Inaba Style (5e Subclass)

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Inaba Style[edit]

Monk Subclass

As a group of armed guards with crossbows, longswords and spears roam a castle, one of the bored Guards feels a thin coil of smooth, black... rope? before trying to yell out a quickly gurgled shout and getting dragged straight up. a nearby guard hears the sound and explores around when suddenly he gets wrapped all over by strands of- HAIR, this is hair! he screams before being dragged away, no other guards around to help him.

The Inaba family of assassins are a family known for using their hair as unique and deadly weapons, capable of using it as a ranged attack, and to grapple and restrain foes, even the strongest opponents can struggle to break free of these dangerous locks, they maintain their hair in many varying ways, from potions they bathe their hair in, to magical enchantments they put on themselves, but it lends to having super-human hair growth abilities as well as a magically enhanced hair with a durability that even a sword cant cut through easily.

Assassin Training

When you choose this tradition at 3rd level, you adopt the secretive techniques of assassination created by the Inaba family. You gain proficiency in Stealth, if you don't have it already. If you are already proficiency in this skill, you can choose any other skill from the monk's list.

In addition, you gain the ability to use your ki to conceal your presence. You can spend 1 ki point to take the Hide action as a bonus action.

Spider's Hair

Starting at 3rd level, your hair is long and incredibly well maintained, years of practice, training, and maintenance as well as dedicated to a way of fighting that utilizes this hair has made you never be without a weapon. You hair can be used as extended limbs, allowing you to make unarmed strikes, manipulate objects, climb onto surfaces or even grapple or shove creatures up to a range of 15 feet.

Whenever you make a Strength check using your hair, you can use your Constitution modifier, rather than your Strength. Also, your hair is considered to have a Strength score equal to your Constitution score.

When making unarmed strikes using your hair, you can choose to change the damage type to either slashing or piercing damage, rather than bludgeoning. When you use it to deal slashing damage, you roll a d6, rather than a d4, for the damage roll with it. This increases to d8 at 5th level, d10 at 11th level and d12 at 17th level.

You treat your extended hair as a single limb at 3rd level, two limbs at 6th, three limbs at 11th level and fourth limbs at 17th level. This doesn't increase the amount of attacks or actions you are able to perform in a turn, but represents if your limb is free or not to perform a specific action.

Edging

At 6th level, you can move in a erratic and unpredictable manner, shuffling trough the ground, preventing your attacks from being anticipated. As a bonus action, you can start edging. For the next minute, until you lose concentration (as if you were concentrating on a spell), or until you have your movement speed reduced by any means, all attacks made against you are made at Disadvantage. An attacker is immune to this effect if it doesn’t rely on sight.

In addition, while Edging, the first attack you make in each of your turns is made at advantage.

You can use this feature an number of times equal to your proficiency bonus, and regain your uses after finishing a long rest.

Ensnaring Hair

At 11th level, once per turn when you hit a creature with your hair, you can force the target to make a Strength saving throw against your ki save DC. A Large or larger creature has advantage on this saving throw. If the target fails, it is restrained by your hair until you decide to release him.

While restrained by your hair, the target takes 1d6 bludgeoning damage at the start of each of its turns. A creature restrained by your hair can use its action to make a Strength check against your ki save DC. On a success, the target is freed.

If you grapple a creature that is ensnared by your hair, you can choose to, instead, either wrap its neck, strangling it, or its eyes, blinding it. Wrapping the neck causes the target to start suffocating and be unable to speak; wrapping the eyes rend the target blinded.

You can't have more than a single creature ensnared by this ability at the same time.

Somersault Kick

When you reach the 17th, you can leap forward,ending your movement in a powerful downward kick. When you jump at least 10 feet and land within 5 feet of a hostile creature, before hitting the creature with an unarmed strike, you can force the target to make a Strength saving throw against your ki save DC. On a failed save, the target the target is knocked prone.

In addition, you can spend ki points to increase the power of that kick, increasing the damage in 1d10 per point spent. If you have used Step of the Wind on this turn, you cause additional 1d10 damage on a failed save.

You can't use your hair for this feature.

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