Way of the Symbol of Peace (5e Subclass)
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Symbol of Peace
The Symbol of Peace is a monk archetype. A hero who's trained their mind and body to become the bane of all villains in the world, the Symbol of Peace will never accept defeat and will put their lives at risk to save those in need.
One for All
You've learned to tap into hidden reserves of energy that lays dormant within all living beings. At 3rd level you can use your unarmed attacks from a distance of 10 feet. This distance increase by 10 feet at level 6, 9, 12, 15, and 18. Additionally, hitting a creature at melee range will allow you to to push them back 10 feet upon failing a strength save. You may spend additional ki points to push them back an extra 10 feet or add 10 feet to your ranged unarmed attack.
You are also able to spend ki points to perform the following abilities.
As an action, you can spend 2 ki points and choose a creature within 30 feet of you. That creature must make a Strength saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can push the creature up to 20 feet away from you and knock it prone. On a successful save, the creature takes half as much damage, and you don't push it or knock it prone.
As an action, you can spend 2 ki points to shoot yourself up to 60 feet into the air in any direction, As a reaction, you can ignore all falling damage.
You can spend 2 ki points to cast earth tremor. You can double the amount of ki points used to increase it by 1 level.
You can spend 2 ki points to cast thunderous smite which apply to your unarmed strikes.
You can spend 2 ki points to cast gust of wind but it only lasts until the end of your next turn and does not require concentration.
You can spend 4 ki points to cast haste on yourself. You must be level 5 or above to be able to use this.
You've trained your body in a way that allows you to expand your muscles to their maximum limit. Starting at 6th level as a bonus action you can enter Muscle Form.
While in Muscle Form you gain the following benefits:
- You add your proficiency bonus to all attack rolls and damage rolls, as well as Strength and Dexterity saves and checks even if you already apply it.
- When making an unarmed strike you deal the damage die above your current one, at level 17 it turns to a d12.
- You gain advantage on Strength and Dexterity saving throws.
This lasts 1 minute, until you dismiss it as a bonus action, or until incapacitated. You may use 1 ki point to roll a Constitution save (DC is 20 minus your proficiency modifier) to extend it by 6 seconds (1 round). If you fail this save you lose your muscle form until your next long rest and you suffer 1 point of exhaustion. You may use your Muscle Form a number of times equal to your Constitution modifier before a long rest.
Beginning at 11th level you are nearing the completion of your training, you will never let your enemies win, even if it costs you your life. When you're at below half hit points and you are in Muscle Form you score critical strikes on a roll of 19-20. Additionally, when falling to 0 hit points you can use your reaction to get back to 1 hit points and use your full turn immediately, you must complete a long rest before using this feature again. In addition, you are immune to the frightened condition.
Pillar of Hope
You are the pillar of hope the world relies on, failure is no longer an option, at level 17 when in Muscle Form, you can choose to automatically succeed a saving throw. You may do this once per Muscle Form transformation. Anyone who sees you do this becomes immune to the frightened condition for the next hour and loses their frightened condition if they had it previously. Additionally when in your Muscle Form you gain resistance to piercing, bludgeoning, and slashing damage. In addition, if you reduce the health of a creature by half on your turn, you may choose for the creature to be knocked unconscious, this does not work on undead or constructs.