Way of the Improv (5e Subclass)

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From those that sail the seas that are randomly disarmed on top of a mast, to those that pick fights they probably shouldn’t have picked, to those drinking while in the middle of a great tavern brawl, some have found themselves to panic during combat. Those few who find themselves in these situations often have learned to incorporate all aspects of any fight they find themselves in. These cheap tactics and odd escapades aids those that don’t normally plan before action, granting them seemingly great luck when they need it most.


Improvised Combo

Starting at level 3, You gain the following attack options, which you can take as part of Flurry of Blows granted by your Ki features:

  • Dirty Fighting.

You throw a powder (dirt, sand, etc.) into your enemy's face, blinding them until they spend an action to clear their eyes. This deals no damage.

  • Below the Belt:

You hit the enemy in one of the weak spots on the body, reducing their speed to zero until the end of their turn. They must make a Constitution saving throw. If they succeed they take 1d4 bludgeoning damage. If they fail, they take 1d6 bludgeoning damage.

  • Sweep the Leg:

You sweep the leg of a creature within 5 feet of you, knocking them prone.


Spell Catcher

Starting at level 6, You can use Deflect Missiles in a similar way to casting Counterspell. You use your Charisma to make the check. If successful, you can cast the spell back at the original caster, as if they were the target, at the cost of ki points equal to the spell's level. You can raise the level of the Counterspell at the cost of 2 ki points per level.


Mastery of Displacement

At 11th level, You can spend 2 ki points as a reaction to teleport behind an enemy that you can see within 30 feet and make one surprise unarmed strike attack. The target takes double damage if it hits.


Plot Armor

At 17th level, Once per short rest, you may cancel an attack that would normally hit you, and instead take no damage.

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