Way of Erratic Destruction (5e Subclass)

From D&D Wiki

Revision as of 13:14, 16 April 2020 by CookieLink (talk | contribs) (Created page with "=== Way of Erratic Destruction === ''Monk Subclass'' Your training in harnessing the energy inside yourself has allowed your body to manifest this energy into new forms. Howe...")
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search

Way of Erratic Destruction

Monk Subclass

Your training in harnessing the energy inside yourself has allowed your body to manifest this energy into new forms. However these manifestations are unpredictable and are prone to frequent change.

Manifest Energy

When you choose this tradition at 3rd level and after every long rest, roll a d10 and then consult the table below. Half the damage you do with your unarmed strikes or monk weapons will be of the listed type. The remaining damage will be the normal type for your unarmed strike or monk weapon. You also receive resistance to the rolled damage type. This lasts until the end of your next long rest.

Dice Roll Damage Type
1 Acid
2 Cold
3 Fire
4 Force
5 Lightning
6 Necrotic
7 Poison
8 Psychic
9 Radiant
10 Thunder

Martial Arts Prowess

From 6th level, your experience in martial arts have allowed your strikes to become more powerful. You can now roll a d8 in place of the normal damage of your unarmed strike or monk weapon. This increases to a d10 at 11th level and a d12 at 17th level.

Enhanced Manifest Energy

Beginning at 11th level, at the end of every long rest you now roll two d10 for your Manifest Energy feature to get two damage types. If you roll the same number twice, you can reroll one of the dice until you have two different numbers. You must choose which one of the rolled damage types you will gain resistance to, until the end of the next long rest. When you hit with an unarmed strike or monk weapon, you can choose which one of the rolled damage types will take effect for that attack.

Erratic Energy Burst

Starting from 17th level, you have trained to project your energy outside of your body in small bursts. You can use your action to spend 4 ki points to shoot a ball of energy at a point you can see within 30 feet of you. Every creature within a 5 foot radius of that point must make a Dexterity saving throw. A target takes 8d6 damage on a failed save or half as much damage on a successful one. Choose the type of damage from one of the damage types you rolled for your Manifest Energy feature. The damage type is the same for every affected creature.


Back to Main Page5e HomebrewCharacter OptionsSubclasses

Home of user-generated,
homebrew pages!


Advertisements: