Base Class: Monk
Monks of the Way of the Ronin are wanderers who have lost something that made them who they are. Based in the way of the sword and the word, these monks have religiously trained in the social arts as well as the martial, honing their rhetoric into a cutting tool as sharp as their mastery of a blade.
A ronin understands that a weapon is only as useful as the knowledge of one's enemy, whether that be gained through honesty or subterfuge. Whatever the method, the ronin drifts from one place to the next, blending in and learning all he can eventually using what he knows to achieve his goals. Such mastery makes a ronin a valuable ally and fearless warrior, in discussion or battle.
Way of the Ronin Features
| Monk Level | Feature |
|---|---|
| 3rd | Path of the Ronin (2 weapons) |
| 6th | One with the Meridian, Knowledge First (3rd choice) |
| 11th | Call of the Dragon, Knowledge First (4th choice) |
| 17th | Zanmato, Knowledge First (5th choice) |
Path of the Ronin
When you choose this tradition at 3rd level, your special martial arts training leads you to master the use of certain weapons. This path also includes advancement in the art of social navigation and world knowledge. You gain the following benefits.
Ronin Weapons. Choose two types of weapons to be your Ronin weapons: one melee weapon and one ranged weapon. Each of these weapons can be any simple or martial weapon that lacks the heavy and special properties. The longbow is also a valid choice. You gain proficiency with these weapons if you don’t already have it. Weapons of the chosen types are monk weapons for you. Many of this tradition’s features work only with your Ronin weapons.
Knowledge First. Choose two languages and two creature types (aberration, celestial, dragon, elemental, fey, fiend, undead) to invest your study in. You learn those languages and have advantage on history checks to recall knowledge about those creature types. You can learn one additional language and creature type when you reach 6th, 11th, and 17th level with this class.
Steady Defense. If you make an unarmed strike as part of the Attack action on your turn and are holding a ronin weapon, you can use it to defend yourself if it is a melee weapon. 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.
Sheath Thy Blade. You gain proficiency with your choice of one Intelligence, Wisdom and Charisma skill.
One with the Meridian
At 6th level, you extend your ki into your ronin weapons, surroundings and even other people, granting you the following benefits.
Magic Ronin Weapons. Your attacks with your ronin weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Suppress Self. You can now choose to use a ki point to give yourself advantage on stealth checks, suppressing your presence to those around you.
Oppress Others. You can now choose to use 2 ki points to give yourself advantage on charisma checks, imposing your presence on them to persuade or intimidate.
Knowledge First
When you reach 6th level in this class, you can choose another language and creature type (aberration, celestial, dragon, elemental, fey, fiend, undead).
Call of the Dragon
At 11th level, you gain the ability to call on the fearsome, legendary dragon, Yamata no Orochi. Screaming his name, you channel his power through your ki and imbue it upon your blade and body, choosing one damage type - cold, fire, force, lightning, necrotic, poison, radiant, or thunder. This ability lasts for 1 minute, recharging after a long rest, and grants you the following benefits and abilities.
Claws of Orochi. Once per turn you can add an extra die of the ronin weapon's damage on to your weapon attack of the chosen damage type.
Scales of Orochi. You gain resistance to the chosen damage type.
Breath of Orochi. If you use a bonus action to sheath your blade first, you can then use 2 ki points to quick draw it as your action letting loose an arc of the chosen damage type in a 15 foot cone in a chosen direction from you. All creatures must make a dexterity saving throw taking 3d(your martial arts die) on a failed save, or half as much on a success.Your DC for this ability is 8 + Wis Mod + Prof.
Knowledge First
When you reach 11th level in this class, you can choose another language and creature type (aberration, celestial, dragon, elemental, fey, fiend, undead).
Unerring Accuracy
At 17th level, your mastery of weapons grants you extraordinary accuracy. If you miss with an attack roll using a monk weapon on your turn, you can reroll it. You can use this feature only once on each of your turns.
Knowledge First
When you reach 17th level in this class, you can choose another language and creature type (aberration, celestial, dragon, elemental, fey, fiend, undead).
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