Way of the Strap (5e Subclass)
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Way of the Strap
The Strap is one of twelve closely-guarded fighting styles, known as the Zodiac Of Pain. The Strap focuses on the complete destruction of your opponents, using unarmed combat and overpowering magical infusions to do so. Originally, the Zodiac Of Pain referred to twelve adventurers who used dark magic to slaughter the forces of darkness. They each founded their own school of combat, and they each chose twelve others to lead their school. The hierarchy of a Zodiac Of Pain school is twelve ranks, each containing twelve students who are sub-ranked within that rank. When a student feels ready, they can challenge the one from the rank above that corresponds to their sub-rank to a duel. If the challenger wins, they swap places. If they lose, they decrease in the standings of their rank. When a student is in the twelfth rank, they can challenge a master. If they win, they become a master too and the school searches for a new recruit.
- Zodiac Of Pain Induction
Starting at 3rd level, you gain a Zodiac Of Pain charge. You use Zodiac Of Pain charges to cause magical effects. Zodiac Of Pain charges are refilled after you finish a long rest. At 10th level, you gain a second Zodiac Of Pain charge. At 15th level, you regain a Zodiac Of Pain charge when you finish a short rest. At 20th level, you gain a third Zodiac Of Pain charge.
Also starting at 3rd level, In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action by expending a Zodiac Of Pain charge.
While raging, you gain the following benefits if you aren’t wearing heavy armor:
You have advantage on Dexterity checks and Dexterity saving throws.
When you make a unarmed strike or monk weapon attack using Dexterity, you deal additional damage equal to your Martial Arts damage. This extra damage is Necrotic, Radiant or Force damage (your choice)
You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you can’t cast them or concentrate on them while raging.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
- Ki Transfusion
Starting at 6th level, you can spend 5 Ki points to restore a Zodiac Of Pain charge to yourself. You must finish a short rest before you can do so again.
- Ki Beam
Starting at 11th level, you can expend a Zodiac Of Pain charge to fire a beam of energy at a creature within 100 feet of you. That creature must make a Dexterity save. On a failed save, they take 8d10 Force damage. On a success, they take no damage.
- Skillful Rage
Starting at 17th level, you can enter a rage without expending a Zodiac Of Pain charge. You regain the ability to do so when you finish a long rest.