Base Class: Monk
This subclass focuses on dealing damage as quickly as they can, throwing aside the luxuries of defense. They are known to never rest once they get into the heat of combat. Many followers of the Way of the Bladed Hand are deranged monks who have forgotten their teachings.
Relentless Slashing
Starting when you choose this tradition at 3rd level, you can spend 1 ki point to outstretch your arms to slash at enemies to either side of you. If you take your dash to travel in a straight line, you can attack enemies that you pass with your slashing unarmed strikes. Using this ability does not provoke opportunities of attack on you. If your path is blocked by enemies or walls, take 1d4 bludgeoning damage when you run into them. Your unarmed strikes also now deal slashing damage rather than bludgeoning damage.
Bloody Vitality
At 6th level, you gain the ability to heal yourself. As part of your action, you can regain hit points equal to half the damage you deal on your turn. You must finish a long rest before you can use this feature again.
Menacing Aura
Beginning at 11th level, you can project an aura of menace. Once per short rest, you can cast the fear spell. The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus.
Gutting Slash
At 17th level, you gain the ability to rend flesh and metal. When you hit a creature with an unarmed strike, you can spend 3 ki points to attempt to gut the creature. When you use this action, the creature must make a Dexterity saving throw. If it fails, it takes 8d10 slashing damage and is knocked prone. If it succeeds, it takes half that damage and stays standing.
Previous Versions
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