Way Beyond Mortal Limits (5e Subclass)

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Way Beyond Mortal Limits[edit]

Monk Subclass

Alas your mortality has introduced you to physical and mental pain, you have tasted despair and you have looked into the abyss, and it has peered into you. Madness by now even if imperceptibly is inside you. Did you make a deal with an Archdemon or higher? Have you ever aimed for real power? Have you ever tasted true despair? Have you ever felt inferior? Isn't that unfair? You have what it takes to aim for the top and impose your will from there. This monastic way is nothing but revenge on the world. Your meditation is now a constant talk with yourself or with your familiar or demon. Let the unworthy taste despair and madness.


Madness Among Expectations

At 3rd level, you gain the ability to distort the minds of your enemies, filling them with madness, additionally you gain the ability to better mediate Ki, add Ki equal to your proficiency +2. You gain the following abilities:


Mark of Madness. As a bonus action, immediately after a hit with an unarmed strike, you can spend 1 ki to imbue the hit creature with a Mark of Madness for 1 minute. Each time you grant a creature a Mark of Madness after their first, they gain 1 short-term madness. If they are already suffering short-term madness in this way, they gain 1 long-term madness. If they are already suffering long-term madness in this way, they gain 1 indefinite madness.


Path of Madness. When you hit another creature with a ki-infused melee weapon or attack, you can spend 1 ki point to imbue it with madness, dealing additional psychic damage equal to your unarmed strike damage die.


Mad Minds are Also Powerful

At 3rd level, you are able to go manipulate your mind's electromagnetic field, taking you beyond normal limits and making the most of your body, but this could cause deleterious effects if you dare too much. As a bonus action, you gain 1 point of "out of bounds" to a maximum equal to your proficiency bonus, and you must attempt a DC 15 Constitution saving throw. On a failure, you gain 1 level of exhaustion. With "out of bounds" points, you can now use the following features:

Electrostimulation. As a bonus action, you may spend 1 point of "out of bounds" to double your movement speed until the end of your turn, and for 1 minute, when a creature hits you with a melee attack, they take 1d4 + your :Constitution modifier lightning damage.
Emanation of Despair. As a reaction when you are targeted by an attack, you may spend 1 point of "out of bounds" grant your muscles extraordinary responsiveness. You may add your Constitution modifier to your Armor Class until :the end of your next turn. When you are hit by an attack, both you and the attacker take 1d4 psychic damage, and the attacker falls prone.


Manipulation

When you reach 6th level, you gain the ability to manipulate 1 object or 1 entity with invisible threads of ki.

You can throw the object within 60 feet on sight and return it to your hand or throw it again.

To Impose your threads onto an object you can spend 1 action or may have done so previously, the threads only snap when you are knocked unconscious or incapacitated.

Throwing the object requires 1 action, but, moving it once thrown costs 1 bonus action and you can move it 9 meters, you can infuse the object with further Ki whenever you want, but, it will not be able to perform the flurry of blows.

Items infused with this art can levitate inches above the ground.

If you want to place your threads on an entity, you must touch it and it must make a Strength saving throw.

[The DC is calculated from 8 + proficiency + wisdom]

You can control either 1 normal or heavy property object, or 2 light property objects, if you already control 1 object you can control maximum 1 entity, but if you control 2 objects you cannot control 1 entity.

To free itself, the entity must make another saving throw at the end of its turn.

While affected by the threads, you have 0 movement and cannot use reactions.

If you want to impose 1 action such as: make him attack an ally, plug his ears, mouth or nose, you will have to spend 1 full action.


The Desperate Folly

At 11th level, you gain the form of madness as an action for 5 ki points. For 1 minute, your size category increases by 1 to a minimum of Large, you deal an additional 1d4 necrotic damage and 1d4 psychic damage any time you deal damage, you become immune to the prone condition, and you become resistant to necrotic and psychic damage.

When this feature ends, you become paralyzed by visions of despair, brought by madness, for 1 minute.


Who Wants to Dominate

Starting at 17th level, your connection to madness and despair is exceptional. You no longer become paralyzed by The Desperate Folly, Emanation of Despair no longer deals damage to you, and you gain advantage on all saving throws against the effects of madness.

As an action for 6 ki points, you and up to 3 creatures within 15 feet of you are brought into a demi-plane of madness created by your mind, and any creatures of your choice targeted by this feature must attempt a Wisdom saving throw. On a failure, they are afflicted with Mark of Madness, any creatures other than you within the demi-plane are invisible to them, and they take 2d6 + your Wisdom modifier psychic damage at the end of each of your turns and any time they take damage.


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