Way of the Falcon (5e Subclass)

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Way of the Falcon[edit]

Monastic Tradition

FALCON PUNCH!!
—Captain Falcon, Human Falcon
Captain_Falcon_FINAL.jpg
Captain Falcon by Sterling Morris

Monks who follow the way of the falcon are warriors who use their ki to unleash devastating strikes enhanced by the elemental power of fire. Much like a bird of prey, they fly towards their enemies, delivering powerful punches and violent kicks, that can forcefully push their opponents back with the force of the impact. Most falcons fight for justice, and combat evil whatever they may find it, with the power in their fists and strength in their spirits.

Raptor Boost

Starting at 3rd level, you can use your ki to trigger a explosion upon contact with your fists. Once per turn when you hit a creature with an unarmed strike, you can spend 1 ki point to force the target to make a Strength saving throw against your ki save DC. On a success, the target takes additional 1d6 fire damage. On a failure, the target takes 2d6 fire damage and is thrown up to 10 feet in any direction, falling prone to the ground afterwards. You can use this feature only once per turn.

Falcon Kick

Also at 3rd level, you can launch yourself flying towards an opponent, delivering a powerful kick. You can spend 1 ki point and use your action to fly up to your movement speed towards a creature you can see. If you end your movement within 5 feet of it, you can make an unarmed strike as part of the same action. You must end your movement on the ground, or you fall. In addition, this movement doesn't provoke opportunity attacks.

Falcon Dive

At 6th level, as a reaction when you are pushed, when you fall or when a hostile creature enter in a space within a distance equal to half your movement speed, you can spend 1 ki point to move to an unoccupied space within 5 feet of it and make an unarmed strike. On a hit, you cause fire damage, instead of the normal damage of your attack, and the creature is pushed 10 feet to any direction of your choice. You are pushed 10 feet to the opposite direction.

Falcon Rush

Also at 6th level, you can forcefully push an opponent back, using the momentum of your body. Once per turn, when you use step of the wind, and move at least 10 feet before making an unarmed strike, you can push a creature you hit with an unarmed strike up to the same distance you have moved before the attack.

Falcon Punch

At 11th level, you can charge your body with ki to deliver a powerful flame enhanced strike, conjuring a falcon made out of flames around your body and violently projecting yourself towards an enemy. If you haven't moved on your turn, you can use your Action to attempt a Falcon Punch. Choose a creature you can see within 15 feet of you and make an unarmed strike. You move towards an unoccupied space within 5 feet of it and make an attack. On a hit, you cause the normal damage for that attack, plus additional fire damage equal to two rolls of your martial arts die. Your movement speed is reduced to 0 afterwards.

In addition, when you hit a creature with Falcon Punch, you can use your Raptor Boost as part of the same action, without spending extra ki.

Knee of Justice

At 17th level, you can fly up towards an opponent, knee up towards it to unleash a powerful knee strike. Whenever you use Step of the Wind, you can benefit from Falcon Kick and Raptor Boost without using extra ki.

In addition, when you use your Raptor Boost on a hit that benefits from both your Falcon Kick and Falcon Rush, you score a critical hit on a roll of 18-20. On a critical, you can use your Falcon Punch against the target as a reaction, without spending extra ki.

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