Way of the Extended Arm (5e Subclass)
From D&D Wiki
Way of the Extended Arm
![]() |
---|
Monk Subclass
Years of training in nature with the natural weapons of the earth have taught you that your attacks are not limited by your body and that your body is not limited by its appendages.
- Natures Arm
While you are wielding a weapon made of wood you can treat it as an unarmed strike. Additionally, all of your features which apply to your unarmed strikes, you can instead apply to an attack you make with a wooden weapon.
- The Useless Hand
You can wave your empty hand in a way to confuse you enemies. At the start of your turn, you can spend one ki point to gain advantage on all attacks that you make until the start of your next turn.
- Technique of the Wood
At 6th level, you gain access to Techniques. You learn 3 Techniques of your choice. You one more technique when you reach 11th and 17th level.
You also gain access to a pool of Spiritual Dice that you use to fuel your Techniques. This pool equal 3 + your wisdom modifier. You regain spent Spiritual Dice when you take a long rest. This pool increases to 5 + your wisdom modifier at 11th level and 7 + your wisdom modifier at 17th level. Your spirit dice are d6s.
Chess Piece When you hit a creature with an unarmed strike, you can spend a spirituality die to make it succeed a strength saving throw against your Ki save DC or be pushed 5 ft. away from you. You can then move towards it into its previous space without provoking opportunity attacks. You add your Spirituality die to the damage of this attack.
Fencer's Body You can use your reaction to spend a Spirituality die to use your Deflect Missiles on a melee attack within 5 ft. of you. You add the Spirit die to the roll.
Forceful Slam You can spend Spirit Dice to make an attack a slamming attack. On a hit, you can use the creature to attack another creature within 5 ft. of it. Roll as if it was an unarmed strike, however, if an effect is used that causes something to happen to the attacker, such as Hellish Rebuke, treat it as if the first creature was the attack.
Intimidation Master When you use your *Furry of Blows* feature, you can spend 1 spirit die to make every creature within 60 ft. of you that can see you must make a wisdom saving throw or be frightened by you. You may choose specific creatures who are exempt from this.
Power Attack You can choose take a -5 penalty to an attack roll for an unarmed strike. If this attack hits, it gains a +10 to the damage on the attack.
- Force of Nature
When you reach 11th level, you can channel ki into the air around you. As an action you can slam a wooden object you have onto the ground and create a blast of force out from you for 20 feet. Each creature you choose within range must make a strength saving throw or take 8d6 force damage and are knocked prone. On a success they take half damage and are not knocked prone.
Once you use this feature you must complete a long rest before you can use it again.
- Powers of Petrification
At 17th level you can freeze creature in a more permanent way with your stunning strike. When you use your stunning strike, a creature that fails the saving throw is stunned until the end of your next turn and under the effects of Flesh to Stone.
Back to Main Page → 5e Homebrew → Character Options → Subclasses