Way of the Entangling Tendrils (5e Subclass)
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Way of the Entangling Tendrils
Some Monks have learned to infuse their ki into their long flowing hair and formed an entire fighting style with incredible versatility and trickiness. Those who follow the Way of the Entangling Tendrils are excellent at grappling targets and have a wider area of control than most.
Editor's Note: This subclass was intended for people with prehensile hair, but that's not to say you couldn't reflavor it for a creature with things other than hair, such as an octopode's tendrils, or even vines and roots that erupt from a plant person's body.
- Prehensile Hair
When you take this archetype at 3rd level, your hair becomes prehensile and extendable. Using an action, you can fashion your hair into two tendrils, each with the strength of your normal arms, but with 15 feet of reach, or four miniature tendrils of equal length, but with only 10 lbs of lifting strength each. Up to two unarmed strikes per turn may be done with your hair, increasing the reach, or less if one of your tendrils are not free. At a cost, manifesting hair tendrils requires focus; while doing so you cannot make more than two unarmed strikes with your normal hands per round. If your hair is cut or destroyed, it regrows when you take a long rest. Miniature tendrils cannot be used for combat; only for utility, such as grabbing small objects.
- Hair Climbing
Also at 3rd level, you can grab onto a hold (such as a stalactite or a chandelier) or a ledge up to 15 feet away from you using one tendril. While holding onto this, you can use your land speed to move your body to any location, including in the air, up to 15 feet away from the hold. If your other hair tendril is free, you can grab onto something else in this way. Using both tendrils as legs, you can also lift yourself 15 feet straight up into the air even if you have nothing to hold on to.
- Hair Grapple
Starting at 6th level, you can grapple a target up to 15 feet away with a single hair tendril. As long as a target is grappled in this way, you are capable of moving them up to 15 feet in any direction per turn, including as part of your move action, so long as they at no point are more than 15 feet from you. It takes both hair tendrils to grapple a creature one size category larger than you. If the target successfully escapes the grapple, that tendril dissipates and you must spend an action to reform it.
- Versatile Tactics
Starting at 11th level, you gain the following abilities
- Throw: At the start of your turn, if you are grappling a creature using your hair, you may spend 1 ki point to end the grapple and throw the target up to 30 feet away. They must also make a Dexterity save; on a failure they are knocked prone.
- Trip: When you make a successful melee attack using a hair tendril, you can spend 1 ki point and a reaction to cause the target to make a Dexterity save. On a failure, they are knocked prone. On a success, they are immune to this feature until the start of your next turn.
- Protective Coccoon
At 17th level, you have a pool of hit points equal to your Wisdom modifier * your monk level. As a reaction to taking damage, you can retract your tendrils to form a protective coccoon around yourself, causing all damage you would have taken, plus all further damage, to come out of these hit points instead. When these hit points hit 0, your tendrils dissipate, requiring an action to recover, and you can no longer use this feature until you take a long rest. At the start of your turn, you must spend 15 feet of movement to leave the coccoon if you are in it.