Monk+-+Way+of+the+Sword+Saint
Monk+-+Way+of+the+Sword+Saint
Monk Starting at 11th level, at the start of your turn, you gain 1 free
Way of the Sword Saint ki point you can spend on a Mystic Technique before the start
of your next turn. If it is not spent before the start of your next
Monks of the Way of the Sword Saint train in dedication to turn, it is lost.
mastering a level of weapon expertise that surpasses normal
limitations. They can strike like the wind, step into the sky, or Flawless Form
even sunder stone. Though they most often treat their At 17th level, your mastery of the weapons allows you
mastery of the weapons as an art, seeking spiritual eliminate any room for error. If you miss with an attack roll
understanding through martial perfection, turning this art to using a monk weapon on your turn, you can reroll the attack.
more practical ends can result in very deadly encounters for You can only do this once on each of your turns.
their foes.
Mystic Techniques
Mystical Techniques
When you choose this tradition at 3rd level, you learn The Mystic Techniques are presented in alphabetical order. If
Mystical Techniques that allow you to unleash supernatural a technique requires a level, you must be that level in this
feats with your weapons. You learn three techniques of your class to learn the technique.
choice, which are detailed in the "Mystical Techniques" Agile Defense (1 Ki). As a reaction to being attacked, you
section below. You learn two additional techniques of your can attempt to parry the attack, rolling your Martial Arts die
choice at 6th, 11th, and 17th level. and increasing your AC by the value rolled against the attack.
Mystical Techniques can only be performed with unarmed If the attack still hits, you reduce the damage taken by the
strikes or monk weapons. If a Mystical Technique uses a DC, value rolled + your proficiency bonus.
it uses your Ki Save DC.
Whenever you gain a new level in this class, you can Cut the Weave (3 Ki) (6th level required). You cast dispel
replace one Mystical Technique you already know with a magic with a range of 5 feet. Alternatively, as an attack as part
different technique. of the attack action, you can attempt to open a 5-foot by 5-foot
You can spend a number of ki points on Mystical hole in a magical barrier, lasting until the start of your next
Techniques equal to your proficiency bonus, after which you turn. Make a weapon attack treating the magical effect as
cannot spend more ki on Mystical Techniques until the start having an AC equal to the spellcaster’s spell DC (your DM
of your next turn. determines what magical barriers this might work on).
Weapon Mastery Dancing Weapon (1 Ki). As a bonus action, you infuse a
Additionally at 3rd level, you can choose to master a weapon monk weapon you are holding with ki causing it to animate
that would not normally be a monk weapon. Choose a simple with your will. Until the end of your next turn, when you make
or martial melee weapon that lacks the heavy and special an attack, you can attack with it as if you were holding it,
properties. You gain proficiency in the weapon, and it causing it to fly up to 30 feet before striking a target. It
becomes a monk weapon for you. You can choose another returns to you after any attacks made this way.
weapon in this way at 6th, 11th, and 17th level. Deft Attack (1 Ki). When you make an attack roll, you can
Perfect State gain advantage on the attack. If the attack hits, you can add
At 6th level, your weapon becomes an extension of yourself, your Martial Arts die to the damage dealt.
flowing naturally with your abilities. Dimension Slash (4 Ki) (11th level required). You can cast
Empowered Weapons. Your attacks with your Monk dimension cutterK.
Weapons count as magical for the purpose of overcoming Distracting Strike (1 Ki). When you hit a creature with a
resistance and immunity to nonmagical attacks and damage. weapon attack, it deals additional damage equal to your
Blade Flurry. When you make a Flurry of Blows, you can Martial Arts die and leaves an opening for the next attack.
make the additional attacks with your Monk Weapon. The next attack against that creature has advantage.
Imparted Force (1-3 Ki). When you hit a target with an
attack, you can expend up to 3 ki points, dealing a number of
rolls of your Martial Arts die equal to the ki spent, and forcing
the target to make a Strength saving throw. On failure, they
are pushed 10 feet for each ki point spent.
Instant Strike (1 Ki). As a reaction to a creature moving
within your reach, you can make a melee weapon attack
against them.
Iron Wind Strike (2+ Ki). You can cast iron wind strikeK,
casting it at a level equal to the Ki spent.
