Description
Hidden & mysterious, the disciples of the Way of the Slayers are trained to localize, hunt down and destroy anything that could affect, in any direction, the fate of mortals in a the wrong direction way.
The monastery / way only presents itself to those whose life was altered against their will by entities beyond their grasp. Looking to save others from what they suffered.
Monks of the Way of the Slayer are extremely competent fighters able to use and masteries their way to battle, and detect the weaknesses of their target to strike with precision to quickly destroy their current preys.
Credits
This was designed as Kel(AQH)'s gift.
Arts: Magic The Gathering (Piece 1, Piece 2).
Websites used: DND Wiki, Roll20, GM Binder, PostImage and DND Beyond
Thanks to Mr_Jyggalag for the theme.
Nobody is permitted to sell/mint this work as NFTs, nor use/sell any of my work in blockchains, cryptocurrencies or in the promotion of such. It shall not be used to feed AI either. This content is - and will stay - available for free for everyone to enjoy.
Gameplay
Deadly Ways
Starting when you choose this tradition at the 3rd level, your ability to destroy your target has been refined into a highly precise skill-set. As a Bonus Action, you can try to Discern the target's weak point.
- Discern. The target has to make a Wisdom saving throw (DC 5 + your proficiency modifier + your Wisdom modifier) to hide properly their weaknesses. If they fail, you discern their weak point, and all your weapon attacks and unarmed strikes against the target gain half of your proficiency modifier as bonus damage.
Moreover, at the 11th level, Deadly Ways gives you what and how many damage types the target is weak to and the damage immunity it possesses.
When the target’s weak point is discerned, by spending 2 Ki points, you can make your current attacks with a Knowledge weapon use one pf the target’s damage vulnerability as its damage base, if it has any.
Fluctuation of Ki
Also starting at the 3th level, your training with Ki mixes martial technics and magical abilities, and you can combine your Ki with the magical essence of the world around you to defeat those you swore to destroy.
You can spend 1d4 Ki points (+1 Ki points for each spell level higher or equal to 1st level) to cast a spell from the following list, without the need of providing any material component. Your Cantrips don’t cost any Ki points to cast.
TIPS: To cast the Dispel Evil and Good spell, which is a 5th level spell, the cost to use cast it will be (1d4 Ki points + 5 Ki points.)
The list becomes more furnished once for each features of this subclass obtained, at the 6th, 11th and 17th level
- At 3rd level: You can spend your Ki points to cast, at first 1st level, either the Detect Good and Evil, Detect Magic, or Protection from Evil and Good spell. Additionally, you gain the Blade Ward cantrip if you don’t already know it.
- At 6th level: You can spend your Ki points to cast, at 2nd level, either the Kinetic Jaunt, Pass without a Trace, or Misty Step spell. Additionally, you gain the Resistance cantrip if you don’t already know it.
- At 11th level: You can spend your Ki points to cast, at 3rd level, either the Thunder Step, Counterspell, or Dispel Magic spell. Additionally, you gain the Sword Burst cantrip if you don’t already know it.
- At 17th level: You can spend your Ki points to cast, at 5th level, either the Dispel Evil and Good, Far Step, or Banishing Smite spell. Additionally, you gain the Booming Blade cantrip if you don’t already know it.
Knowledge of fights
Starting at the 6th level, you were taught some hidden secrets on how to mitigate your knowledge of Ki and unique and powerful fighting stands used in order to take down your targets, and manipulate even more type of weapons.
You can choose a type of Knowledge weapon. You become proficient with it. You gain access to another Knowledge type of weapon with enough level in the Monk class, respectively, at the 11th level, and 17th level.
- Knowledge of the String. Whips, Flails (including Nunchucks and Chained Sickles), Shortbows and Longbows are considered Monk weapons for your monastery.
- Knowledge of the Blade. Shortswords, Scimetars, Daggers, Sickles, Scythe, Darts and Rapiers are considered Monk weapons for your monastery.
- Knowledge of the Lance. Glaives, Tridents, Spears, Javelins and Quarterstaffs are considered Monk weapons for your monastery.
Extension of the body
Also, starting at the 6th level, your training allows you to understand that your weapon is but an extension of your own body and arm.
Your abilities to influence your Ki within your own body make you able to reinforce your knowledge of weaponry and the power of your strikes.
- Starting at 6th level: Your unarmed strikes and attack strikes with a Knowledge weapon attack rolls and damage rolls are +1 if they aren’t already +1 or higher.
- Starting at 11th level: The bonus increases to +2.
- Starting at 15th level: The bonus increases to +3.
Know your enemy
Starting at the 11th level, you know with precision humanoids’ body and you can choose one type of enemy to have more precise knowledge about between Fiend, Celestial, Elemental, Undead, and Fey.
When you hit a target marked by Deadly Ways with an attack, your Ki fuels its insides and makes them unable to magically regenerate any hit points lost from the hit.
You can choose another type of enemy at the 13th, 15th, 17th and 19th level.
Killing Blow
Starting at the 17th level, your expertise in slaying your targets allows you to strike precisely your victims and even Execute them.
The execution forbids the target from being brought back to life, and if it comes from another plane, it sends it back to it and is no longer able to leave its original plane from any meaning or manner.
- Execution. When you land a successful attack with a magical weapon or unarmed Strike, if target's weak spote is discern, the target has to make a Constitution saving throw higher than the roll you made for the attack. If the target’s hit points are under a total of 30 when you successfully attack, your attack executes it instead of simply hitting it.
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COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC. System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson.
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