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Way of the Living Weapon

F
  ollowers of the Way of the Living Weapon Mirror Mirror. You choose a creature you can see within
pursue a form of physical perfection, carving 5 feet of you and spend 2 ki points to mimic their features
unique and often devastating techniques through until the end of your next turn. The creature must make a
the natural gifts of their kin: the steel plating of a Wisdom saving throw or become startled, imposing
warforged, the adaptivity of a shapechanger, the disadvantage on attack rolls and saving throws as long as
sting of a tooth or claw. These techniques protect you remain within their line of sight. If a creature's saving
themselves and their allies from adversaries- but, throw is successful or the effect ends for it, the creature is
in finding peace in one's differences, a Way of the Living immune to this effect for the next 24 hours.
Weapon monk may also find peace in one's self. Flesh Sculptor. Your command over your own physicality
allows you to instantaneously- if painfully- gain the upper
The Gifts of Your Kin hand on a distant opponent. You can spend 2 ki points to
3rd-level Way of the Living Weapon feature increase the range of your unarmed strikes by up to 10
feet until the end of your turn. You can spend an additional
Starting when you choose this tradition at 3rd level, your ki point to increase the effect's duration until the start of
hard work begins to bear fruit, and a foundational technique your next turn.
based on your unique biology has taken shape.
If you are a construct, you can choose one of the following If you have a natural weapon, you can choose one of the
disciplines: following disciplines:
Pneumatic Fist. When you make an attack, you can use Razor Sharp. When you hit a creature with an attack
your reaction to immediately take an additional attack using an unarmed strike, you can expend 1 ki point to
against the same target. This attack deals additional wound the target. At the start of each of the wounded
damage equal to one roll of your Martial Arts die. You can creature’s turns, it takes necrotic damage equal to one roll
use this feature a number of times equal to your of your Martial Arts die for each time you’ve wounded it,
proficiency bonus, and you regain all expended uses when and it can then make a Constitution saving throw, ending
you finish a long rest. While you have no uses available, the effect of all such wounds on itself on a success. The
you can spend 2 ki points to use this feature again. wounded creature, or a creature within 5 feet of it, can use
Rocksteady. You can spend 2 ki points to enter a state of an action to make a DC 10 Wisdom (Medicine) check,
unwavering defense. Until the end of your next turn, your ending the effects such wounds on it on a success.
speed becomes 0, you cannot be moved against your will, Bloodlust. When you make your first attack on your turn,
you cannot be knocked prone, and you gain a bonus to you can gain a bonus on the attack roll equal to 1 + one
your AC equal to one roll of your Martial Arts die. roll of your Martial Arts die, provided the target creature
Unstoppable Juggernaut. Your unarmed strikes deal has less than half its hit points remaining.
double damage to objects and structures. When you take Feral Instinct.. You gain a +3 bonus to initiative rolls.
the Dash action, you can move through Huge or smaller Furthermore, you gain advantage on Wisdom (Perception)
enemies without requiring extra movement on that turn, checks made to locate a creature, and you can use the
and when you exit another creature's space, that creature Search action as a bonus action.
must make a Strength saving throw or be knocked prone.
A creature can use their reaction to make this saving Enlightened by Blood
throw with advantage. 6th-level Way of the Living Weapon feature
If you are a shapechanger, you can choose one of the At 6th level, your unparalleled knowledge of your distinctive
following disciplines: physical gifts enables you to more broadly understand the
strengths and hardships of those who share them.
Quick-Change. By rapidly switching between your shifted If you are a construct, you gain the following benefits:
form/s, you become a master of disorienting your enemy.
When a creature you can see within 5 feet makes an You have advantage on Intelligence and Wisdom checks
attack roll against you, you can use your reaction to made to determine the age and function of a construct or
momentarily shift in shape or size and impose machine.
disadvantage on the roll. If this causes the attack to miss, You have advantage on saving throws against traps that
you can then appear in a different space within 5 feet of contain mechanical elements, and you gain resistance to
the attacking creature (no action required). You can use the damage dealt by such traps.
this feature a number of times equal to your proficiency You can strike at the most vital points of any automaton.
bonus, and you regain all expended uses when you finish a When you make your first attack on your turn against a
long rest. While you have no uses available, you can spend construct, you can add one roll of your Martial Arts die to
1 ki point to use this feature again. the damage of the attack.

