Way of the God Hand (5e Subclass)

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The Way of the God Hand[edit]

Monk Subclass

Monks who follow the Way of the God Hand have a keen sense of justice and aren’t afraid to fight for what they believe is right, often putting themselves in the line of danger for others who can’t handle it alone. They train for years to hone their abilities before they can gain the power of the God Hand and then don a deistic brace which suppresses this power when worn.

God Hand

At 3rd level, when you choose this Monastic Tradition, you can temporarily remove the deistic brace to temporarily unleash the power of the God Hand and increase your physical ability. As a bonus action, you can spend 1 ki point to remove the deistic brace. You gain the following.

  • You have advantage on Dexterity ability checks and saving throws.
  • When you make an unarmed strike or monk weapon attack, you gain a bonus to the damage roll equal to your Dexterity modifier.
  • If you are able to cast spells, you can’t cast or concentrate on them during this.

Unleashing the power of the God Hand lasts 1 minute. It ends earlier if you’re knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end this on your turn with a bonus action. Once you reseal the God hand, you are stunned until the end of your next turn, as a wave of lethargy washes over you.

Roulette

Starting at 6th level, when you land a critical hit with an unarmed attack, you may roll a d6 and impose the following effect. If this reduces the creature you hit to 0 hitpoints, you regain a ki point.

d6 Roulette Move
1 La Bomba. Every creature within 10 feet of you(excluding yourself and allies) take 3d4 thunder damage.
2 Ball Buster. The creature you hit takes 3d6 bludgeoning damage, and if it’s a humanoid, becomes stunned until the end of your next turn.
3 Divine Smash. The creature you hit takes 3d4 bludgeoning damage, and is knocked 15 feet away.
4 Zen Revival. You regain 3d10 hitpoints.
5 God Stomp. The creature you hit becomes prone, and you may immediately use your reaction to make an unarmed attack against them.
6 Shaolin Blast. You create a 15 foot line with the creature you hit as an origin. The creature and everyone in the line takes 3d4 force damage.
Spirit of the First

At 11th level, you feel the power of the first ever God Hand flow throughout your body. When you use God Hand, you may spend an additional 2 ki points to enhance it further. You gain the additional effects while the brace is removed, but when it ends, you gain a level of exhaustion.

  • You are immune to the frightened and charmed conditions, and if you do this while you have either of the two, they are suspended until this ends.
  • Your unarmed attacks deal an additional die of damage, as radiant.
God Hands

At 17th level, your sense of justice reaches its peak, and you gain a second God Hand. your Dexterity score is increased by 2 and your maximum Dexterity score is now 22. Additionally, when you unleash the power of your God Hand, you can spend an extra 9 ki points to use the power of both God Hands for the duration of it. After doing this, you cannot do so again until you finish a long rest.

  • Your AC increases by 2.
  • Your walking speed doubles.
  • You are resistant to all damage.
  • You land a critical hit on unarmed attacks with a roll of 19 or 20.

Additionally for the duration when you use this, Shaolin Blast in your Roulette wheel is replaced with Double Shaolin.

Double Shaolin. You create a 60 foot line with the creature you hit as an origin. The creature and everyone in the line takes 4d10 force damage.
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