Way of the Sweet Science (5e Subclass)

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Way of the Sweet Science[edit]

Monk Subclass

Monks that follow the sweet science tradition are masters in using their fists in combat. They combine a fast and fluid footwork with powerful punches, to move around their opponents like butterflies, and advancing with powerful strikes, painful as wasp stings. These monks tend to prefer pitfights and duels against a single opponent, were they can truly shine and test their abilities to their fullest extent.

cindy-avelino-gaeus-scene-commission-final.jpg
Gaeus - The Pugilist

by Cindy Avelino

Big Fundamentals

When this subclass is taken at 3rd level, you gain the ability to enhance your punches. While making an unarmed attack, you can spend 1 Ki point to add one of the following effects to it:

  • Cross: You can roll 2 unarmed damage dice and choose the higher one, if you have advantage you can add your Wisdom modifier to your damage.
  • Liver Blow: The target must make a Constitution saving throw. On a failed save, the creature has disadvantage on his attacks. The creature can redo the Save at the end of his turn.
  • Gut Punch: The target must make a Strength saving throw on a failed save the creature is knocked prone and is considered restrained until the end of its turn.

You cannot reuse the same punch twice with one action and ethered creatures like fantoms aren't affected by this. You must have at least one free hand to use any of these punches.

Breaking Tradition

When you take this tradition you can use your Constitution modifier in place of your Dexterity modifier for you Unarmoured Defence feature.

Punch Roll

Starting at 6th level, your understanding of violence grants you a greater degree of natural defense. When you take the Dodge action, you gain temporary hit points equal to your Wisdom modifier. (Minimum 1) These temporary hit points last until the beginning of your next turn, at which point, these temporary hit points are reset to equal your Wisdom modifier.

Quick Stitch-up

Starting at 6th level, using your action, you can spend a use of a healer's kit to heal a character a number of hit numbers equal to your Wisdom modifier + your proficiency bonus. You can do that a number of times equal to your Wisdom modifier, regaining your uses of it after a short or long rest.

1, 2!

Starting at 6th level, once per turn, after using an unarmed strike, that didn't consume any ki (exception: flurry of blows) you can give advantage to your next unarmed strike.

Fly Like a Butterfly and Sting Like a Bee

Starting at 11th level, your study in the telegraphing of other creatures movements allows you to intercept other creatures that you can see attacks against you. Whenever a creature that you can see attacks you in melee combat, and within your reach, you can make an unarmed strike using your reaction. On a hit, your attack produces its normal effects and that creature's attack misses.

Precision and Power

Also at 11th level, you have learned how to sneak powerful blows through an opponent's guard. When making an unarmed attack, you can spend 1 Ki point to add twice your Ability modifier to the attack roll. This can be used before or after the roll, but before the attack is declared a hit or a miss.

Specialty

Starting at 17th level, you can specialize your boxing and add one of the following features to your character:

  • Philly shell: You can add one of your physical modifiers (Strength, Dexterity,Constitution) to your AC.
  • Peekaboo style: Whenever a creature that you can see misses a melee attack against you, you can make an unarmed strike freely, this unarmed strike doesn't have any damage modifier.
  • Boxing surgeon: Whenever a creature makes a saving throw against one of your strikes, it must make it with disadvantage.
  • Smash: Whenever you make an unarmed strike you can add your Wisdom modifier to your damage.
  • Cleanest Punch. Your touch can channel all the fury of the sweet science into a creature. As an action, you may strike out at a creature within 5 feet of you, dealing unarmed damage as normal, you may spend 1 to 10 ki points when you do so. The target must make a Constitution saving throw against your save DC, or take 2d10 bludgeoning damage and be forced 5 feet away from the monk for each ki point spent on a failed save or half as much damage and is unmoved on a successful one.
  • Clinch. When you grapple a conscious opponent, and as an action in each turn you start with a grapple opponent, you can regain 1d4 ki points. You can't regain more than half your maximum hit points using this feature.
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