⚔️ 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺!
Dawn and Dusk
Weapon (mace or sickle), rare
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You gain a +1 bonus to attack and damage rolls made with this magic weapon, which also has the light property. The weapon transforms at different times of the day. At dawn, the weapon’s form becomes a mace, whose head is ringed with a line of radiating spikes. At dusk, it becomes a sickle with star designs along its crescent edge. A target hit with the mace takes an extra 1d4 radiant damage. A target hit with the sickle takes an extra 1d6 necrotic damage.
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This bolt-like blade crackles with electric energy. When you hit with an attack using this magic weapon, the target takes an extra 1d6 lightning damage. In addition, the first time you have advantage on an attack roll and miss using this weapon on each of your turns, the target takes 1d6 lightning damage as stray sparks leap from the blade to shock the target.
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Monks who follow the Way of the Harmony Principle seek to use the flow of energy to aid in their attacks. Contrary to what some believe, these monks are not inherently inclined towards peace. Instead, they understand the harmony in the push and pull of battle. Their approach is rooted in the principle that the best way to fight is not to clash with your opponent, but rather, to use their energy against them. Using the philosophies rooted in studying water, circles, and unity, combined with extensive training, harmony principle monks learn to harness the strength of others in their strikes.
Charged Strike
When you choose this tradition at 3rd level, begin learning how to alter your attacks by channeling energy stored in your body. As you strike, your monk weapon or fists radiate a certain energy type. You can choose this energy to be any damage type you sustained since your last long rest. When you hit a creature with one of your attacks granted by your Flurry of Blows, you can change the damage type to one that meets the specifications above. You can change the type of damage for each new strike you take. Additionally, if the creature you are attacking has damaged you within the last round, you can expend a ki point to do an extra d4 of the same type of damage on one of the strikes.
Harmonious Dance
At sixth level, you are able to draw on the three cornerstones of the harmony principle tradition: Unity, Circles, and Water. You learn to move with your opponent, and dodging and striking almost becomes rhythmic. As you begin to anticipate a foe's next move, you gain a new ability from each cornerstone, as detailed below.
Union of Forces.Unity emphasizes leaning into your opponent's energy. When a creature in your range hits you with a melee attack, you can spend a ki point to use your reaction to use Union of Forces. Union of Forces allows you to take half damage from the hit and make a melee attack back against the creature. You can choose to make the damage that you do a type that you took in the attack.
Cyclone Strike.You study the strength in circular motion, using minimal movement and space to build massive amounts of energy. You learn the Cyclone Attack. When you make a melee attack, you can expend one ki point to use circular momentum to increase the power of your strike. You must declare the use of the cyclone attack before making the attack roll. When you use this ability, you can roll an extra martial arts die with your damage.
Turbulent Flow. You study the adaptability of water. How water in a river will adjust its course but will still endlessly flow. How it is found in many forms with different properties. How it will find its way through the smallest cracks. You gain the ability to adapt similarly. If a creature within your melee range misses you or an allied creature with a melee attack, you can spend a ki point to use Turbulent Flow. Turbulent flow allows you to use your reaction to try to knock the creature pone by sweeping them, using their attack’s momentum. You can make a Strength (Athletics) or Dexterity (Acrobatics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check. If you win, the creature is knocked prone.
Redirect
Beginning at 11th level, you can alter the course of different types of energy flow through your body and divert it to other creatures. If you take damage from any attack that deals acid, cold, fire, lightning, or thunder damage, you can use redirect as a reaction. You attempt to divert the damage you take by making a melee attack against any creature in your range. On a hit, you reduce the damage you suffer to zero and in turn, deal the damage you would have taken (same type and hit point count) along with the damage from your strike (bludgeoning and martial arts die) to the creature you attack. On a miss, or if there are not any creatures in your range you can strike, you must make a DC 15 wisdom saving throw. In the event of a failure, you take half damage from the attack as the harmful energy courses through your body. On a success, the energy harmlessly dissipates from your body into the air. Once you use this ability, you can not do so again until you complete a long rest, unless you expend 4 ki points to use it again.
Effigy of Energy
At 17th level, you master the ability to harness energy, including the ki of others. When you hit a creature with an unarmed strike, you can spend 3 ki points to absorb some of their ki. You gain the ability to use any one of the creature's actions as long as the action is not a spell above 6th level, or a legendary action. When you take this action, ki energy bursts out from inside you, aiding you in performing this unfamiliar task. The ability to do so fades once used or after a minute has passed. If the action requires a saving throw, then use your ki save DC. For any attack, use your unarmed strike modifier. A creature who you use this ability on cannot be affected by it again for 24 hours.
