Way of the Martial Master (5e Subclass)

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Way of the Grand Master[edit]

Monk Subclass

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Gosu (The Master)

[1]

Martial Arts are several hundred fighting styles that have developed over the centuries in differnt worlds. These fighting styles are often classified according to common traits, identified as "families", "sects" or "schools" of martial arts. Examples of such traits include physical exercises involving mimicry of the natural world or training methods inspired by philosophies, religions and legends. Styles that focus on Ki manipulation are called internal , while others that concentrate on improving muscle and cardiovascular fitness are called external. The way of martial arts allows you to use internal ki energy to make your external fighting style more efficient, thanks to ki your attacks have insidious properties. The biggest secret of martial arts is their inhuman reaction. Thanks to endless hours of training, the body of a martial arts master is so used to reacting to certain situations during a fight that it is as natural to them as breathing.


Martial Arts

Starting when you choose this tradition at 3rd level you learn three martial arts techniques of your choice. You learn one additional technique of your choice at 17th level. Each new level, you can also replace one technique you know with a different one. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the technique you choice on that target:

  • It must succeed on a Dexterity saving throw or be knocked prone. At 11th level, as a reaction you instantly leap at the creature that is prone, and make a single unarmed strike. If you hit, the target’s movement speed is reduced by 10 feet until the end of their next turn and they must make a Constitution saving throw or be poisoned until the end of your next turn.
  • It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you. At 11th leve, you can use your reaction to make a single unarmed strike against the creature that you pushed. If you hit, you push the target 10 feet further and it must succeed on a Dexterity saving throw or be knocked prone, if this while pushed goes against another creature it too must succeed on a Dexterity saving throw or be knocked prone too.
  • It must make a Intelligence saving throw. If it fails, it can’t take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. At 11th leve, as a reaction you can subtract to the same creature your Wisdom bonus from the next saving throw it makes before the end of your next turn.
  • It must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn. At 11th leve, as a reaction you can control that frightened creature, the target must move up to its speed in a direction you choose. In addition, you can cause the target to drop whatever it is holding.
  • It must succeed on a Constitution saving throw or be poisoned until the end of your next turn. At 11th leve, as a reaction you can make a single unarmed strike against the poisoned creature. If you hit, until the end of your next turn you add your wisdom bonus to the damage you deal to this creature.
  • It must succeed on a Charisma saving throw or have the movement becomes 0, and it can't benefit from any bonus to its speed until the end of your next turn. At 11th leve, as a reaction you can make a single unarmed strike against the same creature. If you hit, the target will be restrained by your ki until the end of your next turn.
  • Choose another creature within 5 feet of the original target within your reach. If the original attack roll would hit the second creature, it takes the same damage dealt by the original target. At 11th leve, until the start of your next turn you can use your reaction to make a single unarmed strike against a creature that misses you with a melee attack.


Ki Master

At 6th level, you gain the ability to use your Ki to duplicate the effects of certain spells. As an action, you can spend 1 ki points to cast Darkvision, Detect Evil and Good, Absorb Elements, and Longstrider, without providing material components.

Additionally, you learn the guidance and invisible mage hand cantrips if you don't already know it. You cast this cantrips without any somatic or verbal components. Wisdom is your spellcasting ability for these spells.


Bloody Martial Arts

At 11th level, you gain a bonus to unarmed damage rolls equal to your proficiency bonus on all the creatures you have advantage of. Additionally, every time you make a critical hit the enemy is automatically stunned until the end of your next turn.


Grand Master

At 17th level, your martial arts training has allowed you to go beyond the human limit. Your body is so used to certain movements that they have become one with your being.

You can take two reactions in each round of combat, instead of one.


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