Monk
Base Class: Monk

Monks of the Way of Johyo train nearly exclusively with the Rope Dart weapon, to the point where it becomes an extension of the body. It's totally crazy-go-nuts!

Path of Johyo

At 3rd level, you choose the best tradition of martial artists, the Way of Johyo.  The Rope Dart.  This beautify and deadly art certainly is not for the weak, Only the Strong!  You gain the ability to use Darts as a monk weapon, and one extra saving throw proficiency of your choice (just because people who use the Rope Dart are pretty awesome).

Johyo Weapon. You gain proficiency with the Rope Dart it is treated as a monk weapon.  You may use your Rope Dart as a replacement for your bonus unarmed attacks.  This also counts for bonus unarmed attacks granted by Flurry of Blows.

Agile Parry. If you make a bonus Rope Dart Attack as part of the Attack action on your turn and are holding a Rope Dart, you gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren’t incapacitated.

 

One with the Rope Dart

At 6th level, you extend your ki into your weapons, granting you the following benefits.

Magic Darts. Your attacks with your Rope Dart and thrown Darts count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Deft Strike. When you hit a target with a Rope Dart or a thrown Dart, you can spend 1 ki point to cause the weapon to deal extra damage to the target equal to your Martial Arts die. You can use this feature only once on each of your turns.

Deflection Protection.
You can use your reaction to deflect missiles from ranged attacks from hitting your allies within 15ft of you. Just like deflecting missiles aimed at you, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.

If you reduce the damage to 0, you can spend 1 ki point to make a ranged attack with that weapon or piece of ammunition as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet from the ally that was targeted.

Rope Trick.
You gain the spell Rope Trick and may cast it as an action. Your rope dart is the only component needed to cast the spell. You may cast this spell equal to your wisdom modifier per longest.

Rope Skills.
As a result of relying on your rope for so long, you have gain advantage on rope uses. Tieing knots, setting traps, doing tricks, etc.

Multi-Attack

At 11th level, you gain the ability to make a multi-attack.  As an action you can spend 3 ki points and use one of these options:

VOLLEY - You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.

WHIRLWIND ATTACK - You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.

Frenzied Strikes

At 17th level, your melee strikes with your your Rope Dart are absolutely crazy-go-nuts.  Once per long rest, you may attack as many times as you have kit points.  Spend 1 ki point to make a Rope Dart attack, up to 10 total attacks.  You may spread these attacks out with your movement.  However, you suffer exhaustion equal to the number of ki points spent divided by 2 and rounded up, because being crazy-go-nuts with your rope dart is exhausting for sure!

By the way, you are totally freaking awesome with that Rope Dart.  Just saying.

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