Monk
Base Class: Monk

Master of sword-drawing techniques using the katana. 

Master of the Katana

Starting when you choose this tradition at 3rd level, you gain proficiency with the Katana, a specialized single-edged sword with a 3 ft long curved blade. It is a monk weapon for you and many of this tradition’s features work only with it. You add your Strength or Dexterity modifier to it's attack and damage rolls. It's damage is slashing, and it's damage die is a d6. This die changes for you as you gain monk levels. At level 5, the die changes to a d8; at level 11, it changes to a d10; and at level 17, it changes to d12. When you take this tradition, the Katana is the only weapon considered a monk weapon for you besides darts which you call Kunai.

You are proficient with Smith's Tools. If you have a short sword, you can craft your own katana over the course of a long rest. It has the finesse property, weighs 2 pounds, is worth 10 gold and is a serviceable weapon. You can create a katana of finer workmanship by forging the weapon over the course of one week, spending 50 gold on materials, and succeeding on a DC 15 ability check to create a high quality katana that is worth 20d10 gold. If you fail the check, the weapon is only serviceable.

If you have a katana and meet all Martial Arts requirements, you can perform the following actions:

  • Katana Strike: When you take the Attack action, you may attack with your katana dealing 1d8 slashing damage plus the modifier used for the attack. You are proficient with these strikes and they count as martial arts attacks. The damage die increases to a d10 at level 5, a d12 at level 11, and 2d6 at level 17. As a bonus action, you can make a single Katana Strike.
  • Battoujutsu: Once per turn, when you attack with a Katana Strike, you may spend 1 Focus Point to perform a Battoujutsu Attack. You sheath and re-draw your blade for these attacks using a special sword-drawing technique at hypersonic speeds. You can add your Wisdom modifier to the attack and damage rolls of the Attack. The damage is the same type as your weapon’s damage. If the target is no more than one size larger than you, you can also push the target 10 ft directly away from you. 

Level 6: Empowered Blade

Whenever you deal damage with your Katana, it can deal your choice of Force damage or its normal damage type.

Level 6: Superhuman Jump

At 6th level, you are able to jump with superhuman agility. Your ability to leap higher and further is one thing that sets you apart from monks of other traditions. After years of training, you are also adept at executing devastating battoujutsu attacks while in midair. If you meet all Master Of The Katana and Martial Arts requirements, you may perform the following actions.

Superhuman Jump: As a bonus action, you can spend 1 focus point to perform a superhuman jump. You make a standing long jump or high jump of any distance up to your remaining move speed for the turn. You take no falling damage as a result of using this ability. This movement does not provoke opportunity attacks. When you land from a superhuman jump, you are unable to move until after the end of your turn. 

Mid-air Battoujutsu Attack: You can spend 1 focus point to execute a special midair battoujutsu attack against a creature you pass during a superhuman jump. A creature within 5 feet of your path must make a Dexterity saving throw (DC = 8 + Proficiency Bonus + Wisdom modifier). The creature takes 4d8 force damage on a failed save or half as much damage on a successful one. This damage increases as your level in this class increases. At 11th level, you deal 4d10 damage. At 17th level, you deal 4d12 damage. 

Improved Battoujutsu

The hypersonic speed of your Battoujutsu attacks reach godlike speeds. Your Battoujutsu attacks are improved in the following ways:

Battoujutsu: Every Katana Strike can now be a Battoujutsu attack and your Battoujutsu attacks are able to cut the air with such velocity that you no longer need to be in melee range to attack your enemies. These attacks now have a range of 20 feet. Once per turn, you can perform a Battoujutsu attack without spending a focus point so each Battoujutsu attack after the first made that turn still costs a Focus Point.

Mid-air Battoujutsu: You can spend 3 focus p1oints instead of 1 to execute a special Mid-air Battoujutsu Attack against multiple creatures you pass during a superhuman jump. Every creature of your choice within 5 feet of the path of your jump must make a Dexterity saving throw (DC = 8 + Proficiency Bonus + Wisdom modifier). The creature takes 4d10 force damage on a failed save or half as much damage on a successful one. This damage increases to 4d12 damage at 17th level

Level 17: Amakakeru Ryu No Hirameki

At 17th level, you gain the ability to perform the ultimate attack of the Hiten Mitsurugi path. When you hit a creature with a battoujutsu strike, you can spend 10 focus points to also perform the Amakakeru Ryu No Herameki technique. A beyond-godlike speed attack able to defeat any enemy in a single strike. The creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d12 force damage. 

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