Way of the Feline (5e Subclass)

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Way of the Feline

Monk Subclass

Monks who study this Monastic Tradition are tapped in to their feline instincts, learning to harness and control it. The tradition is predominantly found in Tabaxi monks, however there have been rumors of non-Tabaxi monks learning to replicate and harness the ferocity of a feline. Monks of this type have usually not been taught these techniques in a monastery, and instead either teach themselves or learn from another Tabaxi monk.

Feline Ferocity

Starting when you choose this tradition at 3rd level, you learn to draw upon your feline instincts and move graciously around the battlefield. You can spend a bonus action to enter a frenzy for 10 minutes. You gain the following benefits while frenzied. You can use this feature a number of times equal to your dexterity modifier (a minimum of once). You regain all expended uses when you finish a long rest.

  • Whenever you hit a creature with an unarmed strike that deals slashing damage, you can spend 1 ki point to make the creature bleed for 1 minute. A creature who is bleeding is visibly marked with a cut, scratch, or gash. Whenever a bleeding creature starts their turn, they must make a Constitution saving throw. On a failed save, the creature takes damage equal to your martial arts die, and half as much on a successful save. A bleeding creature can spend an action and make a medicine check to stop the bleeding. The DC for this checks equals your ki save DC. This feature has no effect on creatures that cannot bleed.
  • If you move at least 20 ft. straight toward a creature and hit it with an attack on the same turn, that target must succeed on a Strength saving throw or be knocked prone. If the target is prone, you can spend 1 ki point to attempt to use the momentum to spring off the target. If you do, your remaining movement is doubled for the rest of the turn, and you don't provoke opportunity attacks from the target you jumped off of.
  • Your jump distance is doubled.

Cat-like Reflexes

At 6th level, you have trained your senses to better match those of a feline. You no longer have disadvantage on perception checks in lightly obscured areas, and you no longer have disadvantage on attack rolls against creatures you cannot see. Additionally, you can use your faster reflexes more offensively and can quickly pounce in and out of combat. Your reach is now considered 10 ft. for hostile creatures to provoke opportunity attacks against you, and your walking speed increases by 5.

Nine Lives

At 17th level, you gain the ability to harness the power to defy death, but at a cost. Whenever you fall to a number of hit points below 0 that does not exceed half of your hit point maximum, you can react with lightning-fast reflexes and channel your ki throughout your body before you fall unconscious. You can spend 3 ki points to immediately succeed on 2 death saving throws. Whenever you use this feature, you must finish a short or long rest before using it again. Every time you use this feature, your hit point maximum reduces by 5. Every subsequent use of this feature reduces your hit point maximum by 5, 6, 6, 7, 7, 8, 8, then 9. After using this feature for the 9th time, you can no longer use it.



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