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 simple, martial, and improvised weapons. Weapons that you are proficient in are considered monk weapons, and in turn are affected by your martial arts die. Additionally, when you use your Flurry of Blows, you attack using your weapons rather than unarmed strikes.
At 6th level, weapons you wield count 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 back-to-back attacks.
Due to your training in handling multiple different types of weapons, you are able to swap weapons without missing a beat. Stowing and drawing multiple weapons are considered free actions rather than an action.
Momentum
At 6th level, you find a rhythm within the battlefield that helps you keep up your momentum. Using your 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 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. When hit by an attack, you reduce the damage dealt by one roll of your martial arts die
Weapon's Execution
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 the weapons you are wielding:
- Ammunition - you add double your proficiency bonus to the attack rolls, instead of your normal proficiency.
- Finesse - you gain +2 to your AC.
- Heavy - your weapon attacks score a critical hit on a roll of 18-20.
- Light - you can make an additional attack as part of the attack action
- Two-handed - When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
- Thrown - you gain advantage on your attack rolls. You also can make an additional attack as a bonus action.
- Reach - you gain an additional 5 feet of reach
- Versatile - you gain the benefit of the Two-handed weapon or Light weapon, depending on how many hands you use to you attack.
- Improvised - you deal an additional 1d4 damage.
Embodiment of the Asura
You push through the battlefield like an Asura, wielding multiple weapons and dealing devastating 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.
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