Way of Dakhor (5e Subclass)

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Way of Dakhor[edit]

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Dakhor Monk by [1]

Monk Subclass

Monks of the way of Dakhor or, "the order of bone", are physically and magically altered by magic created by the sacrifice of humanoids. Their bones grow into twisting shapes across their bodies. Their bones are nearly indestructible and increase their physical abilities. When you choose this monastic tradition, think about how the character gained their powers. Did they forcibly sacrifice someone, or were they forced into the ritual against their will?

Bone Growths

At 3rd level, your bones grow across your body giving you supernatural strength and durability. Once per turn, you can forgo one of your attacks made as part of the Attack action and spend 1 ki point to gain a number of temporary hit points equal to 5 plus 5 for each ki point spent, up to a maximum of ki equal to your proficiency bonus. At 11th level, you subtract 1 from the total ki cost of this feature when you use it.

In addition, once per turn, when you have temporary hit points granted by this feature and hit a target with an unarmed strike, you can choose lose any amount of temporary hit points you currently has to cause additional damage equal to the amount lost. You lose these temporary hit points after completing a short rest.

Finally, you can add your Wisdom modifier as a bonus to your Strength checks and saving throws.

Unarmored Defense Improvement

Starting at 6th level, your bones have strengthened enough to give you the power to protect you from wounds that would kill any normal man. While you are wearing no armor and not wielding a shield, your AC equals 12 + your Dexterity modifier + your Wisdom modifier.

Dakhor Transportation

Starting at 11th level, you gain the ability to transport yourself and others across long distances at the cost of life. You may spend 6 ki points and 1 minute performing a special ritual. At the end of which, you cast teleport targeting a number of creatures equal to your Wisdom modifier + your monk level. During this ritual, the creatures you wish to target must stand in a circle around a humanoid. At the end of the ritual, the humanoid is killed. If the humanoid leaves the circle formed by the creatures to be teleported, the ritual fails.

Dor Resistance

Starting at 17th level, you gain the ability to resist magic and interfere with the flow of magic in other creatures. You gain resistance to all damage from spells and advantage on all saving throws against magic. Additionally, you can spend 3 ki points to cast counterspell. Wisdom is your spellcasting ability for this spell.

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