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If you are a shapechanger, you gain the following benefits: Unleash Energy. You can expend 3 ki points to replace
one attack with a beam of searing energy from your eyes,
When you hit a shapechanger with an unarmed strike, you hands, or chest. The energy is expelled in either a 40-foot
can expend 2 ki points to flay the second skin from their cone or a 80-foot line that is 5 feet wide (your choice).
form. The creature must make a Constitution saving Each creature in that area must make a Dexterity saving
throw. On a failed save, it instantly reverts to its original throw against your ki save DC, taking either fire or radiant
form and can’t assume a different form until the end of damage equal to four rolls of your Martial Arts die on a
your next turn. failed save, or half as much damage on a successful one.
When a creature within 30 feet of you uses an ability or You can use this feature a number of times equal to your
spell that enables them to change their shape, you can use proficiency bonus, and you regain all expended uses when
your reaction to move up to half your speed towards them. you finish a long rest.
If this movement places them within your melee range, Bulldozer. Your unarmed strikes deal three times as
you can also make an attack roll against them as part of much damage to objects and structures, and your Step of
the same reaction. You can add one roll of your Martial the Wind feature no longer costs a ki point. In addition,
Arts die to the damage of this attack. when you enter a space occupied by an object or
You gain proficiency in Nature and Survival. structure, you can choose to deal bludgeoning damage to
If you have a natural weapon, you gain the following it equal to four rolls of your Martial Arts Die.
benefits: If you are a shapechanger, you can choose two of the
You have advantage on Wisdom (Survival) checks made to following disciplines:
track creatures with natural weapons. Fluid Form. You can move through a space as narrow as
When you hit a creature with an unarmed strike, you can 1 foot wide without squeezing. Furthermore, you can now
expend 1 ki point to disable one of their natural weapons. take up to two reactions per round, but only once per turn.
The creature must make a Dexterity saving throw. On a Revolting Visage. You can expend 3 ki to project the
failed save, the creature is unable to use one natural image of a creature’s worst fears. Each creature in a 20-
weapon of your choice until the start of your next turn. foot cone must succeed on a Wisdom saving throw or
Creatures with the Amorphous trait have disadvantage on drop whatever it is holding and become frightened for 1
all attack rolls made against you. minute. While frightened in this way, a creature must take
Masterful Form the Dash action and move away from you by the safest
available route on each of its turns. If a creature fails the
11th-level Way of the Living Weapon feature save by 5 or more, it is instead restrained for the duration.
At 11th level, your techniques begin to develop alongside At the end of each of its turns, the target can make
one another, and you find yourself reflexively adapting your another Wisdom saving throw. On a success, the spell
disciplines as the day marches onward. When you finish a ends on the target.
short rest, you can replace one of your chosen disciplines Amalgamate. Pushing beyond the limits of your body has
from your The Gifts of Your Kin feature with a different one. caused permanent augmentations to take shape within
your very flesh. You can move through objects and
Unlimited Potential creatures as though they are two sizes smaller without
17th-level Way of the Living Weapon feature squeezing, you gain resistance to bludgeoning, piercing,
At 17th level, through unearthed knowledge, discipline, and and slashing damage, and when you make a melee attack
experimentation, you have unearthed the ultimate and most on your turn, your reach for it is 5 feet greater than
secret techniques of your kin. normal.
If you are a construct, you can choose two of the following If you have a natural weapon, you can choose one of the
disciplines: following disciplines:
Overclock. Select up to six creatures you can see within Vorpal Claws. You gain a +3 bonus to the attack rolls and
10 feet. You can make a single unarmed strike against damage rolls you make with unarmed strikes and natural
each target. On a hit, a target takes an additional 1d10 weapons, and you ignore resistance to slashing damage.
force damage. You can use this feature a number of times In addition, your Flurry of Blows feature no longer costs a
equal to your proficiency bonus, and you regain all ki point.
expended uses when you finish a long rest. While you Frenzy. You have advantage on all attacks you make with
have no uses available, you can spend 3 ki points to use unarmed strikes and natural weapons against creatures
this feature again. with less than half their hit points remaining.
Bloodhound. You gain a +3 bonus to your initiative, you
gain blindsight out to 60 feet, and you can't be surprised
while you are conscious.

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