Way of the Soul Crusher (5e Subclass)

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Revision as of 05:29, 28 December 2020 by DonMafia (talk | contribs) (Changed some of the feats, modified some of the existing ones, clarified the mechanics, while adding in fluff. Tried to keep it in line on what the original premise presented.)
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Way Of The Soul Crusher

Few monks know this dark and powerful fighting style exist and fewer use it's abilities, almost all who have used these techniques have been executed for high treason, murder, heresy, and much more. All but one who always shows up to corrupt young students with the temptation of power. - Opening to the forbidden book, Kahnshiru The Messorem.

Ethereal Corruption

At 3rd level, your fist has come to embody the corruption of which this style is made from. By spending 1 Ki Point, all your attacks for one minute would deal an extra 1d4 necrotic damage. This grows to 1d6 at 6th level, 1d8 at 11th level, and 1d10 at 17th level.

Encroaching Death

At 6th level, your Flurry Of Blows has transformed to Encroaching Death. When one or more strikes from your Flurry of Blows hit the target, the target must make a DC 13 Constitution saving throw or be Poisoned. The DC increases to 15 if all attacks from your Flurry of Blows hit the target.

Crushing Bolt

At 11th level, you can now fling a bolt of corruption towards your enemy. As an Action, you may make a 30 ft. ranged attack by spending up to 3 or more Ki points. on a hit, the creature must make a DC15 constitution saving throw. If it fails, then you deal Xd6 Poison damage where X is the number of Ki points spent. If the creature succeeds then it takes half damage. You can only use this feature once per short or long rest.

Soul Crush

At 17th level, you are able to use the main allure of the Way Of The Soul Crusher, the ability to instantly kill. When you make an unarmed strike you may spend 5 Ki points to mark a creature to death. You may only mark one creature at a time and it remains marked for as many turns as your Monk level. After the creature is marked, as an action you may activate it and it must make a DC18 Constitution Saving throw. If the creature fails the saving throw it dies. If the creature succeeds, you suffer 10d10 Necrotic damage. Such is the reward of those who plays with oblivion.


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