View Full Version : D&D 5e/Next Monk Subclass: Path of the Weapons Master

2014-12-09, 08:12 PM
Halloa! Below is presented a 5e subclass for the Monk specializing in the use of weaponry. The feature I have the most concern about is "Weapon Counter".

I would like to thank forum member AgentPaper whose Kensai's "Decisive Strike" was the inspiration for the 17th level feature "Wind Passing Through".

If you have additional ideas for Unique Weaponry, as well as stats for them, please provide them in the comments!

Also, does anyone think that the base 2d10 damage of "Wind Passing Through" should be 3d10 instead? If it were 3d10, then the minimum number of damage dice becomes 4d10 and the max becomes 11d10.

Weapons and Martial Arts have a long history together. Both were developed to challenge power discrepancies, whether for the hunt, against home invaders, or on the battlefields. The Weapons Master heralds that history, blending the two until there is neither weapon nor martial arts but a single, contiguous being.

Path of the Weapons Master
Starting when you choose this tradition at 3rd level, you master the use of an incredible variety of weaponry.
You gain proficiency in all non-heavy, non-lance martial melee weapons and your choice of two of the following unique weaponry. They are considered monk weapons for you. While using the versatile property of any martial melee weapon, you do not consider them monk weapons for the purpose of attacking with them. At 6th, 11th, and 17th level, you choose an additional unique weapon.
At 17th level, you no longer need to be wielding a weapon to make an attack with it. It must merely be on your person.


Unique Weapons
Butterfly Sword. A crossguard and a blunt edge side makes this set of forearm length knives practical for both lethal and nonlethal applications.
Eskrima sticks. Actual name for the sticks: Yantok. Sticks of approximate arm length, typically made of rattan, a hard, durable, lightweight stem. Special: If you are proficient in eskrima sticks, then they return to your hand after you throw them. (My apologies to actual Eskrima practitioners, Iím just pulling this from Nightwing from the Batman: Arkham City game).
Guandao. Bladed pole weapon, similar to a glaive or halberd. This weapon functions with Polearm Master's second feature.
Meteor Hammer. A small, dense weight at the end of a long piece of rope or chain.
Rope Dart. Like the Meteor Hammer, but with a piercing blade rather than a dense weight.
Hook Sword. A blade with a curved hook on its tip. Special: When you have two Hook Swords, you can spend a bonus action on your turn to link their hook ends together. While linked together, your hook sword attacks have reach. It does not cost any action to unhook your swords. If you were dual wielding with two hook swords, then you are no longer considered dual wielding while the hook sword ends are linked. While the hook swords are linked, both of your hands are considered occupied.
Shuriken. Razor sharp pinwheel-shaped pieces of crafted metal. Unlike arrows or darts, shuriken do not habitually break. You can recover up to 5 spent shuriken for every one minute you spend to do so.
Boomerang. An expertly carved curved piece of wood. Special: While proficient, when you throw the boomerang it returns to you at the end of your turn.

Debatable Unique Weapons [Not officially part of the above list, so not actually options]
Kusarigama. A small weight and sickle attached together by a length of chain. Special: When you make an attack with the kusarigama, you choose which end of the weapon to use. The weight end does bludgeoning and the sickle end does slashing.
Three section staff
Cloth whip/sword

Other Weapons
If you want tonfas, reflavor clubs as broad batons with handles perpendicular to their length.
If you want a qiang, reflavor a spear.
If you want a dao (sabre), reflavor a scimitar.
If you want a kunai, reflavor a dagger.
If you want a tessen, i.e. metal folding fan, you can reflavor an eskrima stick.
If you want a chakram, reflavor a shuriken and change piercing to slashing.
If you want a sai, reflavor a dagger.

At 6th level, you gain the following features:
An Extension of You
When you use a bonus action to make an unarmed strike as detailed in your Martial Arts class feature, you can instead make a monk weapon attack. At 11th level, you can use your flurry of blows feature to make monk weapon attacks instead of unarmed strikes.

Weapon Counter
As a reaction, you can add your proficiency bonus to your AC against one weapon attack that hits you. If the attack now misses, you still take damage normally from the attack, but you deal half its damage to the attacker.

When you hit with a melee attack, you can spend 1 ki point to use your bonus action to attempt to disarm your target. The target makes a Strength saving throw against your Ki save DC. On a fail, the creature is disarmed of a weapon it is wielding. If you have a free hand, you can immediately catch it; otherwise it lands at your feet. If you caught the weapon and still have attacks you can make on your turn, you can use the weapon you just caught.

At 11th level, you gain the features Fabricate Weapons and Natural Weaponry.
Fabricate Weapons
You can spend 3 ki points to cast the spell Fabricate, but only to create one monk weapon you are proficient in. The duration of the spell is 1 minute. If you choose to create darts or shuriken, you make 5 of them instead of 1. You consume as much raw material as needed for the weapon you intend to create.

Natural Weaponry
When you make a monk weapon attack, you may choose whether the weapon deals bludgeoning, piercing, or slashing damage, independent of what the weapon would normally deal. This also applies to your unarmed strikes.

Wind Passing Through
At 17th level, you become an unparalleled master of weaponry, able to unleash a tornado of blows in an instant.

You can spend 3 ki points to make a special type of action on your turn. You move up to your speed in a line, at some point during which you target a single creature or object in the way of that line. You do not provoke opportunity attacks for this movement and you can move through your targetís space. You cannot take any other type of action during this movement. You consume your movement as normal for this action.

At the end of your movement, roll 1d8. Take the result and roll that many d10s plus two additional d10s and deal that much in bludgeoning, piercing, and slashing damage to the target. If you are wielding a monk weapon that has a different damage property than the above at the time of this attack, you may add that damage property to the above. This action counts as an attack for the purposes of Stunning Strike and Disarm.

For example, Clara the dwarven monk uses Wind Passing Through against a Dread Basilisk. She moves 55 feet in a straight line, during which she moves through the space of the Basilisk at 30 feet. At the end of her movement, her player rolls 1d8. The result is a 6. The Dread Basilisk then takes damage equal to 6d10 plus 2d10 that deals bludgeoning, piercing, and slashing all at once. For the purposes of determining resistance and immunity, a creature or object must be resistant or immune to all of these damage types for it to be considered resistant or immune to this attack. Since you do not roll accuracy for this attack, you cannot crit on it.