First and foremost, gunsmiths are tinkerers, constantly adjusting their firearm to meet the challenge of the next day. An artificer who specializes as a gunsmith also enhances their firearms to hone their magic, and unleash potent attacks from a distance. The artificer bonds with their guns, becoming one with them even as they experiment with them and refine their magical capabilities.
Firearm Adept
When you reach 3rd level, your combat training and your experiments with magic have paid off in two ways:
You gain proficiency with Firearms.
When you attack with a magic firearm, you can use your Intelligence modifier, instead of Dexterity modifier, for the attack and damage rolls.
Tactical Tools
Upon choosing this archetype at 3rd level, you gain proficiency with Tinker’s Tools if you did not already have it. You may use them to craft ammunition at half the cost, repair damaged firearms, or even draft and create new ones (DM’s discretion). Some extremely experimental and intricate firearms are only available through crafting.
Firearm Properties
Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.
Reload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.
Pellets. The gun shoots a shell which discharges small pellets. Make an attack roll for each pellet when firing at a creature. The amount of damage listed is the amount of damage each pellet deals. All pellets hit within a five foot radius. The number of pellets each shell has is its Pellets score.
Ammunition
All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.
Gunsmith Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Gunsmith Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
3rd: Magic Missile, Thunderwave
5th: Branding Smite, Invisibility
9th: Wall of Sand, Thunder Step
13th: Storm Sphere, Gravity Sinkhole
17th: Swift Quiver, Hold Monster
Modified Firearm
Beginning at 3rd level, your metallurgical pursuits have led to you making your firearm a conduit for your magic. As an action, you can transmogrify a firearm you are wielding, provided you have the tinker’s tools on hand, turning into your modified firearm.
You gain the following benefits while wielding this firearm:
The firearm is magical for the purpose of overcoming resistances and using your firearm adept ability.
You can use the Modified Firearm as a spellcasting focus for your artificer spells.
Your Modified Firearm can be summoned to your empty hand as an action or dismissed to an extradimensional space (no action required).
The firearm continues to be a Modified Firearm until you make another firearm your Modified Firearm or you die.
Firearm Design
Beginning at 3rd level, you can customize your Modified Firearm. When you do so, you learn two of the following firearm designs: Elemental Commander, Sharpshooter, Annihilator, or Dauntless. The design you choose gives you special benefits while you wield it. You replace one transmogrification you know with another one at levels 5, 9, and 15.
You can switch a firearm’s design or transmogrify a different firearm (removing the modifications on any previous firearm) whenever you finish a short or long rest, provided you have tinker’s tools on hand.
Elemental Commander
You imbue your firearm with elemental energy and gain the ability to use the following options.
Choose one of the following damage types: acid, cold, fire, lightning, or thunder. When you hit a creature with a shot from your Modified Firearm, you can choose to deal an extra 2d4 of this type of damage when you hit a target with your Modified Firearm.
If you are damaged by a creature within 120 ft. that you can see, you can use your reaction to force them to make a dexterity saving throw. They take 2d6 damage of your choice (from the list above) on a failed save and half as much on a successful one.
You can use this ability a number of times equal to your proficiency bonus.
Sharpshooter
You magically fine tune your firearm, making it more precise. You learn two trick shots of your choice from the below list and gain a number of grit points equal to your Proficiency Bonus. You regain all expended grit points after a long rest.
Trick Shots
Deadeye Shot. When you make a firearm attack against a creature, you can expend one grit point to gain advantage on the attack roll.
Disarming Shot. When you make a firearm attack against a creature, you can expend one grit point to attempt to shoot an object from their hands. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object of your choice and have that object be pushed 10 feet away from you. Piercing Shot. When you make a firearm attack against a creature, you can expend one grit point to attempt to fire through multiple opponents. The initial attack gains a +1 to the firearm’s misfire score. On a hit, the creature suffers normal damage and you make an attack roll with disadvantage against every creature in a line directly behind the target within your first range increment. Only the initial attack can misfire.
Violent Shot. When you make a firearm attack against a creature, you can expend one or more grit points to enhance the volatility of the attack. For each grit point expended, the attack gains a +2 to the firearm’s misfire score. If the attack hits, you can roll one additional weapon damage die per grit point spent when determining the damage.
