Way of the Fist of Corruption (5e Subclass)

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Way of the Fist of Corruption[edit]

The pain I undertook to gain this power is worth it, as I may share my pain with those that deserve it seven-fold.
—Argos Terroth, Orc Fist of Corruption, -The Book of War, Vol. 1

The Fist of Corruption is a person who has sacrificed some of their soul and emotion to the depths of hell, for great power. They are the strength and the unforgiving of the underworld, melded into one.

Players will generally want to become Fists of Corruption to become amazing one-on-one fighters. Although a Fist of Corruption is not the most resilient of classes, it more than makes up for it in raw damage, and the consistency of it. They become very potent at either taking on individual foes or small groups of weak opponents. As a Fist of Corruption, Dexterity is of utmost importance, as it is used to dish out damage with unarmed strikes, a Fist of Corruption's main source of damage. Charisma and Constitution are secondary abilities, the former affecting the bonus damage from a Fist of Corruption's later "Hand" abilities and his frightful presence and the latter is important, as the Fist of Corruption will the center of battle.

Dread Cloak

Starting at 3rd level, you are surrounded by a veil of protecting darkness. You can spend 1 ki point to create a mantle of darkness, using your bonus action, that grants you a number of temporary hit points equal to your martial arts die + your Wisdom modifier. While you have these temporary hit points, you have Advantage on Charisma (Intimidation) checks, and on Dexterity (Stealth) checks when you are in dim light or darkness.

In addition, when you use your Flurry of Blows, you can forgo one of your attacks to summon the Dread Cloak.

Hand of Darkness

Also at 3rd level, as you begin to descend into madness through sacrificing himself to the underworld, your fists go through certain changes, and like your body, being veiled in darkness. You can choose to cause necrotic damage, instead of bludgeoning, with your unarmed strikes.

In addition, if your Dread Cloak is active, once per turn when you hit a creature with one of your attacks granted by flurry of blows, you cause additional 1d8 necrotic damage.

Cry of Destruction

At 6th level, you can spend 2 ki points to let out a terrifyingly hellish cry, as a bonus action. All creatures within 20 feet must make Wisdom saving throw against your ki save DC or take psychic damage equal to 2d6 + your Wisdom modifier and are frightened until the end of your next turn. On a success the target takes half damage and is not frightened. A frightened creature can make another saving throw at the start of each of its turns to end this effect.

When you hit a creature frightened by the Cry of Destruction, you cause additional psychic damage equal to your martial arts die. A creature can't take this damage more than once per turn, and after taking this damage.

Darkness Rebuke

When you reach the 11th level, whenever your Dread Cloak temporary hit points are reduced to 0, you can choose one hostile creature within 5 feet to take necrotic damage equal to your martial arts die + your Wisdom modifier.

In addition, when you forgo one of your attacks granted by flurry of blows to summon the Dread Cloak, you don't spend additional ki to do so.

Breaths from the Underworld

When you reach the 17th level, as an Action, you can spend 5 ki points to unleash the soul of the underworld in a cataclysmic breath attack that deals necrotic damage equal to your martial arts die x your monk level.

The breath attack takes the form of either a 30-foot cone or a 5 feet by 60-foot line. Creatures in the area may attempt a Dexterity saving throw against your ki save DC to halve the damage.

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