Way of the Crash (5e Subclass)
Monk Monastic Tradition: Way of The Crash[edit]
A lone human, wielding a mace, whirling through a horde of orcs with inexplicable grace. An elf opens her eyes and picks up her sword, fighting the lich who destroyed her home. A half-orc standing on the tip of his hammer, 5,000 feet in the air, on the peak of the tallest mountain in the Forgotten Realms.
The monks who follow The Way of The Crash are steadfast defenders of truth and freedom, learning the arts of combat with more weapons than other monks, sharing a bond with these weapons that is so strong that they can only be considered part of their identity, their very being.
- Crashing Smite
At 3rd level when you choose this tradition, when you hit a creature with a melee weapon attack, you can expend 1 ki to deal bludgeoning damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1 ki, plus 1d8 for each additional ki, to a maximum of 5d8.
- Crashing Arts
Also at 3rd level when you choose this tradition, when you use the Attack action with a monk weapon on your turn, you can make one weapon attack with a monk weapon as a bonus action. You may use your monk weapon in place of an unarmed strike or class features that mention unarmed strikes, such as Flurry of Blows.
Additionally, your weapon attacks score a critical on a 19 or 20.
- Crashing Weapon
Starting at 6th level, you can perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. Once you have bonded a weapon to yourself, you gain the following benefits:
- You cannot be disarmed of the bonded weapon, unless you are incapacitated. If your weapon is away from you for one minute, it disappears into a pocket space in your soul.
- As a bonus action, you can spend 1 ki to summon the bonded weapon to your hand, as long as it is on the same plane of existence. The bonded weapon instantly teleports into your hand. You can then make one weapon attack with the bonded weapon as a part of the same bonus action. Additionally, you may shunt the weapon away into a pocket space in your soul as a bonus action.
- The bonded weapon counts as magical weapon for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
- As a reaction when you are attacked with an attack that uses the creatures Strength Modifier you can reduce the damage by your martial arts die (minimum 1).
You can have only one bonded weapon. If you attempt to bond with another weapon, you must first break the bond with the weapon that is currently bonded to you.
- Crashing Soul
Starting at 11th level, your spirit flares with the lust of battle and your spirit starts to become a weapon bound to you, empowering your body and soul. You gain the following benefits as a result of your spiritual commitment to battle:
- You may spend 1 ki point to gain advantage on attack rolls for the rest of the turn.
- When you gain a critical hit with your monk weapon, you gain ki points equal to your Wisdom modifier.
- Once per turn when you hit a creature, you may spend up to 3 ki points and the target must make a Wisdom saving throw against your save DC if the creature fails the target creature becomes Stunned for one minute.
- Crashing Aura
At 17th level, you and your bound weapon truly become one and the same. This causes your spirit and, by extension, your weapon to ingrain itself within your own body. Whenever you take the Attack action on your turn with the weapon you made a bond with, you may make another attack as part of that same action. In addition, you can spend up to 3 ki points and gain a bonus to your AC equal to the amount of ki points spent for one minute. You cannot use this feature while this feature is currently active.
Back to Main Page → 5e Homebrew → Character Options → Subclasses