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Sever Soul (6 Ki) (17th level required). When you strike a Flickering Strikes
creature, you can attempt to sever its soul. The target must 5th-level conjuration
make a Constitution saving throw. On failure, they take
necrotic damage equal to 6 rolls of your Martial Arts die. If Classes: Ranger, Wizard
this damage reduces them to 0 hit points, they die. Casting Time: 1 action
Otherwise, they gain a level of exhaustion. On pass, they take Range: Self (30-foot radius)
half as much damage, and suffer none of the other effects. Components: V, S, M (a melee weapon you are proficient
with worth at least 1 sp).
Sharpen the Blade (1-3 Ki) (6th Level Required). You can You flourish a weapon you are proficient with used in the
infuse a monk weapon you are holding with ki, granting it a casting and then vanish, instantly teleporting to and striking
bonus to attack and damage rolls equal to the ki spent for 1 up to 5 targets within range. Make a weapon attack against
minute (no action required). This bonus can stack with an each target. On hit, a target takes the weapon damage from
existing bonus a weapon has, but the total bonus cannot the attack + 6d6 force damage.
exceed +3. You can then teleport to an unoccupied space you can see
Slashing Spin (1 Ki). As an attack as part of the attack within 5 feet of one of the targets you hit or missed.
action, you can whirl your blade in a circle, forcing all Iron Wind Strike
creatures within 5 of you feet to make a Dexterity saving 2nd-level conjuration
throw. On failure they take damage equal to your Martial Arts
die + your Dexterity modifier, or half as much on success. Classes: Ranger
Casting Time: 1 action
Skyward Leap (1+ Ki). As a bonus action, you jump 20 feet Range: Self (15-foot radius)
per ki spent and can hover as if under the effect of the levitate Components: V, S, M (a melee weapon you are proficient
spell by concentrating (as if concentrating on a spell) until the with worth at least 1 cp)
end of your next turn. You can end this concentration at any Duration: Instantaneous
time. You flourish a weapon you are proficient with used in the
Steel Wind Strike (5 Ki). You can cast flickering strikesK. casting and then vanish to strike like the wind. Choose up to
three creatures you can see within range. Make a melee
Sundering Strike (2 Ki) (Requires 11th level). When you weapon attack against each target. On a hit, a target takes
strike a target, you can empower the attack with destructive 3d8 damage of the weapon's damage type.
ki. If you are attacking an object that is not being worn or You can then teleport to an unoccupied space you can see
carried, the attack becomes a critical hit and deals double within 5 feet of one of the targets you hit or missed.
damage to the object. If the target is a creature, it takes At Higher Levels. When you cast this spell using a spell
damage equal to two rolls of your Martial Die, and if it is slot of 3rd Level or higher, it deals an additional 1d8 damage
using nonmagical armor or a nonmagical shield, it must to each target on hit for each slot level above 2nd.
make a Constitution saving throw. On failure, you can destroy
its shield or damage its armor (reducing its AC by 2). Spirit Echo
Sword Spirit (2 Ki) (Requires 6th level). You can cast spirit 2nd-level conjuration
echoK. Classes: Occultist, Ranger, Wizard
Casting Time: 1 bonus action
Vaulting Strike (1 Ki). When you hit a target with an attack, Range: Self
you can expend a ki point to deal additional damage to the Components: V, S
target equal to your Martial Arts die and leap over the target, Duration: Concentration, up to 1 minute
landing in an occupied space adjacent to them. You summon a ghostly echo of yourself. It shares your space
and acts automatically on your intents. For the duration of
Dimension Cutter the spell, the first time on your turn you make an attack, it
4th-level conjuration attacks the same target. It makes a separate attack roll, but
Classes: Ranger, Wizard otherwise uses your statistics for the weapon attack and
Casting Time: 1 action damage roll, besides that on a hit the target takes force
Range: Self (15-foot cone) damage equal to half the damage that it would have taken
Components: V, M (a melee weapon you are proficient with from your attack.
worth at least 1 cp)
Duration: Instantaneous
You flourish a weapon weapon you are proficient with used in
the casting and sweep through the air, slashing apart the
dimensional space. Each creature in a 15-foot cone takes 6d6
force damage. This passes through total cover and strikes
creatures in the ethereal plane as well as the material plane.
At Higher Levels. When you cast this spell using a spell
slot of 5th Level or higher, it deals an additional 1d6 damage
to each target on hit for each slot level above 4th.
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Credits
Subclass created by KibblesTasty
Editing by Gabriel Russell
License
5e SRD Content
This work includes material taken from the System
Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast
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document
The SRD 5.1 is licensed under the Creative Commons
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