Winging Shot. When you make a firearm attack against a creature, you can expend one grit point to attempt to topple a moving target. On a hit, the creature suffers normal damage and must make a Strength saving throw or be knocked prone.
Annihilator
You transmogrify your firearm to be able to wipe out hordes of enemies. You learn 2 annihilations which are detailed below. You can use annihilating shots a number of times equal to your Proficiency Bonus. You regain all used annihilations after a long rest.
Annihilations
Explosion. Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw against your spell save DC or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.
Blast. Your gun shoots fire in a 15-foot cone that you designate within your firearm’s range. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.
Disperse. Your firearm shoots a bullet to an area within its range that does no damage, but rather emits a wave of force. Each creature within a 10 foot radius must make a Strength saving throw against your spell save DC or be pushed 10 feet away from you.
Blind. You shoot rays of light in a 15-foot come that you designate within your firearm’s range. Each creature in that area must make a Constitution saving throw against your spell save DC or be blinded until the end of your next turn.
Slip. You shoot slick oil that covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration. When the oil appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.
Dauntless
You use your weapon’s magic to strike fear in your foes and empower your allies. When you shoot a creature with a shot from your Modified Firearm, you can magically amplify the explosion, infusing it with arcane energy. When you do this you have one of the following options:
You can force the creature that was hit to make a wisdom saving throw against your spell save DC. If the attack misses, the creature makes this saving throw with advantage. On a failure, the creature becomes frightened of you until the end of your next turn.
You bolster your allies' resolve. Up to 10 creatures of your choice within 60 feet of the blast that could hear it add a d4 to any saving throw they make until the end of your next turn.
You can use this ability a number of times equal to your proficiency bonus.
Extra Attack
Starting at 5th level, you can attack twice, rather than once, whenever you take the attack action on your turn.
Quickdraw
At 9th level, you are able to quickly adapt to different situations, switching between guns. You can stow a firearm, then draw another firearm as a single object interaction on your turn. Additionally, you can change a firearm’s design or transmogrify another firearm (removing the modifications on any previous firearm) as an action without taking a rest, provided you have tinker’s tools on hand. You can transmogrify a firearm in this way once per short rest.
Improved Modifications
At 15th level, your Modified Weapon gains additional benefits depending on its design.
Elemental Commander. Double the damage dice you roll whenever you deal elemental damage using your elemental commander ability. 2d4 becomes 4d4 and 2d6 become 4d6.
Sharpshooter. You learn one additional Trick Shot.
Annihilator. You learn one additional annihilation.
Dauntless. When you use your dauntless ability to frighten a creature. The fear can last up to one minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If you choose to bolster your allies instead, they have advantage on all attack rolls and saving throws until the end of your next turn instead of a d4 to just saving throws.
You draw your magic from one of the following elemental powers: Water, Earth, Fire, Air. Your connection with your element allows you to manipulate it to your advantage easily as well as call other elemental powers to your aid.
You enjoy being near or in your element. It may not affect you the same way it may others. Depending on your elemental origin, you gain a specific boon.
Air. You can use your reaction to use Slow Fall, reducing any fall damage you take by 4 times your sorcerer level. Once you use this ability once, you can not use it again until you complete a short rest.
Earth. You are unaffected by difficult terrain.
Fire. You are resistant to fire damage.
Water. You have a swimming speed equal to your walking speed and can breath in air and water.
Bursting With Power
At 1st level, whenever you cast a spell of 1st level or higher that deals damage relating to your element, magic erupts from you, causing detriment to foes around you. Choose your elemental origin to learn which ability is granted to you. You can still use this ability if you use the Transmuted Spell metamagic option.
Air. At 1st level, whenever you cast a spell of 1st level or higher that deals thunder or bludgeoning damage, a roaring blast of wind erupts from you at the end of your turn. This eruption causes creatures you choose within 10 feet of you to make a constitution saving throw. On a failure, the creature is knocked back 10 feet and takes thunder damage equal to half your sorcerer level (rounded down, minimum of 1). On a success, it is not pushed and takes no damage.
Earth. At 1st level, whenever you cast a spell of 1st level or higher that deals bludgeoning or force damage, at the end of your turn, you cause the ground around you to shake. This tremor forces creatures that you choose within 10 feet of you to succeed on a dexterity saving throw or take bludgeoning damage equal to half your sorcerer level (rounded down, minimum 1).
