Way of the Emperor (5e Subclass)

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Way of the Emperor[edit]

Monk Subclass

Throughout your life, you have given your all to serve, protect, and provide for the people who lived under your rule. To do so, you believed mastery over martial arts was the best way to keep them safe. With this, you have created your own martial arts form that utilizes five different fighting styles. Utilizing your inner Ki is how you successfully use and combine these fighting styles. You are a true ruler and are able to charismatically manipulate or persuade others.

Emperors Will

Starting at 3rd Level, Your will and charisma makes it very hard for people to hurt you when you are calculating your Unarmored defense you may add your charisma modifier to the score

Daunting Presence

Starting at 3rd Level, you gain proficiency in Intimidation. If you already have proficiency, you gain advantage on Charisma (Intimidation) checks against humanoid creatures.

Chi Yu

Starting at 3rd level, you gain the ability to harness your martial prowess to utilize special fighting forms. When you spend a Ki point, you may change your current fighting form.

Fighting Forms
Form Ability
Armor Form You gain temporary hit points equal to 1d8 + monk level. This effect fades when you change your form. Increase the die to 1d10 at 6th level, 1d12 at 11th level, and 1d20 at 17th level.


As a reaction to being attacked, you gain 2 AC until the end of your next turn.

Spear Form Your unarmed attack range is increased by 5 feet while this form is active. At 6th level you gain 10 movement speed. At 11th level, you gain an additional 5 feet reach on Melee attacks. At 17th level, you gain advantage on all unarmed attacks outside of 5 feet.
Sword Form While armed with a monk weapon, you may use your action and bonus action to release all your strength into one attack, this attack is not an attack action. You gain advantage and if you hit deal add additional 2d12 piercing damage with the attack. At 6th, 11th, and 17th level, the additional damage is increased by an additional 1d12. Once you use this form, you automatically change for another form of your choice.
Halberd Form When you make an unarmed attack as a bonus action, you may utilize your legs. You may add 1d4 to the damage roll. At 6th level, increase the die to 1d6. At 11th, increase the die to 1d8. At 17th level, the additional damage is increased by an additional 1d10.
Nimbus Form As a bonus action, you create a Nimbus Cloud that can be used as a mount. This cloud has a flight speed equal to your normal ground speed. This cloud can carry the same amount of weight as a riding horse. If you change your form, this cloud disperses.


Martial Duality

Starting at 6th Level, when you use a Ki Point, you are able to choose a primary and secondary fighting style to have on at the same time. Your secondary fighting style only lasts until the end of your next turn.

Ki Siphon

At 11th level, you are able to see the Ki running through the bodies of your enemies. You can spend 1 Ki Point to enhance your next attack with the ability to siphon Ki from your target. If that attack hits you regain 2 ki points. Your Ki Points cannot exceed your maximum capacity. You can do this a number of times equal to your monk level + your proficiency bonus.

Specialized Combination

Starting at 17th level, chose two of your fighting forms to be mastered to their very peak. When these two are chosen as your primary and secondary fighting form you gain an additional ability. Also, your secondary fighting style lasts until it is changed as long as it is one of the two chosen types. These abilities are only able to be used when the selected forms are your Primary and Secondary forms.

Specialize Combinations
Form Combinations Abilities
Phalanx (Armor, Spear) You impose disadvantage against attack rolls made within your unarmed attack range.
Deflector (Armor, Nimbus) While you are mounted and get hit by an attack, as a reaction, you may roll 4d8 to reduce the damage taken by that number. The attacker makes a Constitution saving throw (DC 10 + Dexterity + Wisdom + your proficiency bonus), on a failed save they take the damage that was nullified
Penetrator (Armor, Halberd) When you make an unarmed attack, you deal bonus damage equal to the current amount of Temporary Hit Points you currently have.
Guard and Cut (Armor, Sword) Your Sword Form no longer changes when you use its ability. When you use your reaction for your Armor ability against a Melee Attack, you may spend any amount of Ki Point to make an attack roll with your monk weapon, if the attack hits, deal an additional 1d12 Piercing Damage for each Ki Point used to the attacking creature. If the Ki Points used are over 3 and you hit the target, you also take the additional piercing damage.
Forceful Thrust (Nimbus, Spear) As an action, you propel yourself forward 90 feet in a line. You may make an unarmed strike against anyone within that line. Any large, medium or small creature in this line is pushed outwards 5 feet from the line.
Driving Force (Halberd, Spear) When you hit with a Melee attack that is 10 feet away from you, you may spend 2 Ki Points to double all damage die of the attack.
Blade Flurry (Spear, Sword) When you hit an attack with your monk weapon, you may spend 2 Ki Points to make another attack. If you use this ability more than once in a turn, you gain disadvantage on your next attack.
Axe Squall (Halberd, Nimbus) When you make an unarmed strike, you coat your leg in condensed air. You release this air in a 30 foot cone from the original target. If you hit, deal an additional 2d8 force damage to the target. You make an intimidating check against all creatures in the cone, if they fail, they are frightened of you for 1d6 turns.
Baleful Torrent (Nimbus, Sword) As an action, coat your blade with condensed air and plunge it into the ground. All creatures within a 30 foot radius are pulled up to 10 Feet towards you. You may then spend any amount of Ki Points to make an attack against creatures within your Melee Range.
Heavy Swing (Halberd, Sword) Your sword form ability only uses an action. You score a critical hit with this attack on a roll of 18, 19, or 20.
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