Way of the Blur (5e Subclass)
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Way of the Blur[edit]
Monk Subclass
The monks of the Blur are masters of dodging all attacks against, even breaking certain universal laws to overcome their limits and overwhelm their opponents. The name used by those monks actually comes from the moniker given to them by those who've witnessed these warriors fighting, were their image shifts position so fast, that sometimes the only visible thing about the monk is a indistinguishable blur, in a vague humanoid form, almost impossible to hit. Their technique mixes agile movement, combining with a special technique that allows them to use their ki to distort the air and light around them, creating this illusory protection. Some say that the first masters of this art have learned this technique by observing displacer panthers hunt in the wild, which is the reason that is not uncommon that these monks are sometimes called "Displacer Monks", or "Displacer Fists".
- Shifting Illusion
At 3rd level, you can use a bonus action to spend 2 Ki points to activate a furious vibration. While you do this, all attack rolls have disadvantage against you for 1 minute, or until you lose concentration (as if you were concentrating on a spell).
- Wavering Dodge
Starting at 6th level, when you take damage, you can use your reaction to halve the damage against you. You can use this feature a number of times equal to your Dexterity modifier (minimum of 1).
Once you spend all your uses, you can't do it again until you finish a long rest, unless you spend 1 ki point to do so again.
- Escape Through Space and Time
At 11th level, you can spend 4 Ki points to cast Dimension Door or Slow. When you cast Slow, you can take the Dodge action as a bonus action.
- True Blur
At 17th level, you can use a bonus action to activate a True Blur. While in your True Blur, you gain the following benefits for 1 minute:
- You are under the effects of your Shifting Illusion, and it doesn't require concentration.
- The effects of exhaustion are suppressed for the duration.
- You can move through other creatures and objects as if they were difficult terrain. You take 5 (1d10) force damage if you end your turn inside an object, and are expelled to the nearest unoccupied space within 5 feet of it.
Once you use this feature, you can't use it again until you finish a short or a long rest, unless you spend 4 points to do so again.
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