Way of the Sweet Science (5e Subclass)
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Big Fundamentals
When this subclass is taken, you gain the ability to enhance your punches. While making an unarmed attack, you can spend 1 Ki point to add one of the following effects to it:
- Cross: You can roll 2 unarmed damage dice and choose the higher one, if you have advantage you can add your Wisdom modifier to your damage.
- Liver Blow: The target must make a Constitution saving throw. On a failed save, the creature has disadvantage on his attacks. The creature can redo the Save at the end of his turn.
- Gut Punch: The target must make a Strength saving throw on a failed save the creature is knocked prone and is considered restrained until the end of its turn.
You cannot reuse the same punch twice with one action and ethered creatures like fantoms aren't affected by this.
Breaking Tradition
When you take this tradition you can use your Constitution modifier in place of your Dexterity modifier for you Unarmoured Defence feature.
Punch Roll
Starting at 6th level, your understanding of violence grants you a greater degree of natural defense. At the beginning of your turn you gain temporary hit points equal to your Wisdom modifier. (Minimum 1) These temporary hit points last until the beginning of your next turn, at which point, these temporary hit points are reset to equal your Wisdom modifier. These temporary hit points do stack with temporary hit points from other sources.
Quick Stitch-up
Starting at 6th level, Using your action you can heal a character a number of hit numbers equal to your Wisdom modifier + your mastery points. You can do that a number of times equal to your Wisdom modifier per short rest.
1, 2!
Starting at 6th level, once per turn, after using an unarmed strike, that didn't consume any ki (exception: flurry of blows) you can give advantage to your next unarmed strike.
Fly Like a Butterfly and Sting Like a Bee
Starting at 11th level, your study in the telegraphing of other creatures movements allows you to intercept other creatures that you can see attacks against you. Whenever a creature that you can see attacks you in melee combat, you may expend your reaction to immediately counter attack the creature (rather than parry) before the creature's attack is resolved, as an opposed roll. If your attack hits you immediately interrupt the creature's attack (it is ignored) and you deal damage as normal for the attack but you will add the damage modifier normally used for your opponent attack. If the result is a draw, both takes damages.
Precision & Power
Starting at level 6, you have learned how to sneak powerful blows through an opponent's guard. When making an unarmed attack, you can spend 1 Ki point to add twice your Ability modifier to the attack roll. This can be used before or after the roll, but before the attack is declared a hit or a miss.
Cleanest Punch
Starting at 17th level, your touch can channel all the fury of the sweet science into a creature. As an action, you may strike out at a creature within 5ft of you, dealing unarmed damage as normal, you may spend 1 to 10 ki points when you do so. The target must make a Constitution saving throw against your save DC, or take 2d10 psychic damage and be forced 5ft away from the monk for each ki point spent on a failed save or half as much damage and is unmoved on a successful one.
Specialty
Starting at 17th level, you can specialise your boxing and add one of the following features to your character:
- Philly shell: You can add one of your physical modifiers (Strength, Dexterity,Constitution) to your AC.
- Peekaboo style: Whenever a creature that you can see misses a melee attack against you, you can make an unarmed strike freely, this unarmed strike doesn't have any damage modifier.
- Boxing surgeon: Whenever a creature makes a saving throw against one of your strikes, it must make it with disadvantage.
- Smash: Whenever you make an unarmed strike you can add your Wisdom modifier to your damage.
Clinch
Starting at 17th level, when you grapple an opponent you can take your action to regain 1d4 ki points.
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