```metadata title: Way of the Shenyu description: '' tags: '' systems: - 5e renderer: legacy theme: 5ePHB ``` # Way of the Shenyu ### Virtue Starting when you choose this tradition at 3rd level, you learn to summon spectral copies of yourself to strike down your foes. On your turn, you can spend 1 ki point as a bonus action to increase the reach of your melee attacks to 15 feet for 5 minutes. You may spend an additional ki point when you use this bonus action to immediately make an unarmed strike against a creature within 15 feet of you. ### Bonded Weapon At 3rd level, as you reach new heights in ki and mind, your training now enables you telekinetic control over your weapon as you tether consciousness into it. You gain proficiency with a melee weapon of your choice that doesn't have the two-handed or heavy properties and it counts as a monk weapon for you. Your spectral copies may also use your bonded weapon's damage die however, they count as one-handed strikes. ### Continuity Staring at 6th level, your attacks with your bonded weapon now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. ### Manipulation At 6th level, you learn to harness your telekinetic abilities with your ki to impose one of the following effects on a target: • Spend 1 ki point as a bonus action to summon a spectral copy to push a creature away from you. The target must succeed on a Strength saving throw or be pushed 15 feet away from you and take bludgeoning damage equal to one roll of your Martials Arts die. • Spend 1 ki point as an action to temporarily lift a Large or smaller creature up to 20 feet away into the air and slam them onto the ground. The target must succeed on a Strength check or be knocked prone and take force damage equal to two rolls of your Martial Arts die. • Spend 1 ki point as an action to leave an opening in your enemy's defenses for your ally to exploit. When you hit a creature through a melee weapon attack or your spectral copy, you do damage equal to one roll of your Martial Arts die and the next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn. ### Clarity Starting at 11th level, the balance between your mind and ki has grown closer as you now have awoken to telepathic abilities. You can now cast Detect Thoughts a number of times equal to your Wisdom modifier (minimum of 1) . You must finish meditation to regain charges. In addition to being able to peer into other's minds, you are now able to temporarily influence them as well. As an action, you can spend 1 ki point to remove the Charmed or Frightened status effect off one creature of your choosing within 10 feet. Alternatively, you may spend 2 ki points as an action to attempt to charm or frighten one creature of your choosing requiring a Wisdom saving throw. ### Harmony Starting at 17th level, the connection between your mind, body and ki has achieved perfect balance, allowing you to harness your ki like never before and drive it forward to destroy your foes. As a bonus action, you can spend 4 ki points to bring forth your spectral copies and gain the following benefits. Resolve. Your attacks may now be applied as force damage. Tenacity. For the duration of Virtue, your attacks now apply an additional 2d8 force damage on hit.