Base Class: Monk
Originally a sect of the Kensei monks, these practitioners strayed off of the righteous path to find their own meaning within the ways of the Kensei. Never satisfied with mastering a single weapon, they began to expand their practice to learning how to use a multitude of weapons. Eventually it became an obsession, almost a compulsion to learn how to wield any and every type of weapon known. Through extensive research and years of practice, they eventually solidify their findings and create the Sect of the Weapon Master. Often referred to as the Wandering Arsenals, these practitioners are always looking for ways to better their skills.
Martial Genius
Whatever you touch could be considered a weapon, no matter how mundane or generic that object is. Whenever you choose this archetype at 3rd level, you gain proficiency in martial and improvised weapons. Wielding a simple, martial, or improvised weapon may be affected by your martial arts die if the weapon's base damage is less than that of your martial arts die (i.e. your martial arts die is 1d6 and you are wielding a dagger so it counts as a martial arts weapon, however, if you are wielding a longsword it will still do 1d8 instead of being 1d6). All improvised weapons have a thrown range of (20/60) feet.
Lastly, when you reach 6th level, weapons you wield counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Alternating Strikes
At 3rd level, you can easily swap between weapons, and when doing so, each attack you make must be made with a different weapon. You cannot use the same weapon for subsequent attacks.
When rolling for initiative or when surprised, you may immediately, as a free action, draw any number of weapons you can hold. As your item interaction every round, you may also exchange your currently equipped weapons for any others on you that are easy to grab.
Momentum
At 6th level, you find a rhythm within the battlefield that helps you keep up your momentum. As a bonus action or reaction, you may spend a Ki Point to gain one of the following effects:
- Fierce Strike. When you land an attack on a creature, roll your martial arts die and deal that much extra damage.
- Fluid Strike. If you make an attack with a weapon and miss, you may reroll the attack, however, you must use the new roll.
- Quick Strike. When a creature hits you with an attack, you may use your reaction to attack in return. If your attack hits, you deal damage first.
- Pressured Breathing. You breathe in real quick before being hit by an attack, preparing yourself for the blow. As a reaction to being hit by an attack, you reduce the damage dealt by one roll of your martial arts die.
Asura's Fulfillment
At 6th level, you gain a deeper understanding of the weapons you bond with and are able to pull out its full potential. When you hit a creature with a weapon you are wielding, you may spend a Ki Point to deal the max amount of damage you could roll, fulfilling its duty to you, the user. However, in doing so, that weapon becomes destroyed beyond repair. You may only use this feature on non-magical weapons and can only use it once per round.
Mastery of Weapons
At 11th level, your skill allows you to use weapons more efficiently. You gain the following benefits based on the properties of a weapon you are wielding.
- Ammunition: You can recover all ammunition that was not destroyed, instead of half. Your DM decides whether ammunition is destroyed or not.
- Heavy: Once per turn, when you make an attack with a heavy weapon, you can attempt to knock the target prone. The target must make a contested strength check, or be knocked prone.
- Finesse: You can add half (rounded up) of the modifier of the ability score that you don't use to you attack and damage rolls. (i.e. If you use Dexterity for attack and damage rolls, you add half of your Strength modifier as well.)
- Light: When wielding a weapon with the light property, you may make two attacks with it using your bonus action.
- Loading: When you use the attack action with a loading weapon, you ignore the loading property.
- Range: You no longer have disadvantage on attack rolls beyond the normal range. In addition, your maximum range increases by 30 feet.
- Reach: When you gain an additional 5 feet of reach whenever you attack with a weapon that has this property.
- Special: You no longer have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance no longer requires two hands to wield when you aren’t mounted. The DC and AC of the net increases to 20.
- Thrown: You no longer have disadvantage on attack rolls beyond the normal range. In addition, your maximum throwing range increases by 30 feet.
- Two-Handed: You ignore the two-handed property.
- Versatile: Both the normal damage die and the versatile damage die increase by one size. 1d6 becomes 1d8, 1d8 becomes 1d10, 1d10 becomes 1d12, 1d12 becomes 2d6, 2d6 becomes 2d8.
Embodiment of the Asura
You push through the battlefiend like an Asura, weilding multiple weapons and dealing devestating blows. At 17th level, you are able to draw and wield up to 4 weapons at once, how you do is decided between you and your DM. You may also make three attacks when you take the attack action.
You may also spend 5 Ki points in order to take another action. This can only be used once per turn.
Previous Versions
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5/28/2024 7:19:46 PM
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11
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1.0
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Coming Soon
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