Way of the Living Weapon (5e Subclass)

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Way of the Living Weapon[edit]

Monk Subclass

"I'm ready to fight at anytime, whereas you need armor and weapons to do the same thing. Sleep well in the bandit forest tonight Xyratalon."
—Axeen Illiford, Human Living Weapon, Prelude to the Immortals, Original Campaign Background

Living Weapon's are the embodiment of physical improvement. They forsake the use of manufactured weapons and armor, focusing on improving their own physical strength and defenses. They tend to be a warrior breed, ready and able to fight. Aware of their surroundings and always suspecting of a fight, many Living Weapons have had difficult lives and merely seek the strength to protect themselves, or even others being mistreated, often times through brute force. A Living Weapon looks to train themselves in this fashion due to the frequency at which they find themselves unable to defend themselves with weapons or armor, and leaving them feeling helpless in these instances.

Forged Resilience

Starting at 3rd level, you have honed your body and spirit to attain the resilience of steel. You no longer need to eat, drink, breathe, or sleep, and you can't be put to sleep by magic, since your ki sustains your body.

In addition, you are immune to disease, have resistance to poison damage and advantage on saving throws against the poisoned condition.

Finally, while not wearing armor or shield, nor wielding weapons, you have a bonus of +2 to your AC.

Weaponized Fists

At 6th level, you can use your ki to unleash destructive strikes with your hands, and coat your hands in ki to cut, pierce or bludgeon your enemies. You can cause slashing, piercing or bludgeoning damage with your unarmed strikes.

In addition, when you hit a creature with an unarmed strike, you can spend 1 ki point to cause additional 1d6 damage. You also cause one additional effect, depending on the damage type used:

Bludgeoning. You stagger your enemy. The target can't take reactions until the start of its next turn, and the first attack it makes on that turn have disadvantage.
Slashing. You cut deep into your foe's tendons. The target movement speed is reduced to 0, and the target have disadvantage on the next Strength or Dexterity check it makes until the end of its next turn.
Piercing. You cause the target to bleed. The target take additional necrotic damage at the end of its next turn equal to a roll of your martial arts die. The creature can stop the bleeding with a successful Wisdom (Medicine) check against your spell save DC made by the creature or other creature within 5 feet, or if regain at least 1 hit point with magical healing.
Perfected Body

At 11th level, you can't be charmed, charmed, frightened, paralyzed, petrified, or stunned. You can also use your Stillness of Mind feature to end an ongoing effect that allow multiple Intelligence, Wisdom or Charisma saving throw to end the effect.

In addition, once per turn when you use your Flurry of Blows, you can apply one of your the effects from Weaponized Fists on a hit with an unarmed strike made as part of the flurry.

Fast Healing

Starting at 17th level, when you start your turn with less than half your maximum hit points, you regain a number of hit poins equal to half your monk level. This feature don't work if you are at 0 hit points.

In addition, when you succeed on three Death Saving Throws, you regain hit points equal to half your Monk level.

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