Fire. At 1st level, whenever you start casting a spell of 1st level or higher that deals fire damage, fiery magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take fire damage equal to half your sorcerer level (rounded down, minimum of 1).
Water. At 1st level, whenever you start casting a spell of 1st level or higher that deals cold or acid damage, icy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take cold damage equal to half your sorcerer level (rounded down, minimum of 1).
Elemental Echo
Starting at 6th level, when you are hit with a melee attack, you can use your reaction to use your elemental echo. once you use it, you can not use it again until you take a short rest. Choose your elemental origin to learn what elemental echo ability you gain.
Air. When you are hit with a melee attack, you can use your reaction to use your elemental echo. A raging wind begins to swirl around you and the creature who hit you must succeed a constitution saving throw or be knocked prone. Additionally, the wind carries you to a location up to 30 feet away without provoking opportunity attacks. Once you use this reaction, you may not do so again until after completing a short rest.
Earth. When you are hit with a melee attack, you can use your reaction to use your elemental echo. A layer of rock appears around your skin and you halve any bludgeoning, slashing or piercing damage you take. The rock then hits the earth, sending a tremor through the ground. The creature who attacked you must succeed a dexterity saving throw or be knocked prone. Once you use this reaction, you may not do so again until after you complete a short rest.
Fire. When you are hit with a melee attack, you can use your reaction to use your elemental echo. Your skin becomes searing hot and flames burst out of your body. The creature attacking you takes damage equals your sorcerer level. Once you use this reaction, you may not do so again until after completing a short rest.
Water. When you are hit with a melee attack, you can use your reaction to use your elemental echo. A thin layer of magical frost covers your body and you halve any bludgeoning, slashing or piercing damage you take. The creature who attacked you takes an amount of cold damage equal to half your sorcerer level (rounded down). Once you use this reaction, you may not do so again until after you take a short rest.
Conjure Elemental
At 14th level, you gain the ability to cast the Conjure Elemental and Conjure Minor Elementals spells. This does not count against the number of spells you know, but you can only conjure elementals from the plane of your source of elemental magic.
Beginning at 18th level, as an action, you can spend 5 sorcery points to gain the benefits of an investiture (depending on the source of your elemental magic) for 1 minute. When you use this ability, the investiture does not require concentration to stay up and you can choose to drop it before the minute is up.
Air. For one minute, or until you choose to drop this effect, wind whirls around you, and you gain the following benefits:
-Ranged weapon attacks made against you have disadvantage on the attack roll.
-You gain a flying speed of 60 feet. If you are still flying when the effect ends, you fall, unless you can somehow prevent it.
-You can use your action to create a 15-foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube.
Earth. For 1 minute, or until you end this effect, bits of rock spread across your body, and you gain the following benefits:
-You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
-You can use your action to create a small earthquake on the ground in a 15-foot radius centered on you. Other creatures on that ground must succeed on a Dexterity saving throw or be knocked prone.
-You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as if it was air and without destabilizing it, but you can’t end your movement there. If you do so, you are ejected to the nearest unoccupied space, this spell ends, and you are stunned until the end of your next turn.
Fire. Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for 1 minute. The flames don’t harm you. Until the effect ends, you gain the following benefits:
-You are immune to fire damage and have resistance to cold damage.
-Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage.
-You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one.
Water. For 1 minute, ice rimes your body, and you gain the following benefits:
-You are immune to cold damage and have resistance to fire damage.
-You can move across difficult terrain created by ice or snow without spending extra movement.
-The ground in a 10-foot radius around you is icy and is difficult terrain for creatures other than you. The radius moves with you.
-You can use your action to create a 15-foot cone of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.
Monks who follow the Way of the Controlled Chaos strive to embrace the chaos in the universe. In a world of arcana, divinity, and monsters, they understand that nothing can be contained. However, by harnessing and adapting to the chaotic energy, these monks learn to utilize what they don't understand. Through magic observed and truths introspected, monks of the controlled chaos use their connection to the world around them as well as their internal energy to preserve harmony in their attacks.
