Way of the Lynx (5e Subclass)

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Way of the Lynx[edit]

Monk Subclass

The Way of the Lynx teaches how to outmanuever and rip apart your enemies with stealth and precision.

Hidden Predator (1/turn)

Starting at 3rd level, you have learned to exploit an enemy's distraction.You can deal an extra 2d6 damage to a creature you hit with a weapon you are proficient in or unarmed attack so long as you have advantage on the attack roll. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll. At levels 5, 7, 9, 11, 13, 15, 17 and 19, this bonus damage increases by 1d6.

Unseen Shadow

Also at 3td level, While in dim light or darkness you are hidden with a stealth check equal to 10 + your Dexterity modifier + stealth proficiency (+ an additional 5 if you would have advantage on a stealth check). Also your thoughts can't be read by telepathy or other means unless you allow it and you are hidden from divination magic, you can't be targeted by such magic or perceived through magical scrying sensors.

Shock Impact

Starting at 6th level, you land a critical hit with a weapons you are proficient and unarmed strikes on a roll of 19 or 20. Also, if you do land a critical hit, you can choose one appendage of the target that is holding an item. That appendage drops all items it is carrying and ceases to function, and cannot hold an item until the end of your next turn. You can spend 2 Ki points to increase the duration of this effect to 1 minute.

Master of Blades

Starting at 11th level, you can spend 5 Ki points to cast Zantetsuken as a 4th-level spell, and you know the Blade Ward and Holy Blade cantrips. Starting at 15th level, you may cast it as a 5th-level spell for 6 Ki points, and when you reach 19th level, you may cast it as a 6th-level spell for 8 Ki points.

Master of Combat

Starting at 11th level, you become proficient with all martial weapons, and they count as monk weapons for you. Also, you can add your Wisdom modifier to your initiative modifier.

Rending Critical

Starting at 17th level, you land a critical hit with a weapons you are proficient and unarmed strikes on a roll of 18 to 20. Also, when you land a critical, the target takes half of the damage again at the start of your next turn.

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