Way of the Wildfist (5e Subclass)

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Way of the Wildfist[edit]

Monastic Tradition

Monks who follow the path of the wildfist draw their power from nature, channeling its primeval energy trough the use of ki. They understand that ki flows trough every living creature, and can attain a deeper connection with the wildlife trough that understanding.

Those monks tend to be guardians of nature, often allying themselves with druids, acting as guardians of sacred grooves and helping them to guard forests. Others ally themselves with rangers, hunting monsters that disrupt the natural balance in wild places.

Wild Powers

When you choose this tradition at 3rd level, you can use your ki to draw the power of nature. You learn one wild power from the Wild Power List below, and an additional one at 6th, 11th and 17th levels. Whenever you gain a new Wild Power, you can replace an old wild power for a new one.

Some powers require concentration, as spells do, and much like spells, you can't keep concentration in two of these powers at the same time, or one power and a spell that requires concentration.

When a power mimics the effects of a spell, Wisdom is your spellcasting ability for this spell.

At 6th level, the damage caused by your Wild Powers is considered magical, for the purposes of overcoming resistance and immunity to non-magical damage.

Bonus Proficiency

Starting at 3rd level, you learn how to speak, read and write in Sylvan, the language of woodland creatures.

In addition, you can choose to gain proficiency in one of the following skills: Animal Handling, Nature or Survival.

Woodland Stride

Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the Entangle spell.

Wild Companion

At 11th level, you gain the alliance and protection of a woodland creature. You can cast the spell conjure animals , without spending a spell slot or requiring components.

Whenever you start casting the spell, you can modify it so that it doesn't require concentration. If you do so, the spell's duration becomes 1 minute for that casting.

Once you cast this spell, you can't do it again until you finish a long rest, unless you spend 3 ki points to do so again.

Tough Skin

At 17th level, your skin starts to resemble hard wood and bark. You gain resistance to non-magical slashing, piercing and bludgeoning damage while not wearing armor.

Wild Powers List[edit]

Wind Strike

When you take the Attack action, you can spend 1 ki point to cause your unarmed strikes to gain the reach property. On a hit, the target is pushed 5 feet back. You can also choose to not cause damage on a hit to, instead, push the target additional 10 feet.

At 11th level, you can use this feature when you use your flurry of blows, without spending extra ki.

Vine Snare

You learn the thorn whip cantrip, and when you cast this cantrip, you can make an unarmed strike as a bonus action.

At 11th level, you can replace one of your attacks made as part of a Flurry of Blows to cast this cantrip.

Soothing Mist

You can spend a number of 1 ki point as a bonus action to cause a spray of mist causes a creature within 30 feet to regain 1d4 hit points.

At 11th level, when you use your flurry of blows, you can replace one of your attacks by a use of this feature, without spending additional ki.

Armor of Bark

You can spend 1 ki point as a bonus action to cause rock hard bark to grow around you, giving +1 to your AC for 10 minutes, or until you use this feature again.

At 11th level, you can use this power when you take your Patient Defense, without spending additional ki.

Thorn Knuckles

As a bonus action, you can spend 2 ki points to cause thorns to sprout out of your hands, giving your unarmed strikes additional 1d4 piercing damage on a hit, for 1 minute, until you use this ability again or until you lose concentration (as if you were concentrating on a spell). .

At 11th level, you can use this ability when you roll initiative, without using a bonus action.

Fast as Wind

You can spend 2 ki points as a bonus action to cast zephyr strike.

At 11th level, when you are under the effects of this spell, you gain a flying speed equal to half your movement speed (before dashing).

Pricked Earth

prerequisite: Monk 6th level

You can spend 2 ki points as an action to cause the ground in a 10-foot radius to grows thorn bushes. The area becomes difficult terrain to creatures other than you, and any creature who enters the area for the first time it takes 1d6 slashing damage. For each 5 feet that creature move inside this area, it takes additional 1d6 slashing damage. This last for 1 minute, until you use this ability again or until you lose concentration (as if you were concentrating on a spell).

At 11th level, any creature who takes damage from the bushes in the area is also poisoned for the duration of this ability.

Tree Transport

prerequisite: Monk 6th level

Once per turn when you take your Step of the Wind, you can enter a tree and move from inside it to inside another tree of the same kind within 120 feet.

At 11th level, the range increases to 500 feet.

Enhanced Summoning

prerequisite: Monk 11th level

When you choose this feature, choose one of the following creature types: fey, elemental, plant or monstrosity. You can summon a creature from the chosen type, instead of a beast, when you use your Wild Companion feature.

In addition, you increase the CR of the summoned creatures in 1. You can choose this feature multiple times, each time increases the CR in 1 and give you an additional creature type.

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