Way of the Monkey King, Variant (5e Subclass)

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Way of the Monkey King[edit]

Monk Subclass

Monkey King Wreaks Havoc in Heaven by Liu Jiyou (1950's)


The Way of the Monkey King is an esoteric sect that follows the teachings of the god Sun Wukong. Born from a magic stone atop a sacred mountain, this stone monkey quickly mastered the ways of the druids as well as every known monastic tradition. Obsessed with himself, he tore his way through heaven, gaining immortality from 5 separate methods before being sealed away. After his eventual liberation at the hands of a Tao cleric, he gradually grew wise and dependable before ascending to godhood himself. Practitioners of this monastic tradition are few, and typically come from troubled upbringings. While some see this tradition as a collection of troublemakers, those who meet a practitioner find them to be both reliable and charming.

Ruyi Jingu Bang[edit]

When you choose this Monastic Tradition at 3rd level, you learn a mystic ritual to turn an ordinary (magical or non-magical) quarterstaff into your Ruyi Jingu Bang. You perform the ritual over the course of 1 hour, which can be done during a short rest. The quarterstaff must be within your reach throughout the ritual, at the conclusion of which you touch the staff and it transforms into a Compliant Rod. Your Ruyi Jingu Bang is immensely heavy, weighing 17,550 lbs (7,960 kg) others, but only 7 pounds for you. You can have only one Compliant Rod at a time. If you attempt to convert a second quarterstaff, the first staff returns to its original state.

While wielding your Ruyi Jingu Bang, you can spend a Ki Point change its size to suit your needs and to execute over the top maneuvers. Outside of combat, you can alter your Compliant Rod's size even further. Its length can be set from anywhere between 1 foot and a length in feet equal to 5 × your monk level.

Ruyi Jingu Bang forms
Size Damage Properties
Tiny 1 bludgeoning Undetectable
Small 1d6 bludgeoning Light
Medium 1d8 bludgeoning Versatile(1d10)
Large 1d10 bludgeoning Reach, two-handed
Huge 1d12 bludgeoning Heavy, two-handed
Gargantuan 3d6 bludgeoning Heavy, two-handed, Slow

Undetectable. The item can only be found with a thorough search, which is rolled at Disadvantage.

Slow. Whenever this weapon is used for a successful attack, it cannot be used again until the end of the wielder's next turn.

72 Earthly Transformations[edit]

When you reach 6th Level, you can spend 3 Ki Points as an action to transform into a Beast with a challenge rating no higher than 1/2. You can maintain this transformation for up to 10 minutes. You then revert to your normal form unless you expend another 3 ki points to extend the duration for another 10 minutes. While you are transformed, the following rules apply:

  • All your game statistics, with the exception of: your alignment, personality and skill proficiencies. You also gain the skill proficiencies of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.
  • When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form, For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
  • You are limited in the Actions you can perform by the nature of your new form, and you can't speak, cast Spells, or take any other action that your new form normally wouldn't be able to.
  • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. With the exception of senses, as in darkvision or tremorsense.
  • Your gear melds into your new form. You can't activate, use, wield, or otherwise benefit from any of your Equipment.

Cloud hopping[edit]

At 11th Level, You gain the ability to conjure a small cloud beneath your feet. This cloud has the following features:

  • It can be created as a bonus action on your turn.
  • The cloud is 10x10 feet wide but can squeeze through spaces as thin as five inches wide.
  • The cloud can hold up to two Medium creatures or one Large creature at a time.
  • The cloud has a Flying speed of 40 feet and can hover.
  • It lasts until you are knocked prone, land, lose consciousness, dismiss it as a bonus action on your turn or whenever the rider is hit by a wind-based attack (DM's discretion).

no name yet[edit]

Once you reach 17th Level,

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