Way of the Long Blade (Homebrew)
Hit Points
Hit Dice: d4 per Way of the Long Blade (Homebrew) level
Hit Points at first Level:
Hit Points at Higher Levels:
Proficiences
Armor:
Weapons:
Tools:
Saving Throws:
Skills:
Overview & Creation
The monks of this Order are unmatched in their expertise with bladed pole weapons. Though mostly known for their choice of weaponry, their guiding philosophy is in fact one of pursuing enlightenment: They believe that one's true self can only be found in battle, where death becomes more and more certain with every passing minute. While a bit grim, I'm sure there's some truth to this. I've seen people play roles their entire lives, only to reveal their true colors once death draws near. Concepts such as friendship, loyalty, and even the pursuit of truth and logic can evaporate faster than the tears of a salamander.
Art of the Long Blade
Starting when you choose this tradition at 3rd level, you gain proficiency with glaives, halberds, and pikes, and they are monk weapons for you. In addition, if you would make one or more unarmed strikes as a bonus action, you can instead throw a weapon with the finesse and thrown properties provided you throw it no further than 15 feet. When throwing a weapon in this manner, you don't make the attack with disadvantage due to being in melee range of an enemy.
Long Blade Techniques
Also starting at 3rd level, when you hit a creature with a monk weapon that has the reach property on your turn, you can spend 1 ki point to attempt one of the following techniques.
Arrowhawk Feather-Blossom. Using your bonus action, you create a momentary circle of spectral blades that sweep around you. Each creature within your reach must succeed on a Dexterity saving throw against this magic or take force damage equal to your Martial Arts die.
Iron Cobra Stance. You focus your will on your surroundings. If a creature makes a melee weapon attack against you before the start of your next turn, you can use your reaction to make a melee weapon attack against it, using a monk weapon with the reach property.
Steel Scorpion Thrust. If the target is a Large or smaller creature, it must succeed on a Dexterity saving throw or become grappled until the start of your next turn as it is impaled by your weapon. The target can use its action to make a Strength (Athletics) or Dexterity (Acrobatics) check against your Ki save DC, ending the grappled condition on a successful check. The effect also ends early if you attack with the weapon before the start of your next turn or if you move to a space where the weapon can no longer reach the target.
Pole-Vault
Starting at 6th level, when you take the attack action on your turn to attack with a monk weapon that has the reach property, you can vault up to 15 feet, spending movement as normal. When vaulting in this manner, you don't provoke opportunity attacks and you can move over Large or smaller creatures. The maximum number of feet you can vault in this manner increases as you gain levels in this class, as shown in the Unarmored Movement column of the monk table. In addition, you make Dexterity (Acrobatics) checks with advantage while you wield a monk weapon with the reach property.
Ki Parry
Starting at 11th level, when you are hit by a melee attack and you can see the attacker, you can spend 1 Ki point as a reaction to roll your Martial Arts die and add it to your AC against the triggering attack, provided that you are wielding a monk weapon. If you use your reaction to make a melee weapon attack with your Iron Cobra Stance, you can use this feature as part of the same reaction without spending Ki points.
Long Blade Master
Beginning at 17th level, your long blade has truly become an extension of yourself, allowing you to lean into your strikes. While wielding a monk weapon with the reach property, your reach increases by 5 feet.