Way of the Crescent Moon (5e Subclass)

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Way of the Crescent Moon[edit]

monk tradition, based on the "Ninja of the Crescent Moon" class from the 3.5 edition.

Also called ninja of the crescent moon, these monks serve to a mercenary clan, and are hired to perform assassinations, sabotage and other types of secret missions. Once hired, they must complete the mission on the next crescent moon, hence the name.

Assassin Training

When you choose this tradition at 3rd level, you learn how to use the Poisoner's Kit. You can coat a weapon in poison using your bonus action.

In addition, whenever you roll a 9 or lower on a Dexterity (Stealth) check, you can choose a 10 instead.

Silencing Attack

Starting at 3rd level, whenever you hit a creature with a melee attack made at advantage or with an unarmed strike made as part of a flurry of blows, the target is unable to speak until the end of your next turn.

In addition, if you have advantage on the attack, you can spend 1 ki point to deal additional 2d6 damage on a hit.

Kuji-Kiri

Starting at 6th level, you perform magical hand gestures using your action, rendering your opponents helpless. Any creature within 30 feet that is able to see your hand gestures must succeed on a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed, the creature is incapacitated and has a speed of 0. If the creature takes damage, is no longer charmed.

Crescent Moon Magic

Also at 6th level, you learn how to use your ki to cast spells. You learn the spells invisibility at a cost of 2 ki points and gaseous form, at a cost of 3 ki points. Wisdom is your spellcasting ability for these spells.

Opportunist

Starting at 11th level, whenever a creature you can see within range is hit by an attack, you can use your reaction to make an attack against that creature.

In addition, if you have advantage on this attack, you impose the effects of silencing strike and the additional damage without spending additional ki.

Ethereal Jaunt

At 17th level, you learn to step through the Ethereal Plane. As a bonus action on your turn, you can cast the Etherealness spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn.

Once you use this feature, you can’t use it again until you finish a short or long rest, unless you spend 1 ki point to do so again.

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