Way of the Glowing Rose (5e Subclass)
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Way of the Glowing rose
Monk Tradition Many believe that strength is the key to victory, bludgeoning their way through hordes of monsters, reveling in the glory of being the man to bring the heads of the most enemies to their monastery. Many also forget the honor of single combat, the intimacy of predicting your opponents movements and shifting yours mid blow to counter. The way of the glowing rose honors those who remember this tradition, gifting them with passive and active abilities that come straight from the ki that resides in the heart of every true fighter.
- Basic techniques
At 3rd level, you gain two techniques called 'The creeper whip', and 'The Glowing rose'. As a bonus action on your turn, you can spend 1 ki points to summon one of these techniques.
- - The creeper whip
If you have summoned the creeper whip, a glowing white rose vine appears, that wraps around your arm of choice. As an attack action on your turn, you can make a melee attack with the whip against a creature within 10 ft and deals 1d10 slashing or radiant damage as you choose.
- - The glowing rose
If you have summoned the glowing rose, a glowing silvery-blue rose bud floats in front of your forearm and acts like a shield. As a reaction, once per turn you may block an incoming melee attack. Roll a d20 + your Dexterity modifier. If the result is equal or higher than the incoming attack roll, you have successfully blocked the attack and take no damage. If you roll a natural 20, it will break the limb, or the weapon that was used to attack you. A broken limb is useless until healed by a spell like Lesser restoration. A broken weapon needs to be repaired by a smith in order to be used again.
- Advanced set
At 6th level, you hone your basic techniques. You gain 2 abilities:
- - Tornado of petals
While you have the glowing rose summoned, as an action, you can spend 3 ki points to create a tornado filled with glowing white rose petals around a target within 30 feet. The target takes 5d6 radiant damage and has to make a Dexterity saving throw or is knocked prone.
- - Creeper grapple
While you have the creeper whip summoned, you can spend two ki points to grab an opponent's limb to knock it off balance. On a hit, the target takes 1d6 bludgeoning damage. You can impose one of the following effects on that target:
- It must succeed on a Dexterity saving throw or any attacks against this target is with advantage until the start of your next turn.
- It must make a Strength saving throw or be knocked prone.
- It must make a Constitution saving throw. If it fails, the target cannot take any attack action until the start of your next turn.
- Mastery of displacement
At 11th level, you can spend 2 ki points as a reaction to either make a clone of yourself that will shield you from an incoming attack. It will take the full damage before dissipating. Or you can teleport behind an enemy that you can see within 30 feet and make one surprise unarmed strike attack. The target takes double damage as radiant.
- Mastery of the Rose
At 17th level, you gain the ability to use the Glowing rose for close range offense in addition to it's usual defensive capabilities. On your turn you can make an unarmred strike as an action with the rose. You deal the target 5d6 bludgeoning or radiant damage. As a bonus action, you can also spend 10 ki points to perform the roshi smasher. You dash your speed and follow up a strike with the rose shield that deals 10d10 radiant or bludgeoning damage to a creature that you can see within range. The target has to make a Strength or Dexterity saving throw, depending what the target chooses. If it fails, you push the creature up to 15 feet away from you and is stunned until the end of your next turn.