Way of the Argonaut (5e Subclass)

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Way of the Argonaut[edit]

Monk Subclass

Monks who follow the Way of the Argonaut are guided by a burning desire to grow stronger and protect those they hold dear. Inspired by ancient heroes and legendary quests, these monks channel their courage into incredible feats of speed, precision, and power. By refining their focus and tapping into a wellspring of inner strength, Argonauts can overwhelm foes with rapid strikes and explosive, heroic displays of martial prowess. As they grow, Argonauts harness a mythic resilience, enabling them to stand against even the darkest forces with unyielding determination.

Argonaut's Determination

Starting at 3rd level when you make an attack roll, ability check, or saving throw, you can choose to add your wisdom to the roll. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Flame Burst

At 3rd level you learn the Fire Bolt cantrip. This counts as a monk weapon for you and uses your Wisdom modifier for attack and damage rolls.

Fast Learner

Starting at 6th level you gain proficiency in one skill or tool of your choice, representing your rapid growth and adaptation.

Explosive Fist

At 6th level when you hit a creature with an unarmed strike, you can choose to deal an additional 2d10 fire damage. This damage increase by 1d10 (3d10) at 11th level, and (4d10) at 17th level. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Argonaut's Dash

At 6th level you can take the Dash action as a bonus action, and when you do, your movement does not provoke opportunity attacks until the end of your turn.

Fighting Spirit

Starting at 11th level when you are reduced to half your hit points or lower, you gain temporary hit points equal to your monk level + your Wisdom modifier (minimum of 1). You can use this feature once, and you regain the ability to do so when you finish a short or long rest.

Firebolt Flurry

At 11th level when you use your Flurry of Blows, you can replace one of the unarmed strikes with a casting of the Fire Bolt cantrip.

Hero's Strike

Starting at 17th level when you hit a creature with an unarmed strike, you can spend 3 ki points to channel your inner hero. The target must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier). On a failed save, the target takes 6d10 fire damage and is knocked prone. On a successful save, the target takes half as much damage and isn’t knocked prone.

Flame Dance

At 17th level when you use your Step of the Wind, you can choose to leave a trail of flames in your wake. Creatures of your choice that you pass within 5 feet of during your movement must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier). On a failed save, a creature takes 3d10 fire damage, or half as much on a successful save.

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