Ki Surge
Starting when you choose this tradition at 3rd level, you learn to use your ki to create small bursts of uncontrollable magic from within you. At the start of your turn, you can expend 1 ki point to roll on the Ki Surge Table. Roll your martial arts die and apply the effect corresponding to the number you roll. Some effects won't be able to be achieved until your martial arts die increases. Your save DC for these effects is equal to your Ki save DC. If you are using unarmed strikes, your fists are your weapon for any effect the table describes that includes a weapon.
Ki Surge Table (Below Cut)
Martial Arts die
Effect
1
Eye for an eye- Black mist swirls your monk weapon, siphoning energy off creatures it contacts until the end of your turn. You take 1d4 points of necrotic damage per attack you make (regardless of whether it hits) and can roll an extra martial arts die with each of your damage rolls. This damage is also necrotic.
2
Weeds and Clovers- Vines and flowers sprout up around you in a radius of 20 feet. This area becomes difficult terrain for 1 minute.
3
Three Legs at Night- Your size increases by 1 size category for until the end of your next turn on your first strike, the size of the creature you strike decreases by 1 size category (given it is not tiny). After the minute ends, you gain 1 point of exhaustion.
4
Improvised Solo- Your piercing kihaps become infused with a melodic tone. Up to ten other creatures of your choice within 60 feet of you that can hear you gain a d8 bardic inspiration die for 1 minute. After your attack, you lose your voice and can only whisper until you take a long rest or are healed by a lesser restoration or higher.
5
What the Flumph? A you summon a swarm of 4 pixies or 8 flumphs that are controlled by the DM. After 1 minute, the swarm disappears.
6
Master of Elements Elemental energy shoots out of your body. Four elements (water, earth, air, fire) swirl around you, forming a protective layer of energy until the end of your next turn. While this is up, you have resistance to bludgeoning, slashing, piercing, cold, thunder, and fire damage.
7
Winging it-You unfurl a pair of spectral wings and have a flying speed of 40 ft. until the end of your next turn.
8
Rapidly Expanding Universe- An astral double of your monk weapon appears that lasts until the end of your next turn. With this astral weapon, you have a melee range of 30 ft.
9
Seeing Double- An illusory duplicate of yourself appears in your space. For 1 minute, the duplicate moves with you and mimics your actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the illusory duplicates.
Each time a creature targets you with an attack while the duplicate is up, roll a d20 to determine whether the attack instead targets one of your duplicate.
You must roll a 11 or higher to change the attack’s target to a duplicate.
A duplicate’s AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects.
A creature is unaffected by this spell if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.
10
Life in Death- Your monk weapon glows with radiant energy on one side, and darkens in necrotic energy on the other. These effects fade at the end of your turn. You can choose which side to attack with. If struck with the radiant side, a creature takes an extra 1d6 radiant damage and glows until the end of your next turn. While glowing, attacks against the creature have advantage. If struck with the necrotic side, the creature takes an extra 1d6 necrotic damage and must save on a constitution saving throw or be stunned until the end of your next turn.
Ki Restoration
At 6th level, you gain the ability to convert ki energy into life force. As an action you can use No Aether's Ki Conversion. This allows you to expend ki points to gain a number of temporary hit points equal to your wisdom modifier (minimum 1) per ki point you use. You can use a number of ki points equal to your wisdom modifier (minimum 1) in this way per long rest. The temporary hit points last until you take a long rest.
Taming Chaos
Beginning at 11th level, you begin to gain control of your ki surges. Whenever you roll on the Ki Surge table, you can roll the die twice and choose which of the two effects to unleash. If you roll the same number on both dice, you can ignore the number and choose any effect on the table.
Additionally, after finding out the outcome of the ki surge, you can use your bonus action to expend double the amount of ki points to extend the duration of the effect by one increment. If the effect lasts one round, you can use an additional two ki points to make it last another, and four more to make it last three rounds.
Greater Greater Ki Surge
At 17th level, your ki surges maximize in power. You can spend 3 ki points to roll a d10 on the Greater Ki Surge Table at the start of your turn. You can do this once per long rest. If the effect requires a saving throw, your save DC for these effects is (8 + your proficiency bonus+ wis modifier). If you are using unarmed strikes, your fists are your weapon for any effect the table describes that includes a weapon.
Greater Ki Surge Table (below Cut)
d10
Effect
1
Make a wisdom saving throw against your own DC. If you fail, you polymorph into a baboon until the end of your next turn.
2
Your ki compresses the mass of the air around you. You manifest a well of gravitational energy in a circle with you at its center that has a radius of 30 ft. Each creature in the circle must make a Constitution saving throw, taking 8d8 force damage on a failed save, or half as much damage on a successful one. This effect ends at the end of your turn.
