Way of the Matrix (5e Subclass)

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Way of the Matrix[edit]

AI generated image of a Matrix Monk in combat.

Monk Subclass

"Have you ever had a dream, Neo, that you were so sure was real? What if you were unable to wake from that dream, Neo? How would you know the difference between the dream world and the real world?" -Morpheus, The Matrix

Who's to say whether we're living in a construct? There are laws of physics that not everyone seems to obey. Maybe we're just pawns on a Dragon Chess board or puppets in a grand, meaningless play. To accept this premise and use that acceptance to push your abilities beyond all conceivable boundaries is to follow the Way of the Matrix.

Yes, this is the subclass for the player that wants to bring Neo into D&D. All of the abilities mirror things Neo did in The Matrix. Move fast, hit hard, guided by an operator, learn a skill in a few seconds, dodge projectiles, stop bullets, block searches, and (of course) fly.

Matrix Monks -- sometimes called "Coppertops" or "Neos" -- are certain that the world they live in isn't real. Maybe the universe is just playing dice games with them. Are they right? Only your DM knows for sure. But there is a difference between knowing the path and walking the path. So go ahead, take the red pill and see how far down this rabbit hole goes.

Neural Kinetics[edit]

At 3rd level, the speed of your body is no longer bound by the rules of "the system". When you use flurry of blows, you make 3 unarmed strikes instead of two. If the first strike hits, you can choose to forego the other strikes to instead add your Wisdom modifier + your proficiency bonus to the first strike's damage. If all three strikes hit, you can forego the damage for the last strike and instead reclaim the Ki spent on the flurry.

Red Pill[edit]

Also at 3rd level, you are keenly aware that the world around you isn't what it seems, a fact that makes you tougher to take by surprise. You gain the following benefits:

  • You can add your proficiency bonus to your initiative rolls.
  • You gain proficiency with the Perception or Survival skill.
  • If you are hit by a critical strike, make a Wisdom (Perception) or Wisdom (Survival check) your choice; no action needed) against a DC of 20. If the check succeeds, you manage to avoid the worst of the blow, meaning the attack still hits but is not critical. You can attempt this as often as you receive a critical hit, but you may succeed only a number of times equal to your Constitution modifier. You regain all uses when you finish a long rest.

Operator[edit]

At 6th level, there always seems to be someone looking out for you, feeding you advice about where to go and when to move. As an action, you can use two Ki points to receive a number of dice equal to your Wisdom modifier. These are your Operator Dice and are the same as your Martial Arts Die. When you need advice on a direction, timing, or anything movement-related, the DM rolls one of the Operator Dice behind the screen, giving you brief directions as if advice were being whispered into your ear by someone with a bird's-eye view of your situation. The roll determines the accuracy of the advice according to the Operator Dice Table below:

Operator Dice Table
Roll Quality of advice
5+ Clear and useful
4 Not harmful
2 or 3 Unclear or no direction
1 Bad advice

The interpretation of the table is entirely up to the DM. The direction doesn’t tell you what is ahead, only the next direction to travel or thing to do. The effect lasts for ten minutes, until you have used all of your Operator Dice, or until you lose concentration as if on a spell.

You can use this feature once without penalty. After that, you gain one level of exhaustion each time you use it. You regain your penalty-free use at the end of a long rest.

Major Boring S#!t[edit]

Also at 6th level, if there’s a skill or tool in which you are not proficient, you can spend 2 Ki points to become proficient in it for a specific purpose. Your eyes flutter for 30 seconds, then you are proficient in that skill or tool for ten minutes. For each extra Ki you spend on this feature, you retain the skill proficiency for an extra 10 minutes. You can spend a number of Ki up to your Wisdom modifier (minimum 2) when you use this feature.

Move Like They Do[edit]

At 11th level, you start to move with incredible speed in your own defense. You gain the following benefits.

  • If you do not use your movement on your turn, you can use your bonus action for Patient Defense without spending Ki.
  • When you are attacked by a weapon or spell when it is not your turn, you can spend 2 Ki points to use Patient Defense as a reaction. This should be done before the result of the attack is known. The effect lasts until the start of your next turn.
  • If you use Deflect Missiles as a reaction, you can spend one Ki point as part of that reaction to increase your AC by +2 until the start of your next turn. (Note: Since Deflect Missiles is triggered by damage, the AC bonus cannot turn the triggering hit into a miss.)

There Is No Spoon[edit]

At 17th level, you can do things that seem impossible, except that you understand the truth: there is no spoon. You can focus your mind and your Ki to achieve the following:

  • Won’t Have to Dodge: When you or a creature within 5 feet of you is the target of a ranged weapon or ranged spell attack, you can use your reaction to expend 2 Ki points to create a barrier that projectiles cannot pierce. The barrier is a vertical 15’ by 15’ wall centered on the edge of one square you occupy. While it does not obscure vision, this barrier offers full cover from projectiles and magic attacks. Melee attacks are not affected by the barrier, nor is any object or creature moving with a speed less than 50 feet per turn. The barrier lasts until the start of your next turn.
  • What Gravity?: You can use 3 Ki as a bonus action to grant yourself the effects of the Fly spell.
  • 404 Not Found: You can expend 4 Ki points to cast the Private Sanctum spell.


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