Way of the Shaolin (5e Subclass)
Way of the Shaolin[edit]
Monastic tradition for the Monk class for D&D 5th edition
You’ve trained to become one with your body and mind. Studying the perfect balance between harmony and destruction makes you the best weapon and spiritual advisor. Kung Fu in the forms of the ancient Shaolin perform the best of the best. Devoted to their cause, every shaolin monk protects his temple with his life. You’ve entered the best school of martial arts from all around the globe. As one of the most difficult schools existing, these learnings always come with tremendous rewards.
Shaolin intense training[edit]
You’ve made yourself immensely powerful focusing on your body as an entire weapon. Your Kung Fu is the best way of defeating your foes.
• You gain +1 on attack bonus and damage dealt with your unarmed strikes. This bonus increases to +2 at 6th, +3 at 11th, and +4 at 17th.
As part of your training, you were meant to be one with your weapon: the bō.
• Your bō is a wooden stick which has become a part of yourself. You consider it a monk weapon. It has the Reach (6 ½ ft) and Double weapon properties. While you’re wielding it, you can’t be disarmed. Even though it’s made from wood, it can’t be broken normally due to your astral connection with it. At every attempt, a Strength check must be done which bust be greater than 10 + your Monk level.
• It stars making 1d6 slashing, piercing or bludgeoning damage (your choice) and it increases by 1d6 the same levels as your unarmed strikes upgrade. It becomes a magical weapon reaching 6th level. At 11th level your bō will have a +1 on attack bonus and damage rolls, +2 at 17th.
• Beginning your turn, as a bonus action while wielding your bō, you can choose one of these three battle stances at the cost of ki points:
- Dragon: you call upon the Great Ancient Teachers to aid you. At the expense of 3 ki points, on a hit you may add 2d6 force damage. You can only do this twice between short rests.
- Monkey: your bō is also a mechanical tool to victory. By using 1 ki point, you use your bō as a lever for you to gain height and smash a powerful kick. On a hit, the enemy must make a Strength saving trow throw [8 + (the modifier from the ability with which you make damage) + proficiency bonus]. On a fail, you add 1d4 bludgeoning damage and the enemy falls prone. If you have more than +10 on Acrobatics, the enemy rolls with disadvantage. You can’t use this feature with creatures three or more seizes larger than yours.
- Tiger: you furiously rage towards your enemies. At the expense of 2 ki points you gain advantage on attack rolls made with your bō for 1 minute. However, during this minute, enemies have advantage hitting you.
• At the end of your turn, as a bonus action while wielding your bō, you can choose one of these three battle stances at the cost of ki points:
- Snake: if you’re hit, you can spend 2 ki point and try to grapple once your enemy. Your foe must make a Strength saving throw [8 + (the modifier from the ability with which you make damage) + proficiency bonus]. On a fail, you grapple your enemy and strangle him by the neck with your bō . Each DC failed equals 1d6 of bludgeoning damage. This ends on your release or by a successful saving throw. You can’t grapple a creature two seizes larger than yours with this feature.
- Crane: by expending 3 ki points, you prepare your bō to make a whirlwind attack. On your next turn, if there’s 3 or more enemies within 5 ft of you, you may attack each enemy once, to a maximum of 8 enemies.
- Bear: by expending 2 ki points, you use your bō as if it was made from the hardest steel. You gain +2 on AC until your next turn.
• At 3rd level, you obtain the Two-Weapon Fighting style from the Fighter list. However, this feature can only be used when you are wielding a double-weapon (a weapon which can attack with both of its ends).
Tong Zi Gong[edit]
Your soul has almost forgotten how do pain feels like due to your relentless endurance. At 6th level, you gain the following features:
• You become resistant to piercing, slashing and bludgeoning damage made by non-magical weapons.
• You gain advantage making Constitution saving throws against exhaustion.
• You gain proficiency in Acrobatics skill. If you were already proficient, double your proficiency modifier to the bonus on Acrobatics.
Once you reach 11th level, you've trained yourself to overcome your physical limits and push yourself over the edge. You gain the Action Surge feature and +1 to AC when you aren't wearing any kind of armour.
Rén[edit]
Your inner peace trespasses any kind of racism or social hatred. At 11th level, when you’re on a city/village where people mostly share your alignment, some people often offer you and your party food and shelter for free. In the case of evil alignment, you are asked to do certain task in the exchange of these services.
Sun Tzu Teachings[edit]
You’ve found alternate ways of winning a combat, mostly because of your superior experience. While others unsheathe and load their weapons, you sit and meditate.
At 17th level, every time you are starting a combat or you’re about to star one, you can choose between these abilities, while meditating one turn, at the cost of ki points:
• Gōngjí: you meditate with extreme precaution your battlefield. By expending 4 ki points you can know the physical vulnerabilities of a quantity of foes equal to your Wisdom modifier (minimum of 2).
• Băowèi: you harness your and others’ minds to overcome fear. By expending 4 ki points, you rise your party’s moral by exuding an aura of wellness. You and your allies within 10 ft gain advantage on Dexterity saving throws for 1 minute.
• Méishénme: you enter the deepest state of meditation, forgetting about yourself and completely sealing away from this plane. By expending 10 ki points, you take a meditation stance and become totally aware of your enemy’s thoughts, wishes and fears. You enter their minds for 1 minute and your body becomes totally immune to any kind of damage during your meditation.
Special feature: Niánlíng bìng bù chóng yào
If you chose this Monastic Tradition while you were young (depending on which race you are), aging both magically and naturally doesn’t affect your fighting skills. Aging doesn’t provoke any kind of disadvantage or any physical impediment, even at the verge of death.
Special feature: Sù
You can’t eat any kind of product that comes from animals. Furthermore, you know everything about agriculture, and plants in general. Go vegans! Ask your GM if he sees prudent for you to be proficient with Herbalism kit/tools.
Back to Main Page → 5e Homebrew → Character Options → Subclasses