Monastic Tradition - Way of the Seki
Prosthetic Arm
At 3rd level, through skillful crafting either on your part or from help, you have found a way to attach a prosthetic arm to your missing limb. This arm can functionally serve as a normal arm save for activities requiring fine motor skills determined by your DM. As part of this creation process, you gain proficiency in woodcarver’s and tinker’s tools. If you are again dismembered and lose this arm, it requires 50gp and 8 hours of work to create another arm.
This arm also serves as a built in grappling hook. As part of your movement you can launch the arm to a secured, unoccupied location which could feasibly hold your weight up to 20ft and pull yourself up to that location. Examples of this would be reaching a roof, top of a cliff, or a large tree branch.
Prosthetic Tools
Also at 3rd level, either by your own skill and intuition or by a helping hand, you found a way to implement a variety of tools into you prosthetic arm. To start, you can have access to two Prosthetic Tools. However, you can only have one equipped into your arm are at a time. The amount of Prosthetic Tools you have access to increase by one at 5th, 7th, 9th, 13th, and 15th level. Additionally, the number of Prosthetics Tools you can have equipped at one time increase by one at 5th and 11th level. While your prosthetic hand is free, you can use your equipped Prosthetic Tool’s respective features as written. Otherwise, it requires an action to switch out a single Prosthetic Tool with one you have equipped. If you lose a Prosthetic Tool, it requires 25gp and 4 hours of work to recreated a lost tool. The Prosthetic Tools are listed below.
Deflect
At 6th level, if you are wielding a melee weapon in your main hand, you can use your reaction to deflect an attack if you are hit by a melee attack. When you do so, you may reduce the damage by 1d10 + your Dexterity modifier + your Monk level.
If you reduce the damage to 0, you can to make a single melee weapon attack against the attacking creature as part of this reaction. If this attack reduces the creature to 0 hit points, you gain 1 ki point.
Prosthetic Tool Upgrade
You have spent a great deal of time tinkering with your Prosthetic Tools and finding ways to enhance them. At 11th level, pick two Prosthetic Tools which you have access to. You gain the benefits of their upgraded forms. After 11th level you gain access to an additional upgrade at 13th, 15th, 17th, and 19th level.
Master of Tools
At 17th level, time and experience has made you a master of your Prosthetic Arm and Tools. You gain the following features:
- The arm’s grappling hook no longer requires movement to use and you can use it on Large or bigger creatures to pull yourself to an unoccupied space next to them.
- You can use either an action or bonus action to switch out what tools you have equipped.
- Choose two Prosthetic Tools that require two or more ki points to use. You can reduce the ki point cost to use these tools by 1.
Prosthetic Tool List
Loaded Shuriken
As a bonus action, you can spend 1 ki point to launch a shuriken from your prosthetic arm. Make a ranged attack roll with this monk weapon with a range of 30ft which does piercing damage.
Upgraded: The shuriken continues to spin after it meets its mark, digging deeper and distracting the target.. A Large or smaller target hit by a shuriken has its speed reduced by 15ft until the end of their next turn.
Flame Vent
As an action, you can spend 3 ki points to fire a burst of flames and cast Burning Hands at 1st-level using Wisdom as your spellcasting modifier.
Upgraded: You can cast Burning Hands at 3rd-level and creatures that fail the saving throw are knocked prone.
Loaded Axe
As an action, you can spend 2 ki points to make a melee attack with this hand axe. When you hit with the staggering force of this tool, the target has its AC reduced by 1 until the end of its next turn.
Upgraded: When you use the Loaded Axe as an action, you can make a follow up attack with the Loaded Axe as a bonus action without spending ki points.
Shinobi Firecracker
As an action, you can spend 2 ki points to throw a burst of firecrackers in a small area. Creatures in a 10ft cone from you must make a Constitution saving throw. If a creature fails it is Blinded for 1 minute. An affected creature can repeat the saving throw at the end of its turns.
Upgraded: Instead of a conal burst of fireworks, you rotate yourself to surround yourself in a fiery flash. The area of effect of this feature is now 10ft radius centered on you.
Loaded Spear
As a bonus action, you can spend 1 ki point to make a melee attack with this folding spear which has the reach property.
Upgraded: The spear blade is now grooved in a way for pulling foes off balance. When you hit a Medium or smaller target with this feature, you can cause the target to make a Strength saving throw. If they fail, the are pulled off balance and the next attack made against them is made with advantage.
Mist Raven
As a bonus action, you can spend 2 ki points to perform a special Dodge, surrounding yourself in an aura of falling raven feathers. This functions like the Dodge action, however if you are hit by an attack you can see, you can immediately teleport up to 10ft to an unoccupied space and take no damage.
Upgraded: When you teleport you leave behind a wreath of flaming feathers that fall on the attacking creature which takes fire damage equal to your martial arts die.
Loaded Umbrella
As a reaction, you can spend 1 ki point to unfurl an armored fan and gain +2 AC against an attack.
Upgraded: The AC bonus granted by this feature increases by 1. If the AC bonus granted by this feature successfully blocks a melee attack, you can attempt to Shove the attacking creature as part of the same reaction.
Sabimaru
You lash out a shortsword coated in blue-rust poison. As a bonus action, you can spend 1 ki point to make a melee weapon attack. On hit, the target must pass a DC 14 Constitution save or be Poisoned.
Upgraded: The DC for this feature increases to DC 15. When you use your Flurry of blows feature, you can use Sabimaru instead of unarmed strikes.
Finger Whistle
As an action, you can spend 3 ki points create a piercing sound with the finger whistle forcing Beasts of CR 4 or lower within 30ft of you make a Wisdom saving throw. Creatures that fail the save cannot consider friend from foe and uses its action to attack the nearest creature. The target is random if there are multiple targets within the same distance.
Upgraded: The Finger Whistle exudes an even eerier sound when used. This feature now affects Aberrations of CR 4 or lower.