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# Monastic Tradition: Way of the Kunai Monks of the Way of the Kunai are the masters of the specialized throwing daggers from which the order derives its name. They learn special techniques to infuse their blades with their own ki to cause eruptions of magical effects or redirect daggers as they fly. At 3rd level, monks choose a monastic tradition to specialize their skills and abilities. This document presents a playtest option for this feature: *The Way of the Kunai*. ## Kunai Training When you choose this tradition at 3rd level, attacks with daggers, darts, or handaxes count as an unarmed strike for you, including when thrown. When you attack with these thrown weapons, you may draw the weapons as part of the attacking action and the throwing range is doubled. In addition, you learn the *mage hand* cantrip. You may expend 1 ki point as a bonus action to summon your mage hand to collect any monk weapon with the thrown property that you can see in range and bring it to you. Finally, you gain proficiency in the *sleight-of-hand* skill and a climbing speed equal to your movement speed when you have daggers or handaxes in both hands. ## Ki-Infused Blades At 6th level, your ki infuses every monk weapon with the thrown property in your hands, making them magical for the purpose of overcoming resistances. In addition, when you throw these weapons, they return to your hands at the end of your turn via an echoes of your mage hand. Your thrown monk weapons seem to curve in near-impossible arcs as though guided by an unseen hand. When you attack with a thrown monk weapon, you can expend a ki point to allow your thrown weapon to ignore half and three-quarters cover for the attack. ## Elemental Edge At 11th level, you form a strong connection to your ki-infused blades. As a bonus action you can expend 3 ki points to infuse the thrown monk weapons on your person with elemental magic. Choose one damage type: acid, cold, fire, lightning, poison, or thunder. While concentrating on this effect for up to 1 hour, you deal an extra martial arts die of damage of the chosen type to any target you hit with your monk weapons. You can also use a bonus action you can change the element infused within the weapons. This infusion also grants you temporary access to the cantrips listed in the elemental cantrip table with Wisdom as your spellcasting ability. In addition, you can engage other reasonable effects at the discretion of your DM. For instance, a fire-infused dagger may glow like a torch or a thunder-infused axe may hum and sing. Some such effects could grant disadvantage or advantage to certain skills like stealth or performance. |Element|Cantrip| |:-|:-| |Acid|*Prestidigitation*| |Cold|*Shape Water*| |Fire|*Control Flames*| |Lightning|*Spare the Dying*| |Poison|*Druidcraft*| |Thunder|*Thalmaturgy*| ## Flying Daggers When you reach 17th level, your connection to your thrown weapons has granted you the ability to awaken them with a sliver of your soul. As an action, you may expend 6 ki points to cast the *Animate Objects* spell. The target of this spell must either be or be touched by your thrown weapons. The targets of this spell must be nonmagical; however, this limitation does not apply to nonmagical weapons made magical by the *Ki-Infused Blades* feature. ### Credits Created by /u/StoneBringer and inspired by /u/Absurdisan. Art credit: [Khoa Viet](https://www.artstation.com/artwork/l5aDV).