Monk
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

Simple Weapons

Weapon Name

Cost

Damage

Weight

Properties

Simple Melee Weapons

Club

1 sp

1d4 bludgeoning

2 lb.

Light

Dagger

2 gp

1d4 piercing

1 lb.

Finesselightthrown (range 20/60)

Greatclub

2 sp

1d8 bludgeoning

10 lb.

Two-handed

Handaxe

5 gp

1d6 slashing

2 lb.

Lightthrown (range 20/60)

Javelin

5 sp

1d6 piercing

2 lb.

Thrown (range 30/120)

Light hammer

2 gp

1d4 bludgeoning

2 lb.

Lightthrown (range 20/60)

Mace

5 gp

1d6 bludgeoning

4 lb.

-

Quarterstaff

2 sp

1d6 bludgeoning

4 lb.

Versatile (1d8)

Sickle

1 gp

1d4 slashing

2 lb.

Light

Spear

1 gp

1d6 piercing

3 lb.

Thrown (range 20/60), versatile (1d8)

 

Martial Weapons

Weapon Name

Cost

Damage

Weight

Properties

Martial Melee Weapons

Battleaxe

10 gp

1d8 slashing

4 lb.

Versatile (1d10)

Flail

10 gp

1d8 bludgeoning

2 lb.

-

Glaive

20 gp

1d10 slashing

6 lb.

Heavyreachtwo-handed

Greataxe

30 gp

1d12 slashing

7 lb.

Heavytwo-handed

Greatsword

50 gp

2d6 slashing

6 lb.

Heavytwo-handed

Halberd

20 gp

1d10 slashing

6 lb.

Heavyreachtwo-handed

Lance

10 gp

1d12 piercing

6 lb.

Reachspecial

Longsword

15 gp

1d8 slashing

3 lb.

Versatile (1d10)

Maul

10 gp

2d6 bludgeoning

10 lb.

Heavytwo-handed

Morningstar

15 gp

1d8 piercing

4 lb.

-

Pike

5 gp

1d10 piercing

18 lb.

Heavyreachtwo-handed

Rapier

25 gp

1d8 piercing

2 lb.

Finesse

Scimitar

25 gp

1d6 slashing

3 lb.

Finesselight

Shortsword

10 gp

1d6 piercing

2 lb.

Finesselight

Trident

5 gp

1d6 piercing

4 lb.

Thrown (range 20/60), versatile (1d8)

War pick

5 gp

1d8 piercing

2 lb.

-

Warhammer

15 gp

1d8 bludgeoning

2 lb.

Versatile (1d10)

Whip

2 gp

1d4 slashing

3 lb.

Finessereach

 

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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