Cloaked Fist (5e Subclass)
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|Few truly dark hiding places remain, even in the dead of night.|
Generated using AI at wombo.art
In the holy metropolis of Talo Cosa, the Blurred Fingers teach their martial art to anyone with discipline, patience, and gold. In a city where being caught with even a dagger is punishable by death, such skills can be invaluable even for those willing to defy the law. Despite your unsavory upbringing, you've managed the opportunity to study under some of the finest hand-to-hand fighters in the city, setting yourself apart from common street rats.
In your training with the local monks, you've picked up a few of their tricks.
Beginning at 3rd level, you gain the following benefits while you are unarmed or wielding only finesse weapons and you aren't wearing medium or heavy armor or wielding a shield:
- You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes, and you can roll a d4 in place of the normal damage for them.
- When you use the Attack action with an unarmed strike or a finesse weapon on your turn, you can make one unarmed strike as a bonus action. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative.
- Your unarmed strikes made using Dexterity are eligible for your Sneak Attack feature.
In addition, you may choose a simple melee weapon other than a dagger. You learn to use that weapon as your monk masters do, and can treat it as if it had the finesse property.
Stance of the Alleycat
In the depths of the cobblestone jungle, one must be decisive in choosing their fights.
Starting at 9th level, you can choose between the Fight or Flight stances whenever you roll initiative. You gain the listed benefits depending on your choice:
- You can roll a d6 in place of the normal damage of your unarmed strike.
- You can add your ability modifier to the damage of the bonus unarmed strike granted by your Martial Cunning feature.
- When you shove or grapple a creature, you can use Dexterity instead of Strength for the Athletics check.
- Your speed is increased by 10 feet.
- You have +2 AC if you aren't wearing medium or heavy armor or wielding a shield.
- You can use Dexterity instead of Strength to determine how far you can jump.
Your stance lasts for 1 minute. While it is active, you can switch to the other stance as an action.
By 13th level, your ability to avoid attacks is all but unparalleled. You can take the Dodge action as a bonus action on your turn. You can use this feature a number of times equal to your Dexterity modifier, and you regain expended uses when you finish a long rest.
Beginning at 17th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. You can use your second attack only to make an unarmed strike.
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