Way of Chan Kong-Sang (5e Subclass)

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Way of Chan Kong-Sang[edit]

Monastic Tradition


Martial Manoeuvre

Starting at 3rd level, you have learnt how to manipulate the environment to defeat your enemies. You learn 2 Martial Manoeuvres. You learn another at levels 6, 11, and 17 each. A list of Martial Manoeuvres is located at the end of this page.


Some Martial Manoeuvres involve saving throws. Your Martial Manoeuvre save DC is 8 + Your Dexterity modifier + your Proficiency bonus.


Versatile Training

Starting at 3rd level, you are proficient with improvised weapons. Also, improvised weapons count as monk weapons for you.


Freerunner

Starting at 6th level, climbing no longer costs you extra movement, your jump distance increases by your Dexterity Modifier, and you become proficient in Athletics. If you already were, you can choose a different proficiency from the Monk list.


Ki Aura

Starting at 11th level, you can make Intelligence and Charisma checks as Wisdom checks instead.


Deceptive

Starting at 17th level, when you take damage from an enemy, they have disadvantage on attack rolls against you until the start of your turn.

Martial Manoeuvre[edit]

Reversal

When an enemy moves 15 feet or more in a straight line towards you and then makes a melee weapon attack, you can use your reaction and 1 Ki point to ignore the damage and throw them, prone, 5 feet away, dealing damage equal to your Martial Arts damage.

Leaping Strikes

Your unarmed strikes and monk weapon attacks have the Reach property.

Clothlock

As an action, when you hit an enemy with an unarmed strike or monk weapon attack, you can expend 1 Ki point and a bonus action to tie them up in some cloth (if there is no cloth nearby, you conjure some, or tear some from your outfit) if you would be able to grapple them normally. If successful, they are Restrained by the cloth, and must make a Dexterity (Acrobatics) or Strength (Athletics) check against your Manoeuvre Save DC to escape. You can move as normal, because they are being grappled by the cloth.

Flash Powder

You can cast the Flash Powder cantrip at will.

Mental Assault

You can cast the Psionic Kunai cantrip at will.

Wind Aura

When you use Step of the Wind, your AC increases by 2 until the end of your next turn.

Bounce Leap

As an action, you can spend a Ki point to leap off a nearby object that is Small or larger. You leap a distance equal to 10 + Your Unarmoured Movement bonus. Enemies have disadvantage on opportunity attacks against you while you do this.

Walnut Grip

As an action when you are grappling an enemy, you can choose to crush them with your grip. They must make a Constitution saving throw. They take damage equal to your Martial Arts damage on a failed save, or half as much on a successful one. For the purposes of the Extra Attack feature, this counts as an attack.

Trick of the Light

You can cast the Shield Prism cantrip at will.

Impatient Defense

When you use the Patient Defence ability, you can take the Dash action as part of that ability.

Whole Mind

The number of Ki points you have to increases by 1.

Deflection Redirection

As a when you catch a projectile with Deflect Missiles, you can attack an enemy within 5 feet of you with it without expending a Ki point. It counts as an Improvised weapon, and therefore a monk weapon for you.

Flipkick

When you are prone, you can expend 1 Ki point as a reaction to an attack to flip back onto your feet. Also, as part of this reaction, you can make an Unarmed Strike attack against an enemy within 5 feet of you.

Sweeping Kick

When you make a unarmed strike against an enemy, you can expend 1 Ki point to knock them prone unless they succed on a Dexterity save against your Martial Manuever DC.

Flying Kick

Once a turn when you make an unarmed strike against an enemy, you can choose to take a -5 to the attack roll, but if you hit you get a +10 to damage.


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