Way of the Enduring (5e Subclass)
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Way of the Enduring[edit]
Monk Subclass
Monks that dedicate themselves to the Way of the Enduring train their bodies to their physical peak. The journey each monk takes is particular to them, whether this is through any number of gruesome means, such as cutting the skin until it becomes calloused and scared or slowly poisoning themselves to become more resilient. These monks carry the scars from their training with pride, often ornating the scars with tattoos to accentuate their presence. These monks tend to be the most impressive in terms of physical feats out of any other tradition, but they often do not find the same spiritual fulfillment that the other monks achieve.
- Hardened Body
Starting at 3rd level, your intense training has led to the hardening of your flesh and bones, increasing your physical abilities, and giving you the following benefits:
- When you hit a creature with an unarmed or weapon attack during your turn, that creature cannot use their reaction to make an attack against you for the rest of the turn.
- Your “Unarmored Movement” feature grants you an additional 10 ft of movement when you are not wearing armor. Also, your speed increases by 10 ft instead of 5 ft when that feature would grant you extra speed at levels 6,10,14, and 18.
- When you strike a creature with an attack granted by “Flurry of Blows” as part of your bonus action, you can push that creature 10 ft away from you. This movement affects the creature(s) after you make all of your “Flurry of Blows” attacks.
- You may use your Wisdom modifier instead of your constitution modifier when calculating your HP when you gain a level in this class. Additionally, you may choose to retroactively change your max HP as if you had used your wisdom modifier in this manner for the first two levels of this class.
- Enduring Strikes
Starting at 6th level, you have become better at maintaining your stamina throughout a fight. You gain the following:
- When you use your “Stunning Strike” feature, you only need to spend a ki point if the creature fails their constitution saving throw. Additionally, you may choose to use your dexterity modifier instead of your wisdom modifier when calculating the DC for your “Stunning Strike”.
- When you use your “Flurry of Blows” feature and you hit both attacks, you regain the ki point you spent on that feature. Additionally, if you hit both attacks, you may make a third attack as part of the same bonus action.
- Feats of Flesh and Bone
Starting at 11th level, your training has allowed you to achieve seemingly impossible feats of physical prowess. As a result of your dedication, you gain the following benefits:
- When you spend a ki point on your “Flurry of Blows” feature, you can use “Step of the Wind” as part of the same action without expending a ki point (you can gain the benefits in this manner before you make your Flurry of Blows attacks, as long as you spend a ki point on it using your bonus action, losing the ki point and bonus action even if you choose not to make the attack). You can do this a number of times equal to your proficiency bonus before you must take a long rest to use it again. Your movement does not prompt opportunity attacks during the turn in which you use this.
- If you use this feature to use “Step of the Wind” as explained above, during that turn, you can perform a high or long jump up to your remaining walking speed this turn. At the end of this movement, you fall back down to the ground without taking any fall damage, unless you fell more than double your walking speed at the start of your turn. If you did, calculate the fall damage as if you fell from double your walking speed less than the total distance fallen.
- If you jump during your turn and move within melee range of a creature during that movement, you can make attacks against the creature as you normally would on your turn, before continuing the movement.
- Student of Body
At 17th level, you have perfected your body by virtue of your impeccable discipline and training. You gain the following benefits:
- Anytime you make a dexterity, strength, or constitution saving throw, you can automatically succeed on that saving throw. You may choose to do this after you see the roll but before the DM tells you the results of the save. You may do this a number of times equal to your wisdom modifier per long rest.
- Whenever you fall to zero Hp, you do not become incapacitated, and may still act on your turn as normal. However, you still make death saving throws as normal, and die upon reaching three failed death saving throws. Once per long rest, while your hp is 0, you may use your bonus action to regain Hp equal to your monk level + the number of ki points you currently have
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