Way of Chan Kong-Sang (5e Subclass)
Way of Chan Kong-Sang[edit]
monk subclass
Monks who choose the way of Chan Kong-Sang follow in the footsteps of the great actor, martial artist and stunt coordinator Chan Kong Sang - also known as Jackie Chan. This style of fighting uses of great acrobatic prowess to perform marvelous stunts that would break bones or kill most regular people, a versatile style of combat that revolves around using regular objects, and even the environment, as a weapon.
Chang Kong-San monks are not only warriors, but also performers, with great knack for comedic timing, specially physical comedy, and due to the requirements for such a physically demanding art, they have huge doses of pain tolerance and endurance.
- Adaptable Fighting
The Chan Kong-Sang tradition relies primarily in using the environment to your advantage, turning everything you can get your hands on into a weapon. Starting at 3rd level, improvised weapons are considered monk weapons for you. In addition, you can use improvised weapons in tactical ways. Defensively, you can hold an object with a broad or flat surface, such as a table, with two hands. Doing so give you a bonus of +2 to your AC.
Offensively, when you hit a creature with an object that has protrusions (such as a chair), or is flexible (such as a chain or rope) you can use your bonus action to make a contested Strength (Athletics) against your Dexterity (Acrobatics), disarming the opponent on a win. When you use flurry of blows, you can replace one of the unarmed strikes by this bonus action.
- Stuntman Training
Also at 3rd level, you have been trained in the art of performing your own stunts. You have proficiency in Acrobatics and Athletics. In addition, you add your Dexterity modifier on Charisma (Performance) checks that involve physical action, such as stage-fighting and stage acrobatics.
- Pain Endurance
At 6th level, you learn how to endure pain and injury, since a great level of resistance is required to perform the deadly stunts that are part of your style. When you take bludgeoning, piercing or slashing damage, you can use a reaction to reduce the damage taken by half. You can use this feature a number of times equal to your proficiency bonus, and regain your uses after finishing a long rest, unless you spend 2 ki points to use it again.
- Environmental Master
When you reach the 11th level, you become unmatched in the art of using things on your environment to give you an edge in fighting. When you the the Attack action, you can take the Use an Object action without taking an action.
In addition, when you use Flurry of Blows, you can forgo one attack to cause a creature within 5 feet to interact with the environment within 10 feet in some way. You can either pull him over a object or surface smaller than him (knocking him prone), or against a dangerous surface, such as broken glass, an open flame or something similar (causing damage equal to three rolls of your martial arts die form the chosen type, unless the danger causes more damage). The target can make a Dexterity saving throw against your ki save DC to avoid this effect.
- Lucky Daredevil
When you reach the 17th level, you can perform dangerous tricks that would result in the death of most individuals. Whenever you make a Constitution or Dexterity saving throw and fail, you can spend 1 ki point to reroll the save, choosing the new result. Alternatively, you can spend 1 ki point to give yourself advantage on a Constitution or Dexterity saving throw.
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