Way of the Kure (5e Subclass)
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Way of the Kure[edit]
A man with Black eyes and blue iris' is surrounded by an entire group of armed warriors with swords, knives, and bows, he simply laughs at this force, wondering why they think so few men could be a threat, when suddenly, his skin starts to go purple, Gigantic veins pulse on his body, and he charges at the two closest men with speed that didn't feel human, instantly dislocating both of their necks in a single motion, he turns to the other soldiers as they all stare in fear, warning them that not a single one can escape.
Kure are born different from usual people, a specially bred society of super humans known as the kure that boast increased strength, speed, and durability from intentionally finding powerful warriors to breed with and produce stronger generations for hundreds of years, they have attained a secret, powerful transformation known usually only to them, known as the Release.
This Subclass is based off the Kure clan in Kengan Asura.
- Removal
When you choose this tradition at 3rd level, you gain the ability to activate Removal. A form that unlocks the latent power locked inside your mind and muscles. At the cost of 1 Ki to activate it as well as 1 Ki at the end of each of your turns while active, you can go into removal, increasing your Strength, Dexterity, Constitution and Wisdom scores by 2. This bonus increases to +3 at 5th level, +4 at 8th level, +5 at +6 11th level and +7 17th level
- Taboo Techniques
Also at 3rd level you gain access to Taboo Techniques. You can choose one of these techniques at 3rd level and you can choose another at 6th, 11th, and 17th levels:
- Dragons Tooth. Instead of hitting with your palm you strike your enemies with your fingers straight into their weak points. When you hit a creature with an unarmed strike, you can spend 1 ki point to cause additional piercing damage equal to 1d4 + your Wisdom modifier.
- Sloth Strike. You stop your opponents movement by striking at their legs. When you hit a creature with an unarmed strike, you can spend 1 ki point to cause its movement speed to be reduced to 0 until the end of its next turn.
- Lion's Bite. As an action, you can spend 1 ki point to move up to your movement speed in a straight line. Each creature in your path must succeed on a Dexterity or Strength (your choice on use) saving throw, or take damage equal to your unarmed strike damage. If any creature in the area resists, or if your path is blocked, your movement stops. Otherwise, you can end your movement at any unoccupied space in that line.
- Viper's Fang. Your control over Ki is so fine you can damage an opponent with their own natural energies. Once per turn, when you hit a creature with an unarmed strike, you can spend 1 ki point to force it to make a Constitution saving throw. On a failed save, the creature is poisoned. When you use this feature, you cause poison damage, instead of bludgeoning.
- Monstrous Reserves
At 6th level your training with your Ki has paid off. You can spend an action to meditate, regaining 1d2+1 ki points. You can use this feature a number of times equal to your proficiency bonus, and regain your uses after completing a long rest.
- Devils Counter
At 11th level you’ve learned to use your increased reflexes to capitalize on an enemies mistake. Whenever a creature within 5 feet of you makes a melee weapon attack against you and misses, you can use your reaction to make an unarmed strike against it.
Forbidden Technique: Assassins Fist
At 17th level you gain a new way of using your flurry of blows. When you hit a creature with three unarmed strikes on the same turn, you can spend 4 ki points to force the target to succeed on a Constitution saving throw. On a failed save, the target take necrotic damage equal to half your monk level (rounded down) x 1d4, or half as much on a success.
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