Monk
Base Class: Monk

Monks who are Warriors of the Wuju temper their bodies and sharpen their minds until thought and action become one. Though they enter violence only as a last resort, the grace and speed of their blades ensure resolution is always swift.

Few living practitioners of the art of Wuju remain, and those who walk this path dedicate their lives to preserving its legacy. They are known to scrutinize potential disciples through the Seven Lenses of Insight, ensuring only the most worthy carry the art forward.

Master Blade Wielder

3rd-Level Warrior of the Wuju Feature
You devote yourself fully to the mastery of the longsword. You can bind yourself to one longsword of your choice, you can summon and unsummon it as you wish, and it disappears if ever more than 100 feet away from you. It counts as a monk weapon for you, and you gain access to its Weapon Mastery property (Sap).

Whenever you would make an unarmed strike with your Martial Arts feature, you can instead make the attack with a monk weapon.

In addition at 11th level, you can deal Force damage in place of your longswords normal damage.

Your mastery of the longsword grows as you advance in this tradition. At higher levels, you unlock additional mastery properties. When you hit a creature with a longsword, you can apply one mastery property you know to that attack. You cannot apply more than one mastery property to the same strike.

  • 6th Level — Slow. Your strikes hinder your foe’s movement.
  • 11th Level — Vex. Your precision opens the way for decisive follow-ups.
  • 17th Level — Cleave. Your sweeping blows let you cut through groups at once.

Double Strike

3rd-Level Warrior of the Wuju Feature
When you are wielding a monk weapon, the 2nd and 4th attacks you hit each turn deal double damage against objects, structures, and constructs.

Wuju Style

3rd-Level Warrior of the Wuju Feature
At the start of your turn, you can spend 1 Focus Point to enter Wuju Style. Until the end of the turn, when you hit with a monk weapon, the attack deals extra Force damage as shown in the Wuju Style Bonus Damage table.

In addition, the first time you use Flurry of Blows, Patient Defense, or Step of the Wind on that turn, it costs no Focus Point.

Wuju Style Bonus Damage

Monk Level

Bonus Damage

3–8

+2

9–15

+3

16–20

+4

Meditate

6th-Level Warrior of the Wuju Feature
When you take the Dodge action using Patient Defense and have not yet moved during the turn, you can forgo all movement to enter a meditative stance. While meditating, you have resistance to one damage type of your choice until the start of your next turn.

At the start of your next turn, you end meditation and regain hit points equal to one roll of your Martial Arts die + your Wisdom modifier.

At 11th level, you roll two Martial Arts die, and can choose two damage types when you meditate.
At 17th level, you roll three Martial Arts die, and can choose three damage types when you meditate.

This feature stacks with the temporary hit points you gain from Patient Defense at 10th level.

Highlander

11th-Level Warrior of the Wuju Feature
When you use Step of the Wind, your speed increases by 10 feet until the end of the turn. Apply this increase before doubling your speed with the Dash action.

During that turn:

  • You ignore difficult terrain.
  • Your speed can’t be reduced by spells or magical effects.
  • You gain advantage on attack rolls you make with monk weapons.
  • Your monk weapon attacks deal extra Force damage equal to the Wuju Style Bonus Damage for your level. If you are already in Wuju Style, this bonus damage is added again.

Alpha Strike

17th-Level Warrior of the Wuju Feature
As an action, you can choose up to five creatures you can see within 30 feet of you and spend 3 Focus Points. You teleport between each target in turn, making one monk weapon attack with advantage against each.

If you target the same creature more than once, the first attack deals damage normally, and each subsequent strike against that creature deals damage equal to one roll of your Martial Arts die.

After resolving these attacks, you teleport to an unoccupied space within 5 feet of the last target. If any of these attacks reduce a creature to 0 hit points, you can immediately choose another creature within 30 feet of the fallen one and continue the sequence without expending additional Focus Points. You can repeat this chaining effect up to a number of times equal to half your Dexterity score (rounded up).

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