3
Your ki converts to thermal energy and begins to physically heat up your skin. For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame.
4
A burst of energy from inside you disperses and settles into mist on the ground in a 100 ft radius around you. The terrain around you begins to warp into another of your choosing. The terrain's general shape remains the same. Open fields or a road could turn into a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road.
Similarly, you can alter structures, or add them where none are present. This warping includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into difficult terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the area disappears immediately.
5
You use your ki to harness the power of luck, and a glowing 15 ft radius circle appears with you at it’s center for 1 minute. The energy at the circumference of the circle swirls, pulling the strings of fate. The circle has a line through its center, but you decide at what angle. Divided by this diameter, every creature in one half of the circle gains advantage on attack rolls and saving throws, every creature in the other half has disadvantage on attack rolls and saving throws for the duration of the effect. Creatures are unaware of this effect though they can see the circle. The circle moves with you and you can change the once per turn. You are unaffected by this luck displacement.
6
In fighting your opponent, you can sense the ki of your opponent, extract crucial information about your foe, granting you insight about their combat ability. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you mark them as analyzed. In addition, you learn the following attributes about the target: Damage Vulnerabilities, Damage Resistances, Damage Immunities, and Condition Immunities.
7
Your next strike creates ripples through the ground and causes up to six pillars of stone to burst from places on the ground that you can see within range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The ground where a pillar appears must be wide enough for its diameter, and you can target the ground under a creature if that creature is Medium or smaller and one MUST appear under you. Each pillar has AC 5 and 30 hit points. When reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of difficult terrain with a 10-foot radius that lasts until the rubble is cleared. Each 5-foot-diameter portion of the area requires at least 1 minute to clear by hand.
If a pillar is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the save.
If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 6d6 bludgeoning damage and is restrained, pinched between the pillar and the obstacle. The restrained creature can use an action to make a Strength or Dexterity check (the creature’s choice) against your save DC. On a success, the creature is no longer restrained and must either move off the pillar or fall off it.
8
Briefly surrounded by silvery mist, you teleport up to 60 feet to an unoccupied space that you can see. For 1 minute, you can use your bonus action to teleport again this way. After the minute is up, no matter how far you are, as long as you are on the same plane of existence, you immediately return to the exact location you were when you teleported the first time.
9
Energy begins to compress and gather around you, creating crackling lighting.
The next time you hit a creature, a bolt of lightning arcs toward your target. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.
A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one.
10
A swirling, black and purple vortex gathers at the end of your weapon, sucking the life energy from the nearest source. The next time you hit an opponent, the target must make a Constitution saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save. The damage can't reduce the target's hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. You also gain temporary hit points equal to the amount the target’s maximum was reduced by. Any effect that removes a disease allows a creature's hit point maximum to return to normal before that time passes. This vortex disappears after the first strike that hits.
Though the strength of martial mages lies in their mastery of weapons, they are also able to imbue their strikes with magic for more versatile attacks. Because of their limited arcane energy, they are unable to cast spells, but these fighters can enhance their ability in the battlefield with magically charged hits.
Weapon Bond
At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.
Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. The weapon is considered magical for the purpose of overcoming resistances.
You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.
Imbuements
When you choose this archetype at 3rd level, you learn to imbue your weapon attacks with arcane energy to damage or disable your opponents.
Praecantations. You learn two praecantations of your choice, which are detailed under “Praecantations” below. Many maneuvers enhance an attack in some way. Each use of a praecantation must be declared before the attack roll is made. You can use only one praecantation per attack.
You learn an additional praecantation of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a new praecantation, you can also replace one praecantation you know with a different one.
Imbues. You gain a number of imbues equal to your Charisma modifier (minimum of 1). You regain 1 expended imbue each time you roll a 20 on the d20 roll for an attack with your bonded weapon, or deal a killing blow with a bonded weapon to a creature of significant threat (DM’s discretion). You regain all expended imbues after a short or long rest.
Saving Throws. Some of your praecantations require your targets to make a saving throw to resist the praecantation's effects. The saving throw DC is calculated as follows:
Praecantation save DC = 8 + your proficiency bonus + your Charisma modifier
Maddened Mage
Arcane energy swirls your weapon, strengthening and diversifying your strikes. When you reach 7th level, once per turn, you can add 1d4 of any of the following damage types to an attack made with your bonded weapon: acid, cold, fire, lightning, or thunder.
