Way of the Kure (5e Subclass)

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Way of the Kure

A man with Black eyes and blue iris' is surrounded by an entire group of armed warriors with swords, knives, and bows, he simply laughs at this force, wondering why they think so few men could be a threat, when suddenly, his skin starts to go purple, Gigantic veins pulse on his body, and he charges at the two closest men with speed that didn't feel human, instantly dislocating both of their necks in a single motion, he turns to the other soldiers as they all stare in fear, warning them that not a single one can escape. This Subclass is based off the Kure clan in Kengan Asura.

A whole new breed.

Kure are born different from usual people, a specially bred society of super humans known as the kure that boast increased strength, speed, and durability from intentionally finding powerful warriors to breed with and produce stronger generations for hundreds of years, they have attained a secret, powerful transformation known usually only to them, known as the Release.

A Member of the Kure has black eyes with blue iris's

Removal When taking this subclass at 3rd level, you gain the ability to activate Removal. A form that unlocks the latent power locked inside your brain. At the cost of 1 Ki to activate it as well as 1 Ki at the end of each of your turns, you can go into Removal, increasing your STR, DEX, CON, and WIS by 1 for as long as you remain in this form. This bonus increases to +2 at 6th level, +3 at 11th level and +4 at 17th level

The removal: a powerful, Deadly transformation that brings its user to superhuman heights, but is strenuous to maintain.

Taboo Techniques.

Also at 3rd level you gain access to Taboo Techniques. Choose 1 at 3rd level and you can choose another at 6th, 11th, and 17th levels:

Dragons Tooth- Instead of hitting with your palm you strike your enemies with your fingers straight into their weak points. Make an attack roll against a single creature. On a hit they take the normal unarmed strike damage as well as 1d10+DEX Piercing damage

Sloth strike- You stop your opponents movement by striking at their legs. When you use this attack the opponent must make a DEX save (DC=8+prof+DEX) or have their movement speed reduced to 0 until the end of their next turn

Lions-bite- You dash forward and go for the kill instantly. When you use this technique you move in a 10ft straight line. Each creature you move past needs to make a CON save (DC=8+Prof+DEX) or take 2D6+DEX bludgeoning damage

Vipers fang- your control over Ki is so fine you can damage an opponent with their own natural energies. Make an attack roll against a single creature within 5ft of you. On a hit they need to make a CON save (DC=8+prof+DEX) or have their own Ki pool become poisoned, taking 2d4 poison damage at the end of their turn until they make a successful CON save


Monstrous Reserves.

At 6th level your training with your Ki has paid off. You can spend an action to meditate and regain 1d4 ki back This can be used an amount of times equal to your WIS modifier. You gain expended uses on a long rest


Devils Counter.

At 11th level you’ve learned to use your increased reflexes to capitalize on an enemies mistake. When an enemy Makes a melee attack against you, You can use your reaction to make An unarmed strike against them.


Forbidden technique: Assassins Fist.

At 17th level you gain a new way of using your flurry of blows. At the cost of 3 Ki points you can send a shockwave of ki through your opponent. If you succsfully hit with both of your attack actions, As a Bonus action you may Make a 3rd unarmed strike against your opponent. If it hits, instead of rolling damage for the hit, They must make a CON save (DC=8+prof+DEX) or take a number of 1d10s Equal to half your monk level rounded down, on a successful save The damage the target takes is Halved

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