Way of the Transcendent Order (5e Subclass)

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A halfling Cipher about to teach some bugbears a very important lesson!
Monk Subclass

Monks of the Transcendent Order believe that each individual is intuitively aware of their place in the cosmos, and instinctively knows the right thing to do at the right time. Conscious thought overrules this, and only interferes with their ability to act correctly. The Ciphers, as they are more commonly called, train to unify body and mind in order that the individual can live as their authentic self.

Members must learn to act unhesitatingly and commit to their actions, relying on nothing more than their hearts... and their fists. Unlike other monks, they don't sit in quiet contemplating or ponder the best course of action. Instead, they trust in their instincts, and allow the whims of their gods to flow through them, using them as a vessel for their divine wrath.

Body Over Mind[edit]

Ciphers are renowned for the amount of time they spend training their bodies and are capable of truly remarkable feats.

At 3rd level you gain proficiency with the Acrobatics and Athletics skills. If you are already proficient, you may apply your proficiency bonus twice to that skill.

Additionally, you now use Constitution in place of Wisdom when calculating your Unarmored Defense feature, and Strength in place of Wisdom when determining your monk saving throw DC. These features otherwise remain unchanged.

Special Note: With DM permission, you may instead gain the option of using Constitution and/or Strength in place of Wisdom, instead of it being a required change. Monks are already quite MAD and this only amplifies that fact. That said, it is intended to be a cost for some of the features of this archetype, so the DM should take this into consideration before allowing it.

Martial Arts Superiority[edit]

At 3rd level you learn various combat maneuvers that are fueled by your ki. You learn three combat maneuvers from the Battle Master archetype. You learn two additional combat maneuvers of choice at 6th, 11th, and 17th level. Each time you learn a new maneuver or gain the Ability Score Improvement feature, you can replace one techniques you know with a different one.

It costs 1 ki to activate a combat maneuver. You use your monk saving throw DC with them, and you use your Martial Arts die in place of a superiority die. You otherwise follow all the rules of a Battle Master fighter.

Roll With the Punches[edit]

At 6th level, you learn how to twist and turn quickly while fighting, instinctively dodging your opponents. Any time you spend ki, you no longer provoke opportunity attacks when moving until the start of your next turn. This is effective even against opponents with the Sentinel feat or similar abilities.

Speed of Thought[edit]

Beginning at 11th level, you gain one additional attack when using Flurry of Blows. This becomes two additional attacks at 17th level.

Transcendent Opportunity[edit]

Upon reaching 17th level, you automatically respond to an opponent's opening in combat without even thinking about it. You get a special reaction that you can take once on every creature's turn except your own. You can use this special reaction only to make an opportunity attack against that creature.


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