Base Class: Monk
MONK SUBCLASS: Way of the Sword.
Starting when you choose this tradition at 3rd level, you undergo disciplined training in the way of warfare and battle. In addition to your monk weapons, you gain profiency with longswords and they are counted as monk weapons. You can’t be disarmed as long as you are conscious.
FLURRY OF BLADES: At 3rd lvl when you spent 1 ki to make Flurry of blows, you can spend 1 aditional ki point to make two extra monk weapon attacks instead of two unarmed attacks.
ONE WITH THE BLADE: At 6th lvl you can empower your monk weapon with your ki to make it part of you and your surroundings. All monk weapons you are holding are counted as magic weapons. you also gain these aditional features:
CUTTING WIND: you can swing your weapon with such focus through your ki that it can create razor sharp waves of wind. you can spent 2 Ki points to give your melee weapon attacks range of 15ft. until the end of your turn. the damage is counted as force dmg instead of weapons normal damage type.
SUPERIOR MISSILE DEFLECTION: When you are using your reaction to deflect a missile, you can spend 2 ki points to add your weapon damage die + your wisdom modifier to the damage reduction. you can deflect up to 3 missiles using the damage reduction as a pool of dmg treshold. You can also use this to deflect target ranged spell attacks against you.
ART OF COMBAT: at 11th level you become more one with the battlefield.
STEP OF THE WIND. you can spend 2 ki points to cast misty step. as a free action. you can use this ability only once per round.
VITAL POINTS. when you use FLURRY OF BLADES you deal additional damage per succeeded attack:
2 attacks hit: 2d6 necrotic dmg.
3 attacks hit: 3d6 necrotic dmg.
4 attacks hit 4d6 necrotic dmg.
17th SACRED COMBAT: at 17th lvl your skill to challenge your foes is unmatched and you know how to turn duel at your advantage.
when you spent 5 ki points. You and a greature withing 15ft. both make a weapon attack against each other. the opposing greature has disadvantage against you. if your attack succeeds. you deal your weapons damage on that greature plus additional 12d10 necrotic damage. The greature is paralyzed until the the end of its turn. If the greature hits you. you take half of the greatures attack dmg. If you fail the attack and the opposing greature succeeds in the attack. you take half of the greatures attack dmg plus additional 3d4 physic dmg for losing your focus. all the on going effects are counted on these attacks
Training with the blade
Starting when you choose this tradition at 3rd level, you undergo disciplined training in the way of warfare and battle. In addition to your monk weapons, you gain profiency with longswords and they are counted as monk weapons. You can’t be disarmed as long as you are conscious.
FLURRY OF BLADES: At 3rd lvl when you spent 1 ki to make Flurry of blows, you can spend 1 aditional ki point to make two extra monk weapon attacks instead of two unarmed attacks.
One with the Blade
ONE WITH THE BLADE: At 6th lvl you can empower your monk weapon with your ki to make it part of you and your surroundings. All monk weapons you are holding are counted as magic weapons. you also gain these aditional features:
CUTTING WIND: you can swing your weapon with such focus through your ki that it can create razor sharp waves of wind. you can spent 2 Ki points to give your melee weapon attacks range of 15ft. until the end of your turn. the damage is counted as force dmg instead of weapons normal damage type.
SUPERIOR MISSILE DEFLECTION: When you are using your reaction to deflect a missile, you can spend 2 ki points to add your weapon damage die + your wisdom modifier to the damage reduction. you can deflect up to 3 missiles using the damage reduction as a pool of dmg treshold. You can also use this to deflect target ranged spell attacks against you.
Art of Combat
ART OF COMBAT: at 11th level you become more one with the battlefield. you gain the two following features:
STEP OF THE WIND. you can spend 2 ki points to cast misty step. as a free action. you can use this ability only once per round.
VITAL POINTS. when you use FLURRY OF BLADES on the same target you deal additional damage per succeeded attack:
2 attacks hit: 2d6 necrotic dmg.
3 attacks hit: 3d6 necrotic dmg.
4 attacks hit 4d6 necrotic dmg.
Sacred Combat
17th SACRED COMBAT: at 17th lvl your skill to challenge your foes is unmatched and you know how to turn duel at your advantage.
when you spent 5 ki points. You and a creature withing 15ft. both make a weapon attack against each other. the opposing creature has disadvantage against you. if your attack succeeds. you deal your weapons damage on that creature plus additional 12d10 necrotic damage. The creature is paralyzed until the the end of its turn. If the creature hits you. you take half of the creatures attack dmg. If you fail the attack and the opposing creature succeeds in the attack. you take half of the creatures attack dmg plus additional 3d4 physic dmg for losing your focus. all the on going effects are counted on these attacks







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