Way of the Body (5e Subclass)
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Way of the Body
I fear not the man who has practiced 10,000 kicks once, but I fear the man who has practiced one kick 10,000 times. - Bruce Lee
Monks of the Way of the Body believe that true strength derives only from themselves. They are the ultimate master's of fighting with only what they were born with; be it hand, foot, arm, or head. They learn special techniques and moves to drop their enemies with the tap of a finger, make their arm more useful than a shield, and inspire their allies using the deep knowledge they have learned.
- Cracking Hit
Starting when you choose this tradition at 3rd level, you become much more familiar with the power your body has. Your Martial Arts damage is now boosted by one die (I.e. 1d4->1d6, 1d6->1d8, 1d8->1d10, 1d10->1d12) and you can add your ability score modifier to your second unarmed attack. Additionally, when you use Flurry of Blows and hit the same target with both attacks, you can impose one of the following effects on that target:
You disorientate your target, any subsequent attack against the target has a +1 to hit until the start of the target’s turn.
You may hit the target in the arm forcing them to roll a Constitution saving throw. On a failed save, the target drops whatever is in that hand. (Note: if the target has both hands on the object, they gain advantage on the save).
You hit the enemy where they have already been harmed, dealing an extra 1d4 bludgeoning damage.
- Inspiring Words
At 6th level, you can inspire others through your powerful wisdom. To do so, you use a bonus action on your turn to inspire your party other than yourself within 60 feet of you who can hear you. The creature(s) gain one Monastic Inspiration die, a d8. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Monastic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Monastic Inspiration die is rolled, it is lost. A creature can have only one Monastic Inspiration die at a time. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain any expended uses when you finish a long rest.
- Fateful Maneuver
Beginning at 11th level, you can spend Ki points to use special maneuvers on your turn as a bonus action.
Blinding Jab (1 Ki Point) You make an unarmed attack, if you succeed the target is blinded until the start of his next turn. The target also makes a Wisdom saving throw, if it fails, the target is frightened until the start of his next turn.
Sweeping Trip (1 Ki Point) You make an unarmed attack and hit your target in the right nerve, if you succeed the target is knocked prone and the target rolls a Constitution saving throw; on a failed save, the target must expend an action to get back up.
Relentless Clutch (2 Ki Points) You make the grapple action against a bloodied target, if you succeed you grab the target by the head and inflict it with extreme pressure. The target makes a Constitution saving throw, on a failed save the target is knocked unconscious.
Inflicting Sprint (2 Ki Points) Move at least 10 feet in a straight line immediately before taking this bonus action, you then make an unarmed attack; on a success you may choose to either critical hit, or knock the target 5 feet back.
- Disturbing Strike
At 17th level, you gain the ability to inspire your allies and distract your foes purely with your fighting skills. When you succeed an attack against a target, you may choose to spend 3 Ki Points; your attack automatically becomes a critical hit, and all allies within 30 feet who are capable of seeing you gain an immediate action. If they choose to attack a foe, the attack is made with advantage.