Way of Dueling (5e Subclass)
From D&D Wiki
Way of Dueling
![]() |
---|
Dwarven Monk Unleashes the Iron Butterfly kick, by Matt Forsyth https://www.deviantart.com/mattforsyth |
Monk Subclass
So for generations upon generations we have strove for perfection, we have fought many foes and battled many worthy foes. The Way of dueling specializes in honing your combat abilities to their absolute limit. You hone your skills in training to fight your greatest opponent, your greatest mentors, your greatest rivals, your fellow humanoids. While your abilities aren’t limited to just humanoids they do help specialize in fighting humanoids. Your fellow man are your best mentors, they will teach you the most, they will help you hone your body. You will learn how to best fight someone one on one, by fighting people in duels you will learn more than you ever could have normally, to learn and advance your fighting ability is the ultimate goal of the duelist. Your fellow man are your best tutors the best to fight and learn from, make good use of them.
Master of your craft
When you choose this subclass your unarmed strike specifically gets an additional damage die, you roll 2d4, or 2d6 etc depending on your level. You can also spend 1 ki point to double the damage die of one hit, once per turn, you only double the damage die of the unarmed strike.
Additionally when you land an attack as a bonus action you can also attempt a grapple, you do so with advantage if the opponent is a humanoid.
Let's have a good match
When you reach 6th level you learn how to focus your entire being into combating a single opponent. You will not be outmatched in a duel. You can choose to “Duel” One opponent by expending two ki points, when you duel someone you have disadvantage when attacking all other creatures and your target has disadvantage when attacking all other creatures, additionally on the first round that you activate this, you have advantage on all attacks against your target. This effect lasts 1 minute or until the target is defeated or until you are defeated.
You can select one creature to become your sparring partner during short rests when your partner is present, you can “spar” with them. When you spar with them they can choose one of two benefits. You can choose to succeed on attacking when rolling to attack for one attack or you can choose to succeed on a saving throw for one saving throw. Even if you don’t use these benefits they go away when you take another short or long rest.
Attack the Vitals
When you reach 11th level you learn how to exploit your opponents weaknesses. When you land a critical hit you stun your opponent until the beginning of their next turn and your opponent suffers a wound. Every turn on the beginning of their turn they take damage equal to your unarmed strike damage. They can make a constitution saving throw at the end of each of their turns to remove this effect. The DC for this Save is equal to 8 + your proficiency bonus + your wisdom modifier. This effect also stacks and requires a constitution saving throw to remove each instance. Hit points lost as part of this attack and subsequent wounds can only be recovered through short or long rests.
No Man will defeat me
At 17th level you gain the use of a demiplane of existence, this place is a dojo, the design of the dojo depends on your mentality every Monk's dojo could look different. You can force any number of creatures you can see including yourself to make a constitution saving throw equal to 8 + your proficiency bonus + your wisdom modifier versus being pulled into your special dojo. While inside the dojo all ranged attacks fail, any and all spells cast fail, the only means by which anyone can damage anyone is via melee strikes. While you are inside the dojo you regain a ki point every 6 seconds (1 round). Lasts 1 minute during combat. Twice per short rest.
Back to Main Page → 5e Homebrew → Character Options → Subclasses