Way of the Shambali (5e Subclass)
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Way of the Shambali[edit]
Monastic Tradition
Shambali Warrior Monk by Red Five |
Years ago, a group of monks from all temples and following went into the mountains to train. They trained hard, so hard, in fact, that they were no longer tethered to this world. many of them no longer walk on the ground, preferring instead to levitate, Others move as swiftly as the wind, and those who are left stand stalwart as a mountain. These are the Shambali, monks who devote themselves to achieving a higher state of mind by transcending their physical limitations and reaching a perfect spirit through ki cultivation and meditation.
- Meditation
When you choose this monastic tradition at 3rd level, you gain the ability to achieve a state of mindfulness under any circumstances, releasing your body and mind from common limitations. Without taking an action at the start of your turn, you can choose to Concentrate (as you would do for a spell). While concentrating, you gain the following benefits:
- You float gently, 3 feet above the ground. While floating, you ignore difficult terrain and don't trigger any spells or mechanisms that require you to step on it.
- You can choose to surround yourself with orbs of light, that work exactly like the dancing lights cantrip, without requiring concentration.
- You have an Advantage on Wisdom saving throws against the charmed and frightened conditions, and against spells from the Enchantment school.
- You gain the ability to spend 2 ki points to cast levitate. You can only target yourself with this spell, and it doesn't require concentration when you do so.
- Orb of Destruction
Starting at 3rd level, you learn how to condense your ki in order to create energy projectiles, that you can fire from the palm of your hand. You consider these orbs unarmed strikes, but with a range of 30 feet and they cause force damage, rather than bludgeoning.
In addition, as an action, you can spend 1 ki point to charge five orbs and fire them in a fast volley. Choose an area within 30 feet you can see. Up to five targets of your choice in a 10-foot radius of the chosen area must succeed on a Dexterity saving throw against your ki save DC, or take force damage equal to your unarmed strike.
- Orb of Harmony
At 6th level, you become able to condense your ki into an aura of life, that heals creatures engulfed by it. As a bonus action, choose a creature you can see within 30 feet and spend 1 ki point. You fire this orb toward that creature.
That creature regains 1 hit point, and 1 additional hit point at the start of your turn for the duration. If the target reaches its maximum amount of hit points before this effect ends, you can use a bonus action on a subsequent turn of yours to choose a new creature for the remainder of the duration. On the last turn of this ability, you can spend 1 ki point without using an action to renew the duration of the ability.
This ability ends if you can no longer see the target, and you can't have more than a single creature under its effects at any given time. Whenever you use Flurry of Blows, you can replace one of your attacks for a use of this feature, without spending additional ki.
- Orb of Discord
When you reach the 11th level, you can use your ki to create an orb of destructive energy, that increase any wound suffered by them. As a bonus action, you can spend 1 ki point to choose one creature you can see within 30 feet. Whenever that creature takes damage from any source, it takes additional 1d4 necrotic damage. This additional damage can only be taken once per turn.
This ability ends if you can no longer see the target, and you can't have more than a single creature under its effects at any given time. Whenever you use Flurry of Blows, you can replace one of your attacks for a use of this feature, without spending additional ki.
- Transcendence
When you reach the 17th level, you can use your Action to enter a state of heightened existence until the start of your next turn. While transcendent, you can't take actions, bonus actions, or reactions, and you become invulnerable to damage. If your orb of Harmony or Discord is active, they become inactive for the duration of this feature.
Any creature of your choice that moves for the first time to an area within 10 feet of you or start its turn there, regain a number of hit points equal to your Wisdom modifier. This doesn't affect creatures that have more than half their maximum hit points.
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