Way of the Black Leg (5e Subclass)
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Way of the Black Leg[edit]
Monk Subclass
"Black Leg" Sanji
by Wisnu Tan |
The Black Leg Style was created by a famous chef who became a fearsome pirate using a unique fighting style with a complete emphasis on kicks, repurposing the use of hands into acrobatics such as handstands to augment the force and range of kicks and to prevent the hands from being damaged during a battle, something that is disastrous to a chef. Thus, it boasts a wide and impressive array of kicking techniques coupled with superior acrobatic skills, making it an extremely versatile martial art, able to effectively weave continuous and powerful attacks upon adversaries and overpowered numerous enemies at once with incredible efficiency.
- Acrobatic Chef
Being able to weave and flex your body into various positions at a rapid pace is essential for a user of the black leg style. When you choose this subclass at 3rd level, you gain proficiency in Acrobatics and with the Cook's utensils. If you already have this tool proficiency, you gain proficiency with one other type of artisan's tools of your choice.
- Black Leg Techniques
At 3rd level, you are able to utilize a variety of leg-based attack techniques. Choose two techniques from the Black Leg Techniques List at the end of this subclass description. You gain additional techniques at 6th, 11th, 17th and 20th levels.
You can't use more than one technique per turn, unless the description of the technique says otherwise.
- Sky walk
At 6th level, your legs are strong enough for you to run in the air. When you use your Step of the Wind or take the Dash action starting from the ground, you gain a flying speed equal to your movement speed. If you end your turn in the air you fall. You can spend 1 ki point to slow your falling rate of descent to 60 feet per round.
- Diable Jambe
At 11th level, your passion is like flames. When you hit a creature with an unarmed strike made as part of your Flurry of Blows, you cause additional fire damage equal to your martial arts die.
- Flames of True Passion
At 17th level, your heart burns more than the hottest flames. You can spend 5 ki points as a bonus action to surround yourself with an aura of flames. For the next 10 minutes, you cause additional 2d8 fire damage with unarmed strikes.
Using a bonus action on your turn while this feature is active, you can choose to end it earlier, unleashing a devastating flame strike. All creatures in a 30-foot radius must succeed on a Dexterity saving throw, taking 4d8 fire damage on a failed save, or half as much on a success. You can move up to 20 feet to any direction, without provoking opportunity attacks and not counting against your movement speed on your turn, as part of this bonus action.
While this feature is active, the fire damage caused by your Way of the Black Leg features ignore resistance to fire, and treat immunity as resistance.
Once you use this ability, you can't use it again until you finish a long rest.
Black Leg Techniques List[edit]
- Collier Shot
The user swings a leg up while on the ground and slams it into an opponent, knocking them into the ground as they pull themselves up with the following momentum. When you take the Attack action while prone, you can spend 1 ki point to cause one unarmed strike to ignore the Disadvantages on attack rolls due to being prone. If this attack hits, the target must succeed on a Dexterity saving throw. On a failed save, the target is knocked prone, and you can get up from the prone position without spending any movement.
- Épaule
A downward kick targeting the opponent's shoulder, meant to knock them off balance or drive them into the ground. When you hit a creature with an unarmed strike, you can spend 1 ki point to knock an object that creature is holding from its hand. The object fall in an unoccupied space of your choice within 5 feet of the creature.
- Côtelette
Dropping down into a one-handed handstand position, the user kicks the opponent hard in the ribs, this attack is usually followed by Selle. Once per turn, when you take the Attack action, you can spend 1 ki point to make one additional attack as part of that action. If this additional attack hits, you can use the Selle technique (if you know it), without using extra ki.
- Selle
Commonly used as a combo attack with Côtelette, using the momentum from the Côtelette attack the user (still in a handstand) spins around in the opposite direction to deliver a fast kick to the opponent's lower back or lumbar region. Once per turn, when you hit a creature with an unarmed strike, you can force that creature to make a Constitution saving throw. On a failed save, the target is injured, and have disadvantage on all attack rolls and ability checks it makes until the end of your next turn.
- Poitrine
The user makes a series stabbing kick straight into the opponent's chest. Once per turn when you take the Attack action, you can spend 1 ki point to forgo one of your attacks, to instead make four attacks against the same opponent. On a hit, each attack causes damage equal to your martial arts die, without adding your ability modifier.
- Gigot
Running at the opponent, the user delivers a sweeping kick to the knee caps, the opponent is either send flying or slammed to the ground as a result. When hit a creature with an unarmed strike, you can spend 1 ki point as a reaction to cause additional 2d6 damage and force the target to make a Strength saving throw. On a failed save, the target is pushed 10 feet back and knocked prone.
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