Way of the Glowing Rose (5e Subclass)

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Way of the Glowing Rose[edit]

Monk Tradition

The art of the duel, constant flips between all-out assault and defensive stances. Back and forth, and back, and forth. Those who follow the Way of the Glowing Rose have studied and mastered this endless loop of combat, their abilities shifting based on the situation. In these studies, their understanding of two parts of a duel have crystallized, allowing them to actually summon a manifestation of these concepts.

Soul Artifacts

At 3rd level, you may use a bonus action and a ki point to summon either of the following, for one minute. Summoning another dispels the previous one, if it has not already disappeared.

  • Creeper Whip. Your unarmed attacks instead have a reach of 10 feet.
  • Glowing Rose. A magical shield appears within one of your empty hands, if you have one. This shield does not limit your monk features.
Flaws of the Enemy

Starting at 6th level, after being hit by or hitting a creature, you may use your action to analyze them. You may learn one of the following.

Enhanced Artifacts

At 11th level, when using either of the benefits from Soul Artifacts, you gain the relevant bonus, in addition. If you currently have one summoned, you can use your bonus action to swap the one you have currently summoned, at no cost, the duration remaining the same.

  • Creeper Whip. When you hit a creature, until the start of your next turn, you deal extra damage on unarmed attacks equal to your Wisdom modifier.
  • Glowing Rose. When you are targeted by an attack, until the start of your next turn, your AC increases by 1, after the triggering attack.
Twinned Artifacts

Starting at 17th level, when you summon a soul artifact, you may spend 2 extra ki points to summon both, instead. While you have both summoned, you may spend 3 ki points to do either of the following, both dispelling the artifacts.

  • As a reaction to being targeted by an attack, you add half your monk level to your AC, until the start of your next turn. This occurs before the attack hits, potentially causing it to miss.
  • When you deal damage with an unarmed strike, you may choose to deal an extra 5d10 damage, and knock the target prone.

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