At 15th level, it increases to a 1d8.
Improved Praecantations
Upon reaching 10th level, you can use up to two praecantations per turn.
Swift Strike
Starting at 15th level, you become one with your blade and can wield it deftly and quickly. You gain one of the following features of your choice.
Betrayer’s Blade. When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.
Fidelity’s Fury. When a hostile creature within your melee range hits an allied creature, you can your reaction to gain an attack on the hostile creature.
Vengeful Rebuke. When a creature hits your with a melee attack, you can use your reaction to strike back at them.
Improved Critical
At 18th level, your bonded weapon attacks score a critical hit on a roll of 19-20, and you regain an imbue on a roll of 19 or 20 on a d20 attack roll.
Vanishing Trick
Upon reaching 18th level, once per day, you can use the vanishing trick. You strike with your bonded weapon at your opponent from up to 30 feet away then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee weapon attack against each target. On a hit, a target takes 6d10 damage from your bonded weapon.
You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.
Praecantations
Praecantations that can be learned are listed below.
Beacon. You expend one imbue that causes your blade to glow a bright light in a 15 foot radius and dim light in a 50 foot radius. Any allied creatures who can see this light have 5 temporary hit points as long as the light can be seen. This lasts up to 8 hours or until dispelled.
Blade Boost. When you make a bonded weapon attack against a creature, you can expend one or more imbues to increase the size and volatility of your weapon. If the attack hits, you can roll one additional weapon damage die per imbue spent when determining the damage.
Echo Attack. When you make a bonded weapon attack against a creature, you can expend imbue to attempt to strike through multiple opponents. This praecantation causes spectral copies to burst out of your weapon. On a hit, the creature suffers normal damage and you make an attack roll with disadvantage against every creature in a line directly after the target within your first range increment.
Exploit Weakness. When you make a bonded weapon attack against a creature, you can expend 1 imbue to gain a brief insight into your target's defenses. Your bonded weapon exploits your opponent's weakness and you have advantage on the attack roll.
Forceful Strike. When you make a bonded weapon attack against a creature, you can expend one imbue to attempt to trip them up and force them back. Your weapon's mass increases briefly and on a hit, the creature suffers normal damage and must succeed on a Strength saving throw or be pushed 15 feet away from you.
Parasitic Punch. You expend one imbue to give your bond weapon the power to siphon your opponent's life force. On a hit, you regain hit points equal to half of the damage you dealt.
Strength Sap. When you make a bonded weapon attack against a creature, you can expend one imbue to attempt to weaken your opponent temporarily. You imbue your weapon with the ability to siphon your opponent's strength. On a hit, the creature suffers normal damage and must make a Constitution saving throw or suffer disadvantage on attacks until the end of their next turn.
Unstable. When you make a bonded weapon attack against a creature, you can expend one imbue to attempt to topple a moving target. Your weapon temporarily distorts the opponent's sense of balance. On a hit, the creature suffers normal damage and must make a Strength saving throw or be knocked prone.
Wound Warp. When you make a bonded weapon attack against a creature, you can expend 1 imbue to imbue your weapon with a specific type of arcane energy. On a hit, you choose what type of damage the creature takes: acid, bludgeoning, cold, fire, force, lightning, necrotic, piercing, poison, psychic, radiant, slashing, or thunder.
Wondrous Item, rare (requires attunement by a anyone)
You can perform a one-minute ritual to bind your soul and body to this white, ribbon-like strap. As you perform the ritual, you tie the binding to your wrist, vowing to kill a creature. You must have one specific target in mind while making this pact. Once the one-minute ritual is complete, you have a +2 to all attacks and damage rolls against the creature indefinitely. Once the creature dies, the vow has been carried out and binding turns red and falls off the wrist. Once it does so, the ribbon is unable to be used in this way again.
If the target has not yet been slain (or died of other causes) the binding slowly tightens over the course of days, reminding the wearer of their oath. After 2d20+10 days, if the binding is still attached to you, you take 1d10 damage every dawn and have a 5% chance of blood circulation being cut off from the hand you are wearing the binding on. If this happens, the hand falls off and you can choose to remove the ribbon, ending the pact. After the pact is made, nothing short of a wish spell, losing a hand, or killing the creature can unbind the ribbon from you.