Base Class: Monk
very wip
Arms of the Living Weapon
3rd-level Way of the Living Weapon
As a free action, you can spend1 ki point to hone your arms into living weapons. Choose one of the following, bludgeoning, piercing or slashing weapons.
Choose one of the following for 1 minute :
- Slashing: Your reach increases by 5ft. When you use flurry of blows you can make one attack against all creatures within 5ft.
- Bludgeoning: Your reach increases by 15ft. When you hit with a flurry of blows attack on a target no more than one size larger than yourself you can knock it 10ft away into an unoccupied space.
- Piercing: You critically strike on a 19-20. When you hit with a flurry of blows attack on a creature it cannot regain hit points until the start of your next turn.
Swiftness of the Living Weapon
6th-level Way of the Living Weapon feature
Your body has adapted to hostile situations. Your Step of the Wind and Patient Defense features improve,
-When you activate your Step of the Wind you ignore difficult terrain and escape any grapples you are in.
-While your Patient Defense is active you gain a new reaction, when you are hit by an attack you can immediately retaliate with an attack of your own.
Ultimate Living Arms
11th-level Way of the Living Weapon feature
Your Living arms improve, when you summon them.
-Bludgeoning: +10ft reach, when you hit with your flurry of blows you knock creatures into any direction including upwards.
-Slashing: When you take the attack action your speed increases by 10ft. If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.
-Piercing: You critically hit on an 18-20. Once per turn, when you hit a creature with your Flurry of Blows you can choose to wound it. A wounded creature takes necrotic damage damage equal to your martial arts die for each wound it has taken at the start of its turn. it can then make a Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a Wisdom (Medicine) check, ending the effect of such wounds on it on a success. The DC for the save and check are equal to 8+ proficiency +Wisdom Modifier.
Leeching Strike
17th-level Way of the Living Weapon
After hitting an attack with your Living Arms you can choose to spend 5 ki points to deal 5d10 necrotic damage and heal for half the damage.






