Way of the Iris (5e Subclass)
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Way of the Iris[edit]
Monk Subclass
A monk stands along warriors, booning his friends with health and cursing his enemies' life force. This monk has studied under the Iris, a way of living that preaches enlightenment and gives oneself strength to defend his ideals and his allies.
- Orb of Destruction
Starting when you choose this tradition at third level, you can hurl orbs of destructive power formed through your knowledge of zen. You gain a ranged spell attack that you can use with the Attack action. The attack has a range of 30ft. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is force, and its damage die is d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk Table. When you use the Attack action on your turn to use this special attack, you can spend 1 ki point to make two additional attacks with it as a bonus action.
- Orb of Harmony
At 6th level, you gain the ability to passively heal other creatures through the use of an orb of harmony. On your turn, you may use an Action and spend 4 ki points to place an orb of harmony on a creature you can see within 30ft. At the beginning of the creatures turn, it gains hit points as if it expended a hit die. This effect ends after 1 minute or if you use this feature again.
- Orb of Discord
At 11th level, you gain the ability to worsen the damage your enemies take whenever they’re struck with an attack. On your turn, you may use an Action and spend 4 ki points to place an orb of discord on a creature you can see within 30ft. When the creature is damaged while the orb is on the creature, it receives half as much extra damage (rounded down). This effect ends after 1 minutes or if you use this feature again.
- Transcendence
At 17th level, you gain the ability to enter a transcendent state, healing and protecting you and your allies. You may use your Action to enter a transcendent state and create an area of healing with a 15ft radius centered on you. Until the start of your next turn, you become immune to all damage and you gain hit points equal to your monk level + your Wisdom score + your proficiency bonus. Creatures you choose who start or end their turn within this effect’s radius also gain hit points equal to your monk level + your Wisdom modifier. You also shed bright light out to 15ft and dim light to a further 15 feet. You cannot use this feature again until you finish a long rest.
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