Way of the Eyes of the Lord (5e Subclass)

From D&D Wiki
Jump to navigation Jump to search

Eyes of the Lord[edit]

Monk Subclass

Monks from the eye of the lord tradition are gifted by God with the lord's divine sight, that enables them to emulate any move or ability they see, even those who surpass their own power. This ability is so powerful that, ironically, can be used to oppose the gods themselves. Acolytes and beginners in the ways of this technique can use it to see through the attacks of their foes, quickly evading them, but masters are able to return all sorts of attacks back to their offensors.

Using this ability, however, requires moderation and balance, since a successful use is very taxing on the nervous system, taking a toll on the user mind and body, and excess in the use of this ability may render a user helpless amidst a dangerous combat.

Superior Sight

At 3rd level, you gain advantage on all your Wisdom (Perception) and Intelligence (Investigation) checks that rely on sight.

Eyes of the Lord

At 3rd level, whenever a creature makes an attack against you, you can spend 1 ki point to add your Wisdom modifier to your AC, potentially turning a hit into a miss. If the attack misses and the target is within reach, you can make an unarmed strike against it as a reaction. If you cause an attack to miss using this feature, you gain 1 strain.

Strain. Using the eyes of the lord to prevent spells is taxing on your nervous system. At 3rd level, you have a Strain pool, whose maximum equals your maximum amount of ki. Some of your Eyes of the Lord features give you strain. When your strain reaches its maximum, whenever you would gain strain, you instead take 1d6 psychic damage per strain you would've gain and must succeed on a Constitution saving throw DC 10 + the amount of strain gained, or you suffer a level of exhaustion.
Whenever you would be required to spend 1 ki point to use one feature from this subclass, you can choose to gain 1 strain instead. This adds to any strain granted by the feature.
When you spend hit dice during a short rest to regain hit points, your strain is reduced by 1 per hit die spent. Your strain is reduced to 0 when you finish a long rest.
Arcane Copy

At 6th level, you can counter and copy spells, sending them back to your enemies. Whenever a creature cast a spell of a level equal to half your monk level or lower against you, affecting an area you are in, or make a ranged spell attack you can spend ki points equal to the level of the spell against you (or 1 ki point against cantrips and spell attacks that aren't spells) as a reaction and make a Constitution check against the caster's spell save DC. (or 8 + its spell attack bonus). Spells that do not require an attack or save can't be mimicked.

On a success, the spell is nullified, and you can copy the spell, forcing the caster to make a saving throw against your ki save DC, suffering the effects of the spell on a failed save.

When you succeed in nullifying a spell, you 1 strain per level of the spell used against you (or 2 per level if you choose to copy the spell).

Strike Mimicry

At 11th level, whenever you use eyes of the lord to avoid an attack, you can spend 1 ki point as a reaction to make an unarmed strike against that creature. On a hit, you cause damage equal to the damage that attack would cause against you, instead of the normal effects of your unarmed strike.

Divine Foretelling

At 17th level, you can make an attack against a creature that misses an attack due to your Eyes of the Lord feature without taking a reaction. You can do so once per turn.

In addition, you can cast foresight targeting yourself, without spending spell slots. Once you do so, you can't do it again for the next 7 days.

0.00
(0 votes)

Back to Main Page5e HomebrewCharacter OptionsSubclasses