Base Class: Monk
The creation of a sect of Githyanki monks that honed their swift bodies as well as their iron will to perfect weapons of war in service to Vlaakith, these holiest of holy Githyanki warriors spin through a battlefield, cutting down their enemies in a near emotionless state, becoming true instruments of Vlaakith's divine will.
Path of the Whirling Dervish
When you choose this tradition at 3rd level, your special martial arts training leads you to master the use of a certain weapon, as well as the ability to glide through a battlefield with quick feet and steel mind. You gain the following benefits.
Dervish Weapon. Choose a weapon to be your dervish weapon. This weapon can be any simple or martial weapon that lacks the heavy and special properties. You gain proficiency with this weapon if you don’t already have it. This weapon is a monk weapon for you. Many of this tradition’s features work only with your dervish weapon. Your attacks with your dervish weapon count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. When you reach 6th, 11th, and 17th level in this class, you can choose another type of weapon — either melee or ranged — to be a dervish weapon for you, following the criteria above.
Mental Steel. The Whirling Dervish gains proficiency in Wisdom saving throws.
Quick Feet . The Whirling Dervish may use Dash or Disengage as a bonus action.
Calculated Throw. The Whirling Dervish can cause a thrown dervish weapon to return to hand at the end of any ranged attack with said weapon.
Ki Manipulation
Starting when you choose this tradition at 3rd level, you can manipulate your enemy’s ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:
- It must succeed on a Dexterity saving throw or be knocked prone.
- It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
- It can’t take reactions until the end of your next turn.
Dervish Weapon
When you reach 6th level in this class, you can choose another type of weapon — either melee or ranged — to be a dervish weapon for you, following the criteria above.
Wholeness of Spirit
At 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level. You must finish a short rest before you can use this feature again.
Dervish Weapon
When you reach 11th level in this class, you can choose another type of weapon — either melee or ranged — to be a Dervish weapon for you, following the criteria above.
Hone the Edge
At 11th level, you gain the ability to augment your weapons further with your ki. As a bonus action, you can expend up to 3 ki points to grant dervish weapons you touch a bonus to attack and damage rolls when you attack with them. The bonus equals the number of ki points you spent. This bonus lasts for 1 minute or until you use this feature again.
Dervish Weapon
When you reach 17th level in this class, you can choose another type of weapon — either melee or ranged — to be a dervish weapon for you, following the criteria above.
Unerring Accuracy
At 17th level, your mastery of weapons grants you extraordinary accuracy. If you miss with an attack roll using a monk weapon on your turn, you can reroll it. You can use this feature only once on each of your turns.
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