Way of Chaotic Fists (5e Subclass)

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Way of Chaotic Fists[edit]

Monk Subclass

What if your fists were infused with the chaos of the arcane? Your hands become focuses of the wild magically energy, which you learn to harness and unleash around you.

Knowledge of Arcane Chaos[edit]

When you choose this tradition at 3rd level, you learn one cantrip of your choice between either prestidigitation, thaumaturgy, or minor illusion.

Additionally, you gain proficiency in the Arcana skill. If you are already proficient, you instead add twice your proficiency bonus to ability checks you make using the Arcana skill.

Chaotic Strike[edit]

Beginning at 3rd level, you learn to infuse your unarmed strikes with Arcane Chaos. Each time you finish a long rest, roll a Martial Arts die and consult the table below to determine which type of damage your unarmed strikes will deal.

Chaotic Strikes
Roll Damage type Unlocked at level:
1 Acid 3rd
2 Cold 3rd
3 Fire 3rd
4 Poison 3rd
5 Lightning 5th
6 Thunder 5th
7 Necrotic 11th
8 Radiant 11th
9 Force 17th
10 Psychic 17th

Additionally, when you roll damage for an unarmed strike and your Martial Arts die matches this number, it is a Chaotic Strike. Arcane energy leaps from the target to a different target of your choice within 30ft of it as part of the same Attack. Make a new attack roll against the additional target, and make a new damage roll, potentially triggering another Chaotic Strike. A creature can only be targeted with Chaotic Strike once per turn.

Chaotic Strike can be triggered a number of times equal to your proficiency bonus. You regain all uses when you finish a long rest. Alternatively, when you would trigger Chaotic Strike but have no more uses remaining, you can spend 1 ki point and cause the energy to leap anyway.

Chaos Casting[edit]

Beginning at 6th level, you can use your action to spend 2 ki points and cast alter self, mirror image, Nathair’s mischief, or vortex warp without providing material components.

Arcane Deflection[edit]

When you reach 11th level in this class, your Deflect Missiles feature is improved and allows you to potentially deflect and redirect magical energy. When you are hit by a ranged spell attack, you can use your reaction to reduce the damage you take from the attack by 1d10 + your Wisdom modifier + your monk level.

If you reduce the damage to 0, you can catch the magical energy, as long as you have at least one hand free to do so. If you catch the missile in this way, you can do one of two things:

  • Spend 1 ki point to make a ranged attack with a range of 20/60 using the magical energy you just caught, as part of the same reaction. You make this attack with a bonus equal to your proficiency bonus + your Wisdom modifier. On a hit, the target takes damage equal to what the magical energy would have dealt had you not caught it in the first place.
  • Hold onto the energy and unleash it when you hit with an unarmed strike on your next turn. When you do so, you add the damage you would have taken from the magical energy to the damage you deal with your unarmed strike.

Wild Magic Surge[edit]

When you reach 17th level in this class, you learn to tap into Wild Magic, unleashing chaos in a surge around you. As an action, you may choose to spend a number of ki points up to your proficiency bonus to activate a Wild Magic Surge. You immediately roll on the Wild Magic table, and again at the start of your turn for a number of rounds equal to the number of ki points spent. The current turn counts as the first round. For example, 1 ki point activates Wild Magic only on the current turn, while 2 ki points activates Wild Magic on the current turn and again at the start of your next turn.

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