Disciple of the Blade
When you choose this subclass at 3rd level, you become proficient with longswords, rapiers and scimitars and whips and they count as proficient weapons for you. You can use your martial are die in place of the weapon damage die.
You also can make one monk weapon attack in place of one of your unarmed strikes.
Foundational Stances
Additionally when you choose this monastic tradition at 3rd level, you learn strikes and stances.
Stances When you roll initiative, or at the start of your turn, you can spend 1 ki point to take a Stance for 1 minute (no action required).
At the start of each of your following turns, by using a Bonus Action, you can change 1 of your Stances you are using to another. Your Stance ends early if you are incapacitated.
When you reach level 9, you can combine 2 Stances simultaneously and 3 Stances at level 14.
Strikes You can only perform Strikes whilst in a stance and you can only perform one strike per turn with a melee weapon. Your strikes can be enhanced by spending 1 ki points when you hit with the melee attack roll when you perform them. The strike effects differ depending on which stance you are in at the time. You can use multiple strike effects depending on the multiple stances you are currently using.
When you hit a creauture with a srike, you can add one roll of your martial art die as additional damage. If you roll the maximum number on your martial art die, you can roll another die and add it to the damage.
Advance Strike
At 6th level, you have demonstrated great aptitude and can attempt more advance techniques.
Ki-Empowered Weapons Your monk weapon attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Precise Stunning Strike You gain a new use for your strikes. You can spend 2 ki points instead of 1 as part of one of your attack rolls to activate your stunning strike feature during a melee weapon attack. When used in this way, you can force the creature to deduct 1 roll of your martial arts die from their saving throw. You can only use this feature once against a different creature. You can use it against the same creature after you have taken a long rest.
Swift Strikes
At 11th level, when you perform a strike, you can treat the weapon you are using as though you have the nick weapon mastery.
Final Move, Demon Blade Hall
At 17th level, after you have taken your attack action and bonus action this turn, you can make additional attack rolls against a creature by spending 1 focus point for each attack roll.
You can spend a maximum of focus points equal to your Wisdom Modifier.
Stances
Stance of the Dragon
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You gain 10 feet blindsense and attack rolls made against you don't gain advantage from the blinded condition.
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Strike: You can cause the creature to be frightened of you until the start of your next turn.
Stance of the Phoenix
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During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.
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Strike: The next weapon attack roll to hit the creature can maximise one of their weapon damage die rolls.
Stance of the Tarrasque
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You have +1 AC when attacked by creatures dealing slashing damage.
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Strike: You reduce the creature's AC by 1 until the start of your next turn.
Stance of the Kraken
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Difficult terrain does not reduce your movement speed.
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Strike: The creature falls prone when hit.
Stance of the Beholder
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You can use force a saving throw against a spell to use your Wisdom modifier instead of the usual saving throw.
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Strike: You cut the weave of a current magical effect from a spell of 2nd level or lower effectively dispelling it.
Stance of the Marilith
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When you miss with a weapon attack roll, your next attack roll this turn gains advantage. you can't benefit from this feature more than once per turn.
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Strike: You can impose disadvantage on the next attack roll the creature makes.