Base Class: Monk
Monks of the Way of the Bone Dance practice an ancient esoteric technique that turns themselves into living weapons. Monks of this tradition use their ki to replicate, manipulate, and weaponize the bones within their bodies.
If the body is a temple, these monks have turned their bodies into armed fortresses. They are a macabre and frightening display of ruthless power, when dancing on the battlefield, using protruded bones to strike their enemies down and increasing their bone density to protect themselves.
Weaponized Bone
When you choose this tradition at 3rd level, your special training has lead you to master the art of extruding and weaponizing the bones from within your body. As a bonus action, you can summon a protruding bone structure from your one or both or your arms or hands to use as a natural weapon. Attacking a creature with these weaponized bones counts as unarmed strike. While these bones are summoned, your unarmed strikes deal slashing damage, instead of bludgeoning, and you cannot hold or carry anything in the hand of the summoned weaponized bone. Your summoned weapon cannot be disarmed or dropped by another creature, as it is a part of you. You can dismiss one or both protruded weapons at any time(no action required).
Osseous Dances
Starting at 6th level, you can manipulate your skeletal structure to increase your offensive or defensive abilities. You gain the following benefits:
• Puncture Protection. When you are grappled by another creature, as a bonus action, you can spend 1 ki point and release small spikey protruded bones around your body, to release yourself from the creature. You are no longer grappled and you must roll your martial arts dice and the creature takes magical piercing damage equal to half of the dice roll.
• Bone Shard. As an attack, you can spend 1 ki point and shoot a shard of bone from your weaponized bone. It has a normal range of 30 feet and a long range of 60 feet. It deals 1d6 magical piercing damage on a hit. The bone becomes brittle and disintegrates immediately after it hits or misses its target.
• Skeletal Dance. When a creature that you can see misses you with a melee attack roll while your weaponized bone is summoned, you can spend 1 ki point as a reaction to hit that creature with an unarmed strike.
Marrow Manipulation
Starting at 11th level, your skeletal structure has become stronger than steel. You gain +2 to your Unarmored Defense.
Dance of the Ossified Flower
Starting at 17th level, your training and meditation has allowed you to master your skeletal abilities and unleash the ultimate technique, Dance of the Ossified Flower. As an action, you can spend 3 ki points to cover yourself with large and sharp protruded bones and begin to spin or dance, in place. All creature within 5 feet of you must make a dexterity saving throw. A target takes 5d10 magical slashing damage on a failed save, or half as much damage on a successful one.







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