Way of the Mastered Hand (5e Subclass)
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Way of the Mastered Hand[edit]
Monk Subclass
The mastered hand tradition teaches monks how to use their palms as conduits for the ki flowing trough their bodies. Instead of focusing on aggressive strikes and in the power of their bodies, a gentle touch of their hands can disrupt the ki inside their enemies, causing great harm.
Channeling the ki to the palms is also useful to defensive methods of fighting, using the hands as a barrier for the rest of the body, shielding the monk from strikes.
- Agile Hands
Starting at 3rd level, you can use your bonus action to make a Dexterity (Sleight of Hand) check or to take the Use an Object action.
In addition, you gain proficiency in Sleight of Hand. If you are already proficient with, you can add twice your proficiency bonus in checks with this skill.
- Pressure Strikes
At 3rd level, you have learn how to disrupt the flow of ki on certain body parts on your target. Whenever you hit a creature with a unarmed strike, you can spend 1 ki point to cause one of the following effects, depending on the part hit:
- Arms. The target must succeed on a Constitution saving throw against your Ki save DC, or its arm falls limp, and it becomes unable to move it until the end of its next turn. For the duration, the target have disadvantage on Strength checks and saving throws.
- Legs. The target must succeed on a Constitution saving throw against your Ki save DC, or its leg paralyzes, and it becomes unable to move it until the end of its next turn. For the duration, the target have disadvantage on Dexterity checks and saving throws. In addition, its movement speed is halved.
- Head. The target must succeed on a Constitution saving throw against your Ki save DC, it blackout for a moment, become unconscious until the end of its next turn, or until it takes damage, whichever happens first.
- Throat. The target must succeed on a Constitution saving throw against your Ki save DC, or the flow of air trough its lungs stop, and it becomes unable to breathe for 1 minute. The target can make another saving throw at the end of each turn to end the effect. You can end the effect as an object interaction on your turn.
- Do In. You can alleviate harmful conditions with your touch. You can end one of the following conditions: poisoned, paralyzed or stunned. You can also use this feature using an hour, to end one level of exhaustion on a creature. This can be done as part of a short rest.
- Disarm
At 6th level, you can use your reaction to parry or catch a weapon when you are hit by a melee weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level. If you reduce the damage to 0, you knock the weapon from the attacker's grasp.
You can use your action to disarm an opponent. Make a Dexterity check contested by the target's Strength check. If the target lose the context, the weapon is knocked out of his hand. If he win, the target have disadvantage on its next attack.
- Point of Pressure Master
At 11th level, whenever you use your flurry of blows, you can make a Pressure Strike on a hit, without spending additional ki.
- Quivering Palm
At 17th level, when you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage.
You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.
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