Moonspeaker (5e Subclass)

From D&D Wiki
Jump to navigation Jump to search

Moonspeaker[edit]

Monk Subclass

Monks who adhere to the Moonspeaker tradition are enigmatic wanderers of the Underdark, bearing the radiant grace of their Silverhair Lady, even in the shadowy realm where the Spider Queen weaves her treacherous webs. While they are not averse to combat, they often seek avenues of persuasion and diplomacy when circumstances permit. In lieu of conventional weaponry, they sculpt their very bodies into instruments of their goddess's will. Moon Speakers hold fast to a straightforward moral code that proclaims "everyone deserves a second chance." Yet, should a being spurn this opportunity, they stand ready to expunge its presence with their formidable fists.

Voice in the dark[edit]

When you choose this tradition at 3rd level, you gain proficiency in one Charisma-based skill of your choice (Persuasion, Deception, Intimidation, Performing). You can also use your Wisdom modifier in place of your Charisma modifier when making Charisma based checks and Charisma saving throws.

Moonlit Gaze[edit]

Starting at 3rd level, as an action, you can imbue your gaze with the light of the moon. The whites of your eyes turn black, and your irises and pupils become a projection of a luminous moon disc. This effect lasts for 10 minutes or until you end it as an action (once ended, you cannot use it again until you finish a short rest). While in this state, as a bonus action you can spend 1 Ki point to target one creature with which you make eye contact (blind creatures are completely immune to this effect). The target must make a Wisdom saving throw (DC = 8 + your Wisdom modifier + your proficiency bonus). On a failed save, the creature becomes completely fixated on you, cannot avert its gaze from your eyes and cannot take actions directed at other creatures besides you. Additionally it suffers a penalty to all ability checks made against you and at the same time, you gain advantage on intimidation checks against the targeted creature. The creature can repeat the saving throw at the end of each of its turns, whenever it is attacked by a creature other than you, or when you take an action against another creature. On a successful save, the effect ends, and the creature gains advantage on saving throws against this ability for the next 24 hours.

Awakened senses[edit]

At 6th level you learn to perceive the world around you using your ki. This grants you blindsight with a range of up to 30 feet, allowing you to sense the presence of objects and creatures within that radius without relying on your regular senses. Additionally, by focusing for 1 minute, you can enhance this feature to mentally warn you when a creature enters its range. When focusing, you determine the type of creature you detect. You can change the type of creature by concentrating again for 1 minute. The effect lasts until the end of your next long rest, working even when you sleep.

Dark Side of the Moon[edit]

Starting at 11th level, as a bonus action, you can spend 2 Ki points to delve deeper into the mind of a creature under the effect of your Moonlit Gaze. In this state, the creature is unable to perceive the world outside of you – its mind enters a realm where everything is shrouded in darkness, and the only things it can see are you and a giant moon disc looming above you both. Under this effect the creature takes an additional 2d6 psychic damage from each of your attacks. It also has disadvantage on saving throws against your Moonlit Gaze. Addtionaly the creature cannot lie and at the same time, you gain advantage on all ability checks against the targeted creature. This effect ends when Moonlit Gaze ends.

Fist of clarity[edit]

At 17th level, you have achieved a profound mastery of your ki, enabling you to cleanse your opponent's mind of hatred and aggression. When you successfully strike a creature under the effect of Dark Side of the Moon with an unarmed melee attack, you can expend 3 ki points to perform this cleansing technique. The targeted creature must make a Charisma saving throw against a DC equal to 8 + your Wisdom modifier + your proficiency bonus. On a successful save, the creature takes 6d10 psychic damage and gains immunity to this effect for the next 24 hours. On a failed save, for the next hour, the affected creature loses its will to engage in combat and undergoes a temporary alignment change to align with yours. During this time, you gain advantage on any Charisma-based skill checks against the affected creature. The effect will end prematurely if the creature is attacked, or if you or one of your companions take actions that provoke hostility. After one hour, the creature will revert to its original alignment, unless you have successfully persuaded it to align with your principles by then.


5.00
(one vote)

Back to Main Page5e HomebrewCharacter OptionsSubclasses