I'd also love some help rewording the capstone ability. Its not based on the 3rd level so that there will be fewer interactions.

By the time you get Master of Duel, most creatures have more than one damage type or are magical, so I think the resistance is mostly just there for flavor.

Parry Protect Feels a bit too strong but is also most of the power budget of a feat ( I know that isn't saying much since feats seem to have such a range of usefulness). It also is competing against Catch Missiles.

It might have a little bit too much stuff in it, and I might end up seperating this into two monks at later point, splitting the Iaido stuff off and adding some ideas to an "honorbound" mechanic... but I digress.

This monk is based on three things: The taoist element "metal", Iaijutsu (quick draw) or Iaido (a Japanese martial art that emphasizes being aware and capable of quickly drawing the sword and responding to a sudden attack ), and the floating swords trope.

Here is a list of WIP titles for the monk subclasses to come, as well as general design notes. Feel free to tell me if one in particular interests you and I can bump it up the release schedule. Most monks will require some polish before I'll show them off but I should be able to accommodate requests.

Hey guys, here's whats up. I will be releasing a bunch of monks, usually about once per day. Most of them are already mostly done, but I want some feedback on them before I make them into a compendium. Depending on feedback/popularity I'll work on polishing and reworking the best ones and wrapping them up with nice art into a compendium.

Way of the Iron Reaper

Way of the Iron Reaper. Feared. Resepcted. They wield the mighty spirit blades, artifacts from a lost time. Even the most fearsome cower when an Iron Reaper reaches for their hilt - for swift punishment nears.

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 an 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 spirtual 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 to make an opportunity attack using your spirit blade if a creature moves out of its reach.

Master of Duel

Beginning at 11th level, you have increased your sharp battle senses to a greater extend allowing you to force and 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 in either 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 a 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 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.

















































































































