Way of Ghostly Blades (5e Subclass)
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Way of ghostly Blades[edit]
Monk Subclass
The way of ghostly blades was created due to the lack of ranged options during fights. It took great inspiration from the spell “mages hands” and took some aspects into it. These aspects are reflected in the way the blades can move, they move as if a ghost is grabbing them and is hunting you down. This technique is used to increase the range of close quarter fighting and gaining advantage over the enemy.
- Ghost Blades
Starting at 3rd Level, you gain the ability to summon ghostly blades on your hands through the use of your ki. Summoning or dismissing the ghost blades require an Use an Object action during your turn, and when you do you summon a ghost blade in each of your empty hands.
Your Ghost Blades are simple monk weapons, that cause 1d4 force damage on a hit, and have the finesse and thrown (30/60) properties. When you make an attack with a Ghost Blade, you can make another with another ghost blade you wield on another hand as a Bonus Action.
In addition, you gain the following ways of using them:
- You can spend 1 ki point when you take the Attack action to give your blades the reach property and double the thrown distance.
- When a friendly creature is target of a melee attack while within the short range of your blade, you can spend 1 ki point as a reaction to throw the blade, pushing your ally 10 feet, potentially moving it away from the attack's reach, potentially turning that attack into a miss.
- When you hit a creature with a ghost blade, you can spend up to 3 ki points to push the target 10 feet per ki point spent towards any non-obstructed direction.
- When you hit a flying creature with the same or a lower size than you using the ghostly blade, you can spend 1 ki point to force the creature to make a Dexterity saving throw against your ki save DC. On a failure, the target's flying speed is reduced to 0 until the end of their next turn.
- Traditional Movement
Starting at 6th level, you learn how to use your blades outside of combat, to aid you in your movement. Whenever you make an Dexterity (Acrobatics) or Strength (Athletics) check related to movement, you can give yourself a bonus equal to your martial arts die.
In addition, when you are wielding your Ghost Blades, you gain a climbing speed equal to half your movement speed.
- Guided Blades
Starting at 11th level, you learn how to control the trajectory of your ghost blades. Whenever you miss an attack with your Ghost Blades, you can use a reaction to cause you to succeed instead.
- Storm of Ghosts
Starting at 17th level, you can spend 4 ki points as an action to conjure a swarm of ghostly blades. The blades surround you, floating around you for 1 minute or until you lose concentration (as if concentrating on a spell).
For the duration, whenever a creature of your choice move inside the area for the first time or start its turn there, that creature must succeed on a Dexterity saving throw against your ki save DC or take force damage equal to your Martial Arts Die + your Wisdom modifier.
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