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- Way of the Kensei
- Your monastery focused on being like a mega-good stab
- Path of the Kensei
- When you choose this tradition, at 3rd level, you gain proficiency in all martial melee weapons that lack the *two-handed* or *special* property, and those weapons count as monk weapons for you.
- Also, you gain proficiency in calligrapher's supplies.
- Agile Parry
- Also, at 3rd level, you can interpose your weapon between yourself and your foes. When you take the Attack action on your turn with a monk weapon, you gain a +2 bonus to AC until the start of your next turn while you are not incapacitated and the monk weapon is in your hand.
- Swordsage Swings
- Starting at 6th level, when you use your bonus action to make an unarmed strike from your Martial Arts feature, you can make an attack with a monk weapon, instead.
- At 11th level, you can do this with your Flurry of Blows feature, as well.
- Master's Riposte
- Beginning at 11th level, as a reaction to a creature within 5 feet of you missing you with an attack, you can spend 1 ki point to make a melee weapon attack on that creature.
- Executing Strike
- By 17th level, when you hit a creature with a melee weapon attack on your turn, you can spend 3 ki points to hit it in an extremely vital area. At any time before the end of your current turn, you can force the creature to make on a Constitution saving throw (no action required). On a failed saving throw, the creature takes 8d10 damage of the same type as your weapon, taking half the damage on a success. A creature that fails the saving throw and has 50 hit points or less immediately is reduced to 0 hit points, instead.
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