Way of the Kalaripayattu (5e Subclass)

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Way of the Kalaripayattu[edit]

Monk Subclass

Monks from the way of the kalaripayattu are trained in the oldest codified methods of fighting in existence, a martial tradition that teaches both weapon and hand to hand combat, spirituality, medicine and mobility techniques, designed to create a invincible warrior.

Monks trained in this art are soldiers meant to employ their techniques in the battlefield, which is demonstrated by the name of the martial tradition itself (Kalari, meaning Battlefield), but goes beyond that, evolving as a form of maintaining health, providing self defense and preserving the culture of a people.

Ayurveda

At 3rd level, you learn the practice of an ancient method of medicine. You gain proficiency with the herbalist kit and in the Medicine skill. In addition, you can use the herbalist kit and spend 50 gp in medicinal herbs over the course of 1 hour (which can be done as part of a short rest) to create a specially prepared oil.

You must spend 1 minute to rub this oil on a creature, massaging it her. The creature can roll a hit die and restore hit points as if it had completed a short rest at the end of the massage, and for the next hour it has a bonus of +2 on all its Dexterity checks and saving throws. The creature can't benefit from the oil again until it completes a short or a long rest.

Maypayattu

At 3rd level, you begin your training by greatly honing your flexibility, which also increases your speed and coordination, by training a set of forms, the maypayattu. Your unarmed strikes and attacks with monk weapons gain the reach property.

In addition, you can pass through the space occupied by other creatures - hostile or otherwise - and to move trough spaces suitable for creatures with half your size.

Chaattom

At 6th level, you gain the legendary agility of kalari warriors. When you take the Step of the Wind, and move at least 10 feet before making an attack against a creature within 5 feet of you, you cause additional 1d6 damage for each 10 feet moved.

In addition, whenever a creature within 5 feet of you hit you with a melee weapon attack, you can spend 1 ki point to make an Dexterity (Acrobatics) check against a DC equal to the result of the attack. On a success, you evade the attack, reducing the damage to 0, and can move to a place you can see within 30 feet of you as part of the same reaction.

Angathari

At 11th level, you start the advanced training, mastering the combat with metal weapons and with the shield. You gain proficiency with the shield (that doesn't prevent you from benefiting from monk features), the scimitar and the urumi, the rapier and the battleaxe, and these are considered monk weapons for you.

In addition, once per turn when you hit a creature with an unarmed strike made as part of the Attack action, you can make an attack with a monk weapon against the same creature.

Marmashastram

At 17th level, you learn how to manipulate and handle the vital points in your opponents or allies bodies, to either bring pain or relief, harm or healing and even death using your touch. As an action, you can touch a creature within 5 feet of you and spend a number of ki points up to half your monk level (rounded down). You can choose to restore 5 hit points or cause 5 points of necrotic damage per point spent.

You can cure one of the following conditions, by spending 1 ki point per condition: stunned, paralyzed, incapacitated, deafened, blinded. Alternatively, you can inflict one or more of these conditions per ki point spent, lasting until the end of your last turn. Unwilling targets can make a saving throw against your ki save DC to resist these effects.

Finally, whenever you apply a massage oil to a creature, you can use this feature over the course of 1 minute, instead of using an action. Doing so reduces the cost of the feature in 1 point (to a minimum of 0 ki points).

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