Way of the Aldur (5e Subclass)
Way of the Aldur[edit]
Monks who follow the Way of Aldur tradition are warrior trained in the depths of the glorious dwarven city of Eth Aldur, a city of iron and magma. They learned how to use their ki to channel the power from the heat and minerals on the earth, releasing them into powerful strikes. Members of these clans sometimes act as guardians of the City of Magma, or as contemplatives, that respect the might of the natural cauldron underneath.
Based on the Eth Aldur: The First Flame setting from Torchlight Press.
- Restriction. Dwarves Only
Only dwarves can follow the Way of the Aldur. The Way of the Aldur fills a particular niche in dwarven society and culture.
Your DM can lift this restriction to better suit the campaign. The restriction exists for the Eth Aldur setting. It might not apply to your DM's setting or your DM's version of the setting.
- Armored Monk
Starting at 3rd level, you have been trained in using your martial arts techniques under the weight and protection of armor. You gain proficiency in light and medium armor.
In addition, while wearing light or medium armor, you can benefit from any of your monk features, except for Unarmored Defense, as if you were unarmored.
- Molten Fist
Starting at 3rd level, you gain the ability to generate heat with your ki. Once per turn when you hit a creature with one of your additional attacks granted by your flurry of blows, you cause additional fire damage equal to two rolls of your martial arts die.
In addition, when you use the Attack action to grapple a creature on a turn you have spent ki points, the creature take fire damage equal to your martial arts die if the grapple succeed. You can spend 1 ki point in each turn you have a creature grappled to cause the same damage again.
- Explosive Strikes
At 6th level, whenever you hit a creature with an unarmed strike, you can use your bonus action to cause additional damage equal to a roll of your martial arts die.
When you do so, all creatures within 5 feet of your target, except you, must succeed on a Dexterity saving throw, or take the same damage.
In addition, your fire damage ignore resistance to fire.
- Heated Body
Starting at 11th level, when a creature within 5 feet of you hits you with a melee attack, the attacker takes fire damage equal to a roll of your martial arts die if you have spent at least 1 ki point since your previous turn.
In addition, you gain resistance to fire damage and your fire damage treat resistances as immunities.
- Fiery Rebuke
Beginning at 17th level, when you take damage from a melee weapon attack from a creature within 5 feet, you can use your reaction to cause fire damage to that creature equal to your martial arts die + Wisdom modifier.
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