Base Class: Monk
Practitioners of the Weave of Hands specialize in an aggressive and fast style of attack and defense designed to go from one movement to the next, translating the same movements from unarmed strikes to the use of daggers, clubs, staves, and short-swords. Practitioners are devoted to developing their “flow,” the seamless transition from technique to technique, from defense to attack and back again. Masters of the Way appear to be able to preternaturally respond to their opponent’s movements all while not even looking at them.
The speed and aggression of the Chain’s practitioners are legendary. A monk of the Weave of Hands believes in ending fights quickly and decisively, smashing or slicing their opponent’s limbs and body. Such monks, while devoted to the mastery of technique, and through technique speed, are pragmatic and, with respect to a fight, completely ruthless, with no compunctions towards crippling an opponent, removing their limbs, or simply killing them as the needs of the fight dictate.
Loom of the Weave
At third level, you gain the following abilities:
Battening
Weave of Hands practitioners are trained to close with their enemies, darting in and out and to the sides; when you make your Martial Arts or Flurry of Blows bonus action attack, you may still spend a ki point to use Patient Defense or Step of the Wind.
Weaver's Chord
As a reaction, you may spend a ki point to attempt to block or parry an attack that hits you. Roll a die equivalent to your Martial Arts die, add your proficiency bonus, and subtract the result from the attack roll; if this reduction causes the attack to miss you, you may immediately make a free melee weapon attack.
Weaver's Shuttle
When wielding a dagger, club, or short sword in your main hand, you may use a dagger or club in your off-hand in place of your unarmed strike when performing attacks using your Martial Arts or Flurry of Blows abilities.
Warp and Weft
At sixth level, you gain the following abilities:
Deft Strike
Once per turn you may spend a ki point to cause a melee weapon or unarmed strike attack to deal extra damage of its type equal to your Martial Arts die.
Weaver's Rapier
You gain proficiency in scimitars and they are considered monk weapons for you. You may use a short sword or scimitar in your off-hand in place of your unarmed strike when performing attacks using your Martial Arts or Flurry of Blows abilities.
Heddle and Reed
At eleventh level, you can perform the following maneuvers in combat:
Let Off
When you have an opponent Grappled, you may use an Attack action to maneuver your opponent, forcing them to make a Strength saving throw; on a failed check you may force your opponent up to your speed with you in any direction or into a prone position at your feet. Should you choose to release the Grapple as part of this action, you may throw them 10 feet and prone.
Picking
When you use an attack to Grapple an opponent, you may choose to use your Dexterity (Acrobatics) skill instead of your Strength (Athletics) skill in the opposed check. Additionally, you may still make a Martial Arts attack or spend a ki point to do a Flurry of Blows as a bonus action against a Grappled foe, whether you make an unarmed or monk weapon strike or not on your turn.
Twill
When you use your Weaver’s Chord ability, rather than an attack you may instead make an attempt to Disarm your opponent; the opponent must make a Strength saving throw or drop their weapon at their feet. If you spend another ki point, you may grasp the weapon instead. For another ki point, you may immediately make a single attack with that weapon on the opponent.
Motion of the Loom
Starting at 17th level, you now have advantage on initiative rolls. You have blindsight out to 30 feet. You are immune to surprise.
Comments