The spirit of Kagemusha envelops your physical form like a suit of armor, connecting with the arms and visage. You determine its appearance.
While Kagemusha is present, you gain the following benefits.
Sharpen the Blade - At 11th level, you gain the ability to augment your weapons further with your ki. As a bonus action, you can expend up to 3 ki points to grant one kensei weapon you touch a bonus to attack and damage rolls when you attack with it. The bonus equals the number of ki points you spent. This bonus lasts for 1 minute or until you use this feature again. This feature has no effect on a magic weapon that already has a bonus to attack and damage rolls.
Deflect Energy - At 11th level, When you take acid, cold, fire, force, lightning, or thunder damage, you can use your reaction to deflect it. When you do so, the damage you take is reduced by 1d10 + your Wisdom modifier (minimum reduction of 1).
Spirit of Kiragami - At 17th level you can summon the spirit of legendary swordsman Kiragami. The spirit of Kiragami envelops your physical form like a suit of armor connecting with the arms and visage.
While Kiragami is is present, you gain the following benefits.
Unerring Accuracy - At 17th level, your mastery of weapons grants you extraordinary accuracy. If you miss with an attack roll using a monk weapon on your turn, you can reroll it. You can use this feature only once on each of your turns.
Hand of Ultimate Mercy - Your mastery of life energy opens the door to the ultimate mercy. As an action, you can touch the corpse of a creature that died within the past 24 hours and expend 5 ki points. The creature then returns to life, regaining a number of hit points equal to 4d10 + your Wisdom modifier. If the creature died while subject to any of the following conditions, it revives with them removed: blinded, deafened, paralyzed, poisoned, and stunned.
Once you use this feature, you can’t use it again until you finish a long rest.
Spirit of Zatoichi
At 3rd Level you can summon the spirit of the legendary swordsman Zatoichi. The spirit of Zatoichi envelops your physical form like a suit of armor, connecting with the arms and visage. You determine its appearance.
When you choose this tradition at 3rd level, your special martial arts training leads you to master the use of certain weapons. This path also includes instruction in the deft strokes of calligraphy or painting. You gain the following benefits.
Weapons Favored by Zatoichi. Choose two types of weapons to be your favored weapons: one melee weapon and one ranged weapon. Each of these weapons can be any simple or martial weapon that lacks the heavy and special properties. The longbow is also a valid choice. You gain proficiency with these weapons if you don’t already have it. Weapons of the chosen types are monk weapons for you. Many of this tradition’s features work only with your favored weapons.
Agile Parry. If you make an unarmed strike as part of the Attack action on your turn and are holding a favored weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren’t incapacitated.
Precise Shot. You can use a bonus action on your turn to make your ranged attacks with a favored weapon more deadly. When you do so, any target you hit with a ranged attack using a favored weapon takes an extra 1d4 damage of the weapon’s type. You retain this benefit until the end of the current turn.
Way of the Brush. You gain proficiency with your choice of calligrapher’s supplies or painter’s supplies.
Path of the Forgotten Warrior Spells
Burning Hands -
As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.
The fire ignites any flammable objects in the area that aren't being worn or carried.
Cure Wounds -
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
Spirit of Yojimbo
At 6th Level you can summon the spirit of the legendary swordsman Yojimbo. The spirit of Yojimbo envelops your physical form like a suit of armor, connecting with the arms and visage. You determine its appearance.
At 6th level, you extend your ki into your favored weapons, granting you the following benefits.
Magic Weapons. Your attacks with your favored weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Deft Strike. When you hit a target with a favored weapon, you can spend 1 ki point to cause the weapon to deal extra damage to the target equal to your Martial Arts die. You can use this feature only once on each of your turns.
Spirit of Kagemusha
At 11th Level you can summon the spirit of the legendary swordsman Kagemusha. The spirit of Kagemusha envelops your physical form like a suit of armor, connecting with the arms and visage. You determine its appearance.
While Kagemusha is present, you gain the following benefits.
Sharpen the Blade - At 11th level, you gain the ability to augment your weapons further with your ki. As a bonus action, you can expend up to 3 ki points to grant one favored weapon you touch a bonus to attack and damage rolls when you attack with it. The bonus equals the number of ki points you spent. This bonus lasts for 1 minute or until you use this feature again. This feature has no effect on a magic weapon that already has a bonus to attack and damage rolls.
Deflect Energy - At 11th level, When you take acid, cold, fire, force, lightning, or thunder damage, you can use your reaction to deflect it. When you do so, the damage you take is reduced by 1d10 + your Wisdom modifier (minimum reduction of 1).
Spirit of Kiragami
At 17th level you can summon the spirit of legendary swordsman Kiragami. The spirit of Kiragami envelops your physical form like a suit of armor connecting with the arms and visage.
While Kiragami is is present, you gain the following benefits.
Unerring Accuracy - At 17th level, your mastery of weapons grants you extraordinary accuracy. If you miss with an attack roll using a monk weapon on your turn, you can reroll it. You can use this feature only once on each of your turns.
Hand of Ultimate Mercy - Your mastery of life energy opens the door to the ultimate mercy. As an action, you can touch the corpse of a creature that died within the past 24 hours and expend 5 ki points. The creature then returns to life, regaining a number of hit points equal to 4d10 + your Wisdom modifier. If the creature died while subject to any of the following conditions, it revives with them removed: blinded, deafened, paralyzed, poisoned, and stunned.
Once you use this feature, you can’t use it again until you finish a long rest.
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