Monk
Base Class: Monk

Monks of the Way of the Chain have spent time trying to get the most out of their smaller weapons, developing and practicing techniques of bending and manipulating chains attached to their weapons to increase the potential of their attacks.

Endless practicing bending, wrapping, slinging and throwing these chains becomes a form of ritualistic meditation, memorizing different stances, techniques and movements like a form of dance.

 

(First homebrew and early version so welcome criticism and changes)

Chain weapon

When you choose this tradition at 3rd level, you may spend an hour to attach any monk weapons with the light property to a chain, giving you more flexibility and range using these weapons, weapons attached this way gain the following properties:

  • Said weapon(s) gain the reach property (This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.)
  • Their thrown range becomes 15 feet, when thrown you may spend a bonus action to pull the weapon back into your hand.

You may have up to 2 weapons chained this way at a time.

Chain wrap

At 6th level, you have learned how to use your techniques to inhibit opponents. You gain the following abilities: 
Chain DC = 8 + PB + Dex

  • Chain Tie: As an action, you may spend 1 ki point to attempt to restrain a creature within 10 feet of you by wrapping the chains of your weapon around them. The target creature must make a dexterity saving throw against your chain DC , creatures sizes Large or bigger have advantage on the saving throw. On a fail, target creature is restrained. While a creature is restrained this way you cannot use the weapon used to restrain them to attack. Creatures may repeat the saving throw at the end of their turn using Strength or Dexterity to break out of the chains. 
  • Chain Trip: Whenever you are to make an opportunity attack against a creature, you may spend 1 ki point to instead attempt to trip them with your chain, the target must make a Dex save against your chain DC, falling prone on a fail. 

Flash Iron

At level 11 your quickness, dexterity and ability with manipulating and weapons has increased exponentially, you gain the following abilities:

  • Flurry of Chains: When you use your Flurry of Blows ability, you may instead make the attacks with your chained monk weapons
  • Fetter Flash: When you hit a creature with the first attack of your turn, you may spend 2 ki points to stun the creature until the start of your next go. 
  • Quick Actions: You may spend 3 ki points and take a second action on your turn

True unleash

At level 17, you may spend your bonus action and 5 ki points to unleash your full potential, for the next 2 of your turns (this turn, next turn, ends end of next turn) you gain the following traits:

  • Your attack range  increases by an additional 5 feet for your chained weapons (Becoming 15 ft for melee and 25 for thrown if you have no other modifiers) 
  • Your AC increases by 2
  • Each of your attacks deal an additional 2d6 of damage
  • Whenever you hit an attack, you may spend 2 ki points for that attack to become a critical hit.
  • Creatures have disadvantage on saving throws against your abilities

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