Spirit Blade
Starting when you choose this tradition at 3rd level, you carry around with you the sheath of your spirit Blade, which is a floating spectral scimitar, short sword, or rapier, which counts as a monk weapon for you.
As a bonus action, you can corporealize your spirit blade by making a motion to draw it out of your sheath (the weapon materializes in your hand). The next melee attack with the weapon is at advantage and does additional damage equal to your wisdom modifier on a hit.
Also as a bonus action, you can move the weapon up to a location 20 feet from you and make a melee attack against a creature within 5 feet of it. When you use your Flurry of Blows feature, you can use your bonus action to move the weapon and make two attacks, instead of you. These attacks deal your martial die + your dexterity modifier in damage.
Parry Protect
At 6th level, you learn how to parry with your spirit blade. If your spiritual weapon is within 5 feet of a creature other than you when it is attacked, you can use your reaction to add your proficiency bonus to their AC for that attack, potentially causing the attack to miss.
You can also spend one ki point to make an opportunity attack using your spirit blade if a creature moves out of its reach.
Master of Duel
At 11th level, you have increased your battle senses to a greater extend allowing you to force an enemy to focus on you. As a bonus action you may spend 1 ki point to cast the compelled duel spell. While you are concentrating on the compelled duel spell, you also gain resistance to nonmagical piercing, bludgeoning, or slashing damage from the target of the spell. (you choose each time you cast the spell)
You learn the value of being the first to strike in battle. If you are within 5 feet of a creature that hasn’t taken a turn in the combat yet, you can immediately corporealize your spirit blade and make a melee weapon attack against that creature (no action required).
Weapon Maestro
At 17th level, you can manifest several reflections of your weapon. As an action, you may spend 3 ki points to cast the spell spiritual weapon. Instead of creating one weapon, you create 6 weapons, but don't make any attacks as part of summoning the weapons. These weapons deal damage equal to your martial die instead of a 1d8 and you can use your action to move each weapon to a point within 20 feet of you and attack a creature within 5 feet, a single attack per weapon. You can attack different creatures when you make this action.
Whenever you take damage while you are using this feature, you must make a concentration check. On a failure, one of your blades disintegrates.
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