Base Class: Monk
Your practice with ranged weapons has lead you to a path that focuses on their use. You strike swiftly accurately and with great power.
First Form: Falling Leaf
Starting when you choose this tradition at 3rd level, you move with the grace and elusiveness of a falling leaf, granting you the following benefits:
- You ignore the loading property of ranged weapons.
- Being within 5 feet of a hostile creature does not impose disadvantage on your ranged attack rolls.
- When a Monk feature would allow you to make an unarmed strike, or requires an unarmed strike for it's activation, you can make a ranged weapon attack instead.
Second Form: Pouncing Tiger
At 11th level, your attacks are as swift and dangerous as a lurking tiger. As an action, you can spend 2 ki points and make a ranged weapon attack against a creature. If the attack hits, it deals additional damage equal to your Martial Arts die, and the creature must make a Strength saving throw or be knocked prone. Additionally, a creature being prone now gives you Advantage on ranged attack rolls against them, instead of Disadvantage.
Second Form: Pouring Rain
At 11th level, your strikes fall from the heavens with the force of a terrible storm. As an action, you can spend 2 ki points to target a 30-foot sphere within the normal range of your ranged weapon. All creatures of your choice within that area must make a Dexterity saving throw, taking 3d8 piercing damage on a failed save, or half as much on a success.
You can spend additional ki points to increase the damage of this attack. The damage increases by 1d8 for each ki point you spend above 2.
Fourth Form: Titan Slayer
At 17th level, you strike fear into the hearts of creatures that have never known fear. As an action, you can spend 8 ki points to make a ranged attack against a creature that you can see, regardless of the normal range of your weapon. If you hit the creature, it takes 12d12 force damage, as well as the damage from your ranged weapon. The creature must then make a Wisdom saving throw. On a failed save, the creature is frightened of you for the next 24 hours. This feature bypasses resistance and immunity to the frightened condition. If a creature drops to 0 Hit Points while frightened in this way, it dies, and cannot be resurrected except by a wish spell.
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