Base Class: Monk
This subclass adds a dynamic and versatile option for monks who wish to specialize in the use of boomerangs, providing both offensive and defensive capabilities tailored to this unique weapon.
Second Pass
Starting at 3rd level, you gain proficiency with boomerangs if you don't already have it. Your thrown boomerangs always return to you as long as are within its range.
When you make an attack with a boomerang and miss a target within range, you can use a bonus action to make another attack with the same boomerang against a different target within range.
Whirlwind Flurry
When you use your Flurry of Blows, you can replace up to two of the unarmed strikes with ranged attacks using your boomerang but they must be made against different targets.
Whirlwind Defense
Starting at 6th level, you can use your reaction when you are hit by a melee attack to spin your boomerang in a defensive whirlwind. The attacker must make a Dexterity saving throw.
On a failed save, the attacker takes bludgeoning damage equal to your Martial Arts die roll plus your Dexterity modifier, or half as much damage on a successful save.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses after finishing a long rest. Your boomerang attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Boomerang Master
At 11th level, your mastery over boomerangs reaches its pinnacle. You gain the following benefits:
- When you hit a creature with a ranged boomerang attack, you can spend 2 ki points to make an attack against another creature within 10 feet of that target.
- If you roll a critical hit with a boomerang attack, It must make a Strength saving throw. If it fails, you can push it up to 10 feet away from or towards you.
Whirlwind Assault
Starting at 17th level, you can use your action to unleash a flurry of boomerang strikes, creating a swirling vortex of deadly projectiles around you.
For 1 minute, you can make two ranged attacks with a boomerang as a bonus action on each of your turns. Additionally,
whenever a creature starts its turn within 10 feet of you, you can use your reaction to make a boomerang attack against that creature.
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