Way of the Trembling World (5e Subclass)

From D&D Wiki
Jump to navigation Jump to search

Way of the Trembling World[edit]

Monk Subclass

Everything in the multiverse sings with a small part of the song of reality, harmonizing and disharmonizing to create the melody of life, death, and everything in between. Through deep meditation and some minor collaboration with bard colleges, monks of the trembling world learn to harness these vibrations into their movements, both martial and mundane. Through this deep understanding of the planes in constant states of motion, the monks can learn when to dampen and when to heighten the rumbling beats of both destruction and preservation.

Audio Assault Armor

Starting at 3rd level, your body learns to absorb violent hits without cracking. You have resistance to Thunder damage and advantage on saving throws to avoid or end the deafened condition. When you score a critical hit with an Unarmed Strike, the attack deals additional Thunder damage equal to your Wisdom modifier to the target and up to 10 creatures you can see of your choice within 10 feet of it (minimum of 1 damage).

Whenever you use Redirect Attacks or Slow Fall, you can change the attack or fall damage to Thunder damage before reducing the damage. If you reduce an attack’s damage to 0 and expend 1 focus point to redirect the attack’s force, you can target any creature you can see or hear not behind total cover within 60 feet regardless of whether the attack was melee or ranged. If the attack was a critical hit, increase the damage dealt by a roll of your Marital Arts die. The damage type is Thunder.

Echolocation

Starting at 6th level, your senses can better read the air swirling around you and the ground holding you up. You gain 10 feet of blindsight and tremorsense. The range of both these senses increase to 20 feet at 12th level and 30 feet at 18th level. As a bonus action, you can expend 1 focus point to triple both ranges until the start of your next turn.

Shaken Stance

Starting at 6th level, your fist can turn simple blunt force into concentrated quivers of breakage. Whenever you deal damage with your Unarmed Strike, it can deal your choice of Force damage, Thunder damage, or its normal damage type. If you choose Thunder damage, the attack ignores resistance to Thunder damage and half cover. Whenever you score a critical hit with an Unarmed Strike that deals Thunder damage, the attack target is deafened until the end of its next turn.

Echo Strike

Starting at 11th level, you fists hit many in a single touch. When you successfully attack a creature with an Unarmed Strike dealing Thunder damage, you can force another creature or object within 10 feet of the target to succeed on a Constitution saving throw or take Thunder damage equal to a roll of your Martial Arts die and become deafened until the end of its next turn. If Unarmed Strike scores a critical hit, you can force up to 2 creatures or objects within 10 feet of the target to make the same saving throw. The saving throw uses your focus save DC.

Reverberations

Starting at 11th level, you can vibrate your strikes to penetrate through heavy armor or read the movements of swift dodgers. When you make an Unarmed Strike against a creature with an AC of 20 or higher, you score a critical hit on a roll of 19-20 if the attack deals Thunder damage. Your Unarmed Strikes automatically score critical hits against objects with an AC higher than 19 – your Dexterity modifier if the attack deals Thunder damage.

Silence is Golden

Starting at 17th level, only the grave’s calm awaits bad vibes directed towards you. When you succeed on a saving throw or suffer damage from an effect without an attack roll or saving throw, you can use your reaction to change any non-psychic damage it deals to Thunder damage. After you use this reaction, Redirect Attacks, or Slow Fall you gain temporary hit points equal to 1d12 + your Wisdom modifier and have advantage on your next Unarmed Strike that deals Thunder damage within 1 minute (minimum of 1).

When you use your Superior Defense feature, you gain immunity to Thunder damage for 1 minute or until you have the incapacitated condition.


0.00
(0 votes)

Back to Main Page5e HomebrewCharacter OptionsSubclasses