Way of the Zodiac (5e Subclass)

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The discipline of a Zodiac Monk is closely linked to the stars above. Channeling the celestial might of heavenly constellations, these ascetics enter a Zodiac Stance through their innate ki.

Posture is a ki element in channeling the Zodiac

Zodiac Stance[edit]

Upon following this Monastic Tradition at level 3, you gain the ability to spend 3 ki point to enter a Zodiac Stance. The stance lasts for your Wisdom modifier + 1 rounds, minimum of 1, until you end it as a bonus action, or until you become incapacitated. The possible stances to choose from are detailed at the end of the subclass description.

You know 2 stances. You learn 2 additional stances at level 6, 11, and 17 at lvl 11 and 17 you may learn 1 stance from the advance stances catagory. When you learn a new stance, you may also replace one you already know with a different one.

Heavenly Flow[edit]

At level 6, you gain the ability to switch to another stance while assuming a Zodiac stance as a bonus action for 1 ki point. You may also enter Zodiac Stance as a bonus action.

Fist of the Heavens[edit]

Also at level 6, while holding a stance, your strikes are infused with the fate-determining power of the signs. Any hit that lands grants the target disadvantage on their next d20 roll.

Channel Hemisphere[edit]

At level 11, you gain the ability to assume two Zodiac stances simultaneously by spending an additional 2 ki points. When you use the Heavenly Flow feature to switch stances, you may switch one or both stances. Additionally, when you use your Flurry of Blows, your first additional strike deals an extra 1d10 radiant damage.

Shroud of the Heavens[edit]

At level 17, while you are in a Zodiac Stance, you may spend half of your max ki points to cast wall of force (you must maintain concentration). Also, when you begin your turn in dim light or darkness, you can spend 1 ki point as a bonus action and emerge in a blinding flash of light. Creatures within 20 feet of you must make a Constitution saving throw. or be blinded for 1 minute, the creature may make a Constitution saving throw at the start of each of its turns to end the effect. (Attack rolls made against them have advantage and attack rolls made by them have disadvantage, the creature also fails any ability checks that require sight)


  • Bear. While in this stance, you channel the bear's endurance. You gain temporary hit points equal to your Monk Level + your Wisdom Modifier.
  • Crane. While in this stance, you channel the crane's reach. Your unarmed strikes and monk weapon attacks gain an extra 10 feet of reach.
  • Dragon. While in this stance, you channel the dragon's potency. As an action, you may force all creatures within a 15-foot cone to make a Dexterity save. On a failure, the creature takes your unarmed strike damage and is knocked prone. A creature is not knocked prone but still takes half damage on a success.
  • Mantis.While in this stance, you channel the mantis' patience. When a melee attack misses you, you may make an opportunity attack against that creature.
  • Monkey. While in this stance, you channel the monkey's mobility. Your movement does not provoke attacks of opportunity, and you add your Wisdom modifier (minimum 1) to Dexterity saving throws you make.
  • Ox. While in this stance, you channel the ox's indomitability. You are immune to the frightened condition, and cannot be moved against your will or knocked prone.
  • Scorpion. While in this stance, you channel the scorpions' aggressiveness. When a creature hits you with a meele attack, you may use your reaction to make an attack of opportunity against that creature.
  • Tiger. While in this stance, you channel the tiger's ferocity. Attack rolls made with unarmed strikes and monk weapons score a critical hit on a roll of 19 or 20.

Advanced Stances[edit]

  • Boar. While in this stance, you channel the Boar's resilience. non-magiacal attacks against you suffer a -5 to the damage roll.
  • Lion.While in this stance, you channel the lions' impression. When a creature targets you with an attack or a harmful spell, it must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. The saving throw DC for the spell equals 8 + your Wisdom + your proficiency bonus.
  • Stag. While in this stance, you channel the stag's freedom. You cannot be restrained, grappled, or paralyzed. Opportunity attacks made against you have disadvantage.
  • Cobra. While in this stance, you channel the cobra's precision. Your unarmed strike and monk weapon attack rolls gain a +2 bonus.

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