Way of Elemental Spin (5e Subclass)

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Way of the Elemental Spin[edit]

Monk Subclass

Monks that follow the Way of Elemental Spin have mastered the ability to manifest their inner element, in form of a tornado.

Element Tornado

Starting at 3rd level, you have mastered the basics of releasing your element. Choose any type of damage. You may only choose one. As a bonus action, you can spend 2 ki points to enter a spinning state that lasts until the start of your next turn. While in this state you gain the following benefits:

  • You can attack all enemy creatures creature within 5 feet of you. However, instead of an attack roll, all creatures must make a Dexterity Saving throw. On a fail, they take your martial arts die times your proficieny bonus in the damage you chose when you took this subclass. And if they are the size as you or smaller they get knocked prone. On a succes, half only.
  • Deflect Missiles feature doesn't require a reaction.

You may use this feature a number of times equal to your Wisdom modifier and you regain all uses after a long rest.

Elemental Training

At 6th level, your Spin attack counts as magical for the purpose of bypassing resistance and you gain permenant resistance to the damage you chose at 3rd level. Additionally, whenever you take the damage you chose at 3rd level, the attacker takes the same amount of damage.

Air Spin

At 11th level, you have mastered the ability to spin through the air. As an action you can spend a number of ki points, max proficiency bonus, to gain a fly speed equal to your movement speed, for a number rounds equal to the number spent. You can't, however, attack while using this. Additionally, while you're using Element Tornado all attackers have disadvantage.

Forbidden Spin

At 17th level, you have reached the peak in your Spin training. You can, as a bonus action, spend 5 ki points to enter a superiour form of Element Tornado, that lasts for 2 rounds. During that time, you have resistance to all types of damage, you're immune to Prone and you regain 4d8 hitpoints. However in order to use it properly, you must wield a staff while performing this spin that. Additionally, You can cast Shillelagh, Divine Favor for 1 ki point, Enhance Ability for 2 ki points and Elemental Weapon for 3 ki points.

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