Way of the Turtle (5e Subclass)

From D&D Wiki

Jump to: navigation, search

Way of the Turtle[edit]

Through years of physical and mental training you have accustomed yourself to pain and learned to defend yourself against any enemy.

Monks in this subclass should have a shield, preferably a turtle shell.

Turtle Training[edit]

Shields no longer obstruct your defense. You may now have the benefit of your unarmored defense when using a shield but your unarmored movement is capped at +10 ft.

Shields also use the unarmed strike die and count as a monk weapon.

Shell Stance[edit]

Your shield must be made out of an organic material in order to gain any of these benefits, I.e. a turtle shell, leather shield, wood, etc

Starting at third level due to your intense training you learned how to properly channel Ki through your shield in order to take the benefits of one of these shell stances, you may train in another at level 6. They cost one Ki to enter and end after a minute or when you lose your shield. You may only use one stance at a time.

Tortoise Shell Stance

The slowest but toughest stance you roll up to half your level+ your wisdom modifier (rounded down but at least 1) worth of your hit dice (these spend those dice until a long rest) and gain that as temporary hitpoints when entering this stance. Along with this you gain access to these defensive techniques.

Shelter-Spend 1 Ki and create a shielding bubble with a radius of up to 10 feet, the health of this shield is your temporary hitpoints. If the shield was to break you may spend 1 Ki and make a Constitution saving throw against your Ki save dc to reduce it to 1 hitpoint instead.

Absorb-If you have no temporary hit points spend 2 Ki to absorb the next attack as temporary hit points.(note the attack still deals damage you just gain all lost health as temporary hit points)

Soft Shell Stance

The least defensive but fastest of the stances when entering this stance you gain your double your natural (I.e. if you would have had + 15 speed you now get 30 ft of swim speed) unarmored speed bonus as a swim speed, you also do not gain disadvantage when fighting in water. You also use a number of hit die up to your wisdom modifier to gain Tidal points to use with these special Ki techniques.

Water Spout-You may spend 1 Ki and spend up to 6 Tidal points to shoot A quick stream of high pressure water. The distance is 15 feet and roll unarmed strike damage dice equal to the amount of tidal points you spent.

Whirlpool-Spending 1 ki and up to 6 Tidal points attack all foes within five feet with a jet of water. Enemies must make a dex save or take force damage equal to how unarmed strike damage dice equal to the amount of tidal points you spent.


Box Shell Stance

The Strongest of the stances when entering this stance Your normal unarmored movement bonus becomes a burrowing speed. You also deal twice as much damage to the environment. Along with these you gain these hunting Ki techniques.

Tomb-When burrowing you may spend 1 Ki and make a grapple check against an enemy above you. If you succeed drag them into the ground. they must make a dc 20 athletics check or become restrained and suffocating, they may retrain the

Sink- When burrowing you may spend 1 Ki to strike the ground above you turning it into a 10 ft square of quick sand. The terrain is difficult and all in it must make a strength saving throw against your Ki dc or become restrained. If they become restrained they also begin to suffocate starting on their next turn.


Slow and Steady[edit]

Those who train in the Way of The Turtle are naturally slower than other monks, but as they grow stronger they learn to adjust to the restrictions and work with their weaknesses.

At 6th level you gain the ability to access these techniques when in the appropriate stance.

Tortoise Shell Stance

Withdraw- Spend 3 Ki, drop your movement speed to zero for 3 rounds and you lose all temporary hitpoints. By focusing your Ki into you shield and arm your AC is now equal to your previous movement speed and you may deflect projectiles as many times as you want for 3 turns.

Soft Shell Stance

Jet-Spend 3 Ki and 6 tidal points to funnel water in a constant jet. You gain a flight speed equal to your swim speed.

Box Shell Stance

Break-When attacking a structure or the environment spend 3 ki and roll 10d4+strength. If the number is higher than half the hp of the structure instantly break through it with a serious of precise, powerful strikes.

Natural Shell[edit]

Starting at 11th level you can generate a Turtle Shell Shield as a bonus action for 1 Ki. The shell can only last for 6 seconds when out of your reach. You also gain these Ki techniques when in the appropriate stance.

Tortoise Shell Stance

Minor Shelter- Spending 1 ki to throw your shield up 30/60 ft. When it lands it becomes a bubble shield with a radius of 5 feet and has hitpoints equal to a half of your current temporary hitpoints.

Soft Shell Stance

Riptide Current- Spend 1 Ki and 2 tidal points for each enemy you wish to hit within 30 feet. Launch your shield with water jets blasting from it accelerating its spin and speed, then make an attack roll as it hits each enemy. If the attack hits move to the next target. if it fails the shield explodes into a circle with a 10 foot radius dealing 1d4 force damage for each remaining enemy not hit. Enemies must make a Dex save or half damage on a successful save full damage on fail.

Box Shell Stance

Disastrous Collapse-Spend 2 Ki Throw your shield 30/60 ft to a structure or across the ground 20 ft. If thrown at a structure make an attack roll on hit it collapse the specific part struck. If thrown across the ground a 20 ft by 10 foot lane becomes becomes quicksand.

The World Turtle Stance[edit]

It is said that entire planet is held up by a turtle's shell, through your training you learned to encompass this legend with this stance

Starting at 17th level you may spend 9 Ki to enter this mythic stance. It lasts for 1 minute and you gain one level of exhaustion upon exiting the stance. Your shield manifests on your back and you grow one size category; upon reaching this size you gain 30 temporary hitpoints. You also gain these techniques while in this form.

Last Shelter-Spend 2 Ki and summon a shield that lets you form up to 5 shelters at once. The health of these shelters are equal to your current hitpoints and temporary hitpoints.(when you run out of all health the shields break). You may also choose to spend all hit temporary and normal hit points and split them among the creatures sheltered.

Tsunami Shell-Spend 2 Ki to summon a shield that acts as a control water spell that can be used twice per turn.

World Shaker- Spend 2 Ki to summon a shield that acts as a Mold Earth cantrip 5 times per turn. It can also Move stone.

0.00
(0 votes)

Back to Main Page5e HomebrewCharacter OptionsSubclasses

Home of user-generated,
homebrew pages!


Advertisements: