Monk
Base Class: Monk

Monks of the Way of the Quickdraw are masters of the art of drawing their weapons at blinding speeds. They learn techniques to push the limits of their speed of their quickdraw, sheathing their blade before their opponent hits the ground.

Art of the Quickdraw

Starting when you choose this tradition at 3rd level, you gain the following benefits.

• You become proficient in longswords and is considered a monk weapon. Any longsword you use counts as having the finesse property.

• You may sheath your weapon as a free action after a melee weapon attack. If you have the Extra Attack feature you must use all attacks before sheathing.

• You deal extra damage when you attack from the sheath. You may add an extra 1d8 damage of your weapon type to the first melee weapon attack after drawing your weapon. This damage increases with your Monk level by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Rend the Air

At 6th level, you gain the ability to increase your attack range by storing power. When you ready an action, you may spend 1 ki point to increase the range of your melee weapon attacks to 15 ft.

Way to War

Beginning at 11th level, you can infuse your melee weapon with an aura of damage. As a bonus action, you may spend 2 ki points to infuse your melee weapon with an damage type of your choice for 1 minute, changing the damage type of your quickdraw damage.

Choose one of the following damage types:  fire, lightning, radiant, necrotic or thunder.

Blooming Lotus

At 17th level, you gain the ability to draw and sheath even quicker. When you hit a creature with a melee weapon attack, you can spend 4 ki points allowing you to sheath your weapon in between each attack. This allows you to deal quickdraw damage on each melee weapon attack. When making use of this feature, you may also substitute your bonus unarmed strike to deal another melee weapon attack. You may change your Flurry of Blows in the same way.

After using this feature, the user can't move or take Actions until after it's next turn, as a wave of lethargy sweeps over it.

Additionally you can use the Steel Wind Strike Spell adding your quickdraw damage to the spells damage roll. You may use this spell once per long or short rest. Wisdom is your spellcasting ability for this spell.

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