Base Class: Monk
In the shadowy realms where arcane experimentation meets the relentless pursuit of martial perfection, the Way of the Mutant Weapon emerges as a path forged in the crucible of forbidden knowledge. Monks who undergo radical transformations through arcane rituals, alchemical concoctions, and eldritch experiments become the embodiment of controlled chaos on the battlefield. These mutant warriors harness the power of their altered biology to manifest bone weaponry, turning their very essence into lethal instruments.
Create Bone Weaponry
Your mutation allows you to create weaponry from your bones. As a bonus action on your turn, you can manipulate your bones into any non magical melee weapon from your body weapon from your body, these bones can stick out from the skin, or be pulled from the body entirely. The bone weaponry takes on the weapons base damage die, or is replaced by your martial arts die if the damage is lower than the martial arts die. Regardless of the weapon, you have proficiency with it, and the weapon will use dexterity as its attack modifier. The damage dealt from these weapons counts as magical.
At 6th level you gain +1 to all attack and damage rolls, with your bone weaponry. At 11th and 17th level you gain an additional +1 to attack and damage rolls made with your bone weaponry, resulting in a +2 at 11th, and +3 at 17th respectively.
Weapon
|
Weapon Name |
Cost |
Damage |
Weight |
Properties |
|---|---|---|---|---|
|
Simple Melee Weapons |
||||
|
1 sp |
1d4 |
2 lb. |
||
|
2 gp |
1d4 |
1 lb. |
||
|
2 sp |
1d8 |
10 lb. |
||
|
5 gp |
1d6 |
2 lb. |
||
|
5 sp |
1d6 |
2 lb. |
Thrown (range 30/120) |
|
|
2 gp |
1d4 |
2 lb. |
||
|
5 gp |
1d6 |
4 lb. |
- |
|
|
2 sp |
1d6 |
4 lb. |
Versatile (1d8 |
|
|
1 gp |
1d4 |
2 lb. |
||
|
1 gp |
1d6 |
3 lb. |
||
|
Weapon Name |
Cost |
Damage |
Weight |
Properties |
|---|---|---|---|---|
|
Martial Melee Weapons |
||||
|
10 gp |
1d8 |
4 lb. |
Versatile (1d10 |
|
|
10 gp |
1d8 |
2 lb. |
- |
|
|
20 gp |
1d10 |
6 lb. |
||
|
30 gp |
1d12 |
7 lb. |
||
|
50 gp |
2d6 |
6 lb. |
||
|
20 gp |
1d10 |
6 lb. |
||
|
10 gp |
1d12 |
6 lb. |
||
|
15 gp |
1d8 |
3 lb. |
Versatile (1d10 |
|
|
10 gp |
2d6 |
10 lb. |
||
|
15 gp |
1d8 |
4 lb. |
- |
|
|
5 gp |
1d10 |
18 lb. |
||
|
25 gp |
1d8 |
2 lb. |
||
|
25 gp |
1d6 |
3 lb. |
||
|
10 gp |
1d6 |
2 lb. |
||
|
5 gp |
1d6 |
4 lb. |
||
|
5 gp |
1d8 |
2 lb. |
- |
|
|
15 gp |
1d8 |
2 lb. |
Versatile (1d10 |
|
|
2 gp |
1d4 |
3 lb. |
||
Healing Factor
Your mutation allows for you to heal on your turn. On your turn, you may roll 1 martial arts die to recover hit points equal to the roll plus your constitution modifier. You can not use this feature if you are at max hit points, and this feature does not heal above maximum hit points, nor does it grant temporary hit points.
Hardened Bones
Your mutation is not only offensive, but also defensive. As a bonus action, you can expand bones through your skin and harden your body. Granting you +2 to AC for 1 minute. You may only use this effect once per short rest.
Bone Lacing
As a part of your melee attacks, you can spend 1 Ki Point to alter the damage type for up to 1 minute.
You may choose from the following: Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant or Thunder.
Mutagen Apex
Your mutagen has apexed. When making an attack with your bone weaponry, you may add your Wisdom modifier in addition to other modifiers. In addition, you will now roll 2 sets of damage dice for that weapon, whether it be your martial arts die, or the weapons base damage die.







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