Monastic Tradition: Way of the Unorthodox

by HicksDude

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Art by Hakob Minasian

Monastic Tradition:
Way of the Unorthodox

From items as small as the thorn of a rose or a needle from a sewing kit to the largest items such as the door from the inn and even the inn owner himself, those who train in the Way of the Unorthodox learn how to best use underestimated weapons or completely mundane items to complete amazing acts to prove people wrong.

These monks are masters of adaptivity, able to think quickly on their feet in order to use whatever is around them as the perfect answer to defeat their opponents.

Never Without a Weapon

At 3rd level you gain proficiency in all thrown and improvised weapons and these weapons are considered monk weapons for your monk features.

Unconventional Armaments

At 3rd level, you can adapt in ways the unfocused would find bizarre.

When you make a ranged weapon attack with a thrown weapon, you can spend 1 ki point to double the range of the weapon and gives it the ability to hit a number of creatures that are within 5 feet of each other equal to half your Dexterity modifier (rounded up), and roll separate attack rolls for each. This can only be used once per turn. Additionally, the thrown weapon returns back to your hand after you make the ranged weapon attack.

When you make a weapon attack with an improvised weapon, you can spend 1 ki point to make a sweeping attack in a 10 foot cone in a direction of your choice, hitting an amount of creatures equal to half your Dexterity modifier (rounded up), and roll separate attack rolls for each. This can only be used once per turn.

Art by u/SteveSketches

Another Purpose for Everything

At 6th level, you have the skills and knowledge to know how to get past your enemies with your weapons, and how to affect them outside of just damage. Your thrown or improvised weapon attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Additionally, you can spend 1 ki point when you make a thrown or improvised weapon attack to force a target to make a Constitution saving throw against your ki save DC. On a failure, it suffers one of the following effects of your choice. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the effect ends on the target. You can only use this feature once per round and only one creature can be affected at a time.

Bleeding Edge. The target suffers 1d6 slashing damage at the beginning of it's turn for 1 minute.

Broken Limb. the target's speed is halved for 1 minute.

Frightening Tactics. The target is frightened of you for 1 minute.

Weapon out of Everyone

At 11th level, you are able to make a weapon out of even living people. Whenever you use your Flurry of Blows feature against a target of sizes Large or smaller you can force the creature to make a Strength saving throw against your ki save DC as part of the Flurry of Blows. On a failure you grapple the creature and can use them as an improvised weapon with the thrown property with a range of 20/60. When you make a weapon attack using this creature, they deal bludgeoning damage equal to their corresponding size. Tiny creatures deal 2d4 damage, Small creatures deal 2d6 damage, Medium creatures deal 2d8 damage, and Large creatures deal 2d10 damage. The grappled creature takes half the damage on a successful attack.

A creature is no longer grappled when it is used as a thrown weapon, or at the end of your next turn. You can use this feature an amount of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest. While you have no uses available, you can spend 3 ki point to use this feature again.

Master of Improvisation

At 17th level, your skills with unorthodox weaponry allows you to hit harder and more precise. Your weapon attacks with thrown and improvised weapons score a critical hit on a roll of 19 or 20.

Additionally, when you hit with a thrown or improvised weapon attack, you can spend 4 ki points to force the target to make a Constitution saving throw. On a failed save it takes 6d10 force damage and is paralyzed until the end of your next turn, taking half as much damage on a successful save and is otherwise unaffected. The target can reroll the saving throw at the end of it's turn to end the effect.

Created by Hicks

Edited and helped by the wonderful people of the Discord of Many Things server.

Art by Hakob Minasian and u/SteveSketches.

 

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