Way of Invulnerability (5e Subclass)

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Scales.png This page is of questionable balance. Reason: flat AC gains / modifiers, numerous damage resistances, grants bonus saving throw proficiency. Please read the 5e Class Design Guide and/or the UA subcclass guide


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Broom Icon.svg.png This page needs grammatical help. Reason: The note at the beginning should belong in a Design Note or on the talk page. Some typos such as "strenght" and "additionnal". The wording for many features could use a lot of work; for example, instead of saying "you may sacrifice 5 AC (-5 to your AC) until the start of your next turn" it would be much simpler to say "you may reduce your AC by 5 until the start of your next turn". What is a "missile" ranged attack? If you are referring to physical projectiles and not magical projectiles, you'd say a "ranged weapon attack", not a "missile" or a "missile ranged attack". "Once per short or long rest" - this is incorrect, please read the Class Design Guide for an explanation of why.


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Note : this is experimental and might be unbalanced. The flat AC, the resistances and early saving throw are all on purpose.

Way of Invulnerability[edit]

The Way of Invulnerability focuses on making your body resistant to damage in one way or another, it also focuses on turning this strong defense into opportunities for extra damage.


Training of the Breath

Starting at 3rd level, your training focuses on your breathing and attuning to inner strenght to resist various forms of damage.


Choose one :

  • Gain +1 to your AC.
  • Gain proficiency in a saving throw of your choice.
  • Gain resistance to a single damage type of your choice.


Also :

  • If a melee attack misses your AC by 10 or more (example : your AC is 16, the incoming attack is a 6), you can take a reaction to make an unarmed strike against the attacker.
  • When you succeed a saving throw, gain a 1d4 inspiration dice.
  • When you take damage of a type you are resistant to, your next successful attack deals an additional 1d4 damage of that type. This can accumulate several damage types.


In addition :

Wildcard of Recklessness
  • As a Bonus Action, you may sacrifice 5 AC (-5 to your AC) until the start of your next turn to gain +5 to attack and damage until the end of your turn.


Training of the Blood

Starting at 6th level, your training has reinforced your blood, increasing your resistance to some forms of damage.


Choose one :

  • Gain +1 to your AC.
  • Gain proficiency in a saving throw of your choice.
  • Gain resistance to a single damage type of your choice.


Also :

  • If a missile ranged attack misses your AC by more than 10, you automatically hit the attacker for the missile damage.
  • When you succeed a saving throw, you now gain a 1d6 inspiration dice.
  • When you take damage of a type you are resistant to, your next successful attack now deals an additionnal 1d6 damage of that type.


In addition :

Wildcard of Fortitude
  • As a Reaction, you may choose to automatically succeed a saving throw. When you do this, you have disadvantage on all other saving throws for 1 minute. You may use this ability once per short or long rest.


Training of the Nerve

Starting at 11th level, your training has reinforced your every nerve and fiber.


Choose one :

  • Gain +1 to your AC.
  • Gain proficiency in a saving throw of your choice.
  • Gain resistance to a single damage type of your choice.


Also :

  • If a melee attack misses your AC by more than 10, you automatically hit the attacker for your unarmed strike damage.
  • When you succeed a saving throw, you now gain a 1d8 inspiration dice.
  • When you take damage of a type you are resistant to, your next successful attack now deals an additionnal 1d8 damage of that type.


In addition :

Wildcard of Invulnerability
  • As a Reaction, you may sacrifice 1d8 hit points to become invulnerable to all damage until the start of your next turn. You may use this ability once per short or long rest.


Training of the Bone

Starting at 17th level, your training has reinforced your body all the way down to the very marrow of your bones.


Choose one :

  • Gain +1 to your AC.
  • Gain proficiency in a saving throw of your choice.
  • Gain resistance to a single damage type of your choice.


Also :

  • If a melee attack misses your AC by more than 8, you automatically hit the attacker for your unarmed strike damage. If a ranged attack misses your AC by more than 8, you automatically hit the attacker for the missile damage.
  • When you succeed a saving throw, you now gain a 1d10 inspiration dice.
  • When you take damage of a type you are resistant to, your next successful attack now deals an additional 1d10 damage of that type.


In addition, choose one :

Wildcard of Mastery
  • Gain AC-(10+dex+wis) as a permanent bonus to your attack and damage.
  • Gain a bonus to your AC equal to the number of saving throws your are proficient in (min +2, max +6).
  • Gain immunity to all damage types you were previously resistant to due to race or Monk class skills.



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