Way of the Shattered Sword (5e Subclass)
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Way of the Shattered Sword[edit]
Monk Subclass
The Order of the Shattered Sword is a clandestine selection of scholars, vagabonds and bastard sons of nobles, trained in the rigorous study of martial arts and using ki for self-defence. This order has thrived in politically turbulent conditions, their faraway hometown plagued by a warrior-king demanding absolute abandonment of their faith. To combat the increasingly aggressive intrusions into the monastery, the Order devised unique martial techniques that literally break the blades of intruders, driving away the heavily-armored forces of the warrior-king with little more than fists and simple tools.
Monks of the Shattered Sword are now renowned throughout the lands as close-ranged specialists, some of whom are hired by nobles and warlords as personal bodyguards due to their unparalleled expertise.
- Breaker's Blow
Starting when you choose this tradition at 3rd level, you can use 1+ Ki Points (to a maximum of 5, and a maximum of Monk level / 2) to perform a disarming blow against a target creature using either your unarmed strike or melee monk weapon, as either an Attack action or a bonus action. You make an attack roll against the creature, with a bonus to your attack roll equal to the number of Ki Points expended, and a bonus to your damage roll equal to (Ki Points expended x 2). When the attack connects, the target creature must then make a Strength (Athletics) check or Dexterity (Acrobatics) check, with the DC being the (Ki DC + (Ki Points expended -1)).
- If you succeed, the creature takes damage and drops the item it is currently wielding as a weapon.
- If you fail, the creature gains a penalty on its next attack roll equal to the number of Ki Points expended.
- When using Breaker's Blow, you can choose between either your Strength or Wisdom modifier for your Ki DC.
You have an advantage on your attack roll if you have a two-handed weapon and the creature does not, but you have a disadvantage on the attack roll if the creature has a two-handed weapon and you do not. If the creature does not have a proficiency in its current weapon, you always have an advantage on your attack roll.
- Deflect Melee
Starting when you choose this tradition at 3rd level, your monk does not learn Deflect Missiles. Instead, you can use your reaction to deflect an incoming melee attack made with any weapon.
When you do so, the damage you take from the attack is reduced by 1d10 + your Strength modifier + your monk level. If you reduce the damage to 0, you can make a free unarmed strike on the same attacking creature as part of the same reaction.
- Eagle's Talons
Starting at 6th level, your mastery of ki combined with your martial proficiency empowers your basic strikes, turning them into claws capable of ripping and fracturing steel. You can choose between bludgeoning and piercing damage when attacking with your unarmed attacks. In addition, when attacking a creature with an unarmed attack, for every point of the creature's AC after (18 - your Strength modifier), the creature's AC is reduced by half, and all unarmed attacks deal bonus damage equal to either your Strength or Wisdom modifier, whichever is higher. If the target has less AC than (10 + your Strength modifier), your unarmed attacks deal bonus damage equal to your Strength modifier + your Wisdom modifier.
- Stone Stance
Starting at 11th level, you can spend 3 Ki Points to enter a defensive stance for 1 minute, channeling your ki through your body into the ground to mimic the material properties of the ground. While in Stone Stance, you gain the following properties:
- Loss of Unarmored Movement
- Unarmored Defense AC is increased by ½ your Wisdom modifier, rounded down, as long as you have not moved within the past 12 seconds.
- Displacement effects inflicted by other creatures do not remove the bonus AC unless you are knocked prone.
- Displacement effects cast on yourself by any means removes the bonus AC for the next 12 seconds.
- Your Wisdom modifier is added to your Strength and Constitution modifier.
- Resistance against piercing, bludgeoning and slashing
- All movement-displacing effects (e.g. Shove) and effects knocking you prone are at a disadvantage
- Opportunist: Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature.
- Flurry of Blows can be used as a reaction (for 1 Ki Point).
- Breaker's Blow can be used as a reaction (for 1 Ki Point; no bonus to Ki DC or attack roll).
Stone Stance cannot be used in conjunction with Sword Stance.
- Sword Stance
Starting at 11th level, you can spend 3 Ki Points to enter an offensive stance for 1 minute, channeling your ki through your weapon or fists into your body to become one with your weapon. While in Sword Stance, you gain the following properties:
- Unarmored Movement increases by a further 10 feet.
- Unarmored Defense AC is lowered by 2
- Your Wisdom modifier is added to your Strength and Dexterity modifier except for Unarmored Defense.
- When you make an attack against an enemy and it hits, you can expend 1 Ki Point to (a) double the damage roll or (b) re-roll a damage roll that is lower than your base Strength modifier once.
- When you make an attack against an enemy as an action and it misses, you get an additional unarmed attack on your bonus action.
- Flurry of Blows can now inflict Breaker's Blow on both strikes for an additional +1 Ki Point (no bonus to Ki DC or attack roll).
Stone Stance cannot be used in conjunction with Sword Stance.
- Perfect Disarm
Starting at 17th level, your complete mastery of all conceivable weaponry grants you an impeccable insight into disarming opponents and using their weapons against them. You gain the following bonuses:
- Breaker's Blow also gains your Dexterity modifier to its attack roll, and your Wisdom modifier + Strength modifier to its damage roll.
- Eagle's Talons deal bonus damage equal to 2 times your Strength + Wisdom modifier (3x if target has less AC than 10 + Strength modifier).
In addition, when making a successful Breaker's Blow, you also gain one of the following effects of your choice:
- You make a Dexterity (Sleight of Hand) check (+ your Wisdom modifier) against the target creature's Strength (Athletics) check or Dexterity (Acrobatics) check. If successful, you grab the weapon it is currently using instead of causing it to drop to the floor, and gain proficiency with the weapon until it leaves your hand.
- You make a Strength (Athletics) check (+ your Wisdom modifier) against the target creature's Strength (Athletics) check or Dexterity (Acrobatics) check + the level of enchantment on their weapon (E.g. Greatsword +1 will add a +1 to the DC). If successful, you destroy the weapon, dealing 4 x the base damage of the weapon + your Strength modifier in Piercing damage to the target.
When making a failed Breaker's Blow, you can expend an additional 2 Ki Points to re-roll Breaker's Blow. Otherwise, or if the second Breaker's Blow fails, the creature gains a penalty on its next attack roll equal to the number of Ki Points expended + your Strength modifier.
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