Difference between revisions of "Way of the Open Hand (5A)"
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− | {{5A}} | + | {{5A}}''Monks of the Way of the Open Hand are the ultimate masters of martial arts combat, whether armed or unarmed. They learn techniques to push and trip their opponents, manipulate ki to heal damage to their bodies, and practice advanced meditation that can protect them from harm. |
− | '' | ||
− | ' | + | Source: Player's Handbook |
− | + | == Sublcass Features == | |
+ | === Open Hand Technique === | ||
+ | Starting when you choose this tradition at 3rd level, you can manipulate your enemy's ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows <span style="background-color:yellow">or Martial Arts abilities</span>, you can impose one of the following effects on that target: | ||
+ | * It must succeed on a Dexterity saving throw or be knocked prone. | ||
+ | * It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you. | ||
+ | * It can't take reactions until the end of your next turn. | ||
− | + | === Wholeness of Body === | |
− | + | At 6th level, you gain the ability to heal yourself. As a At <span style="background-color:yellow">bonus</span> action, you can regain hit points equal to three times your monk level. You must finish a long At <span style="background-color:yellow">or short</span> rest before you can use this feature again. | |
− | |||
− | |||
− | + | === Tranquility === | |
− | + | Beginning at 11th level, you can enter a special meditation that surrounds you with an aura of peace. | |
+ | <span style="text-decoration: line-through;background-color:coral">At the end of a long rest, you</span> | ||
+ | <span style="background-color:yellow">When you spend an action to do the Dodge action (not when you gain the benefits of dodge without spending an action), you and allies within 5 ft. of you</span> | ||
+ | gain the effect of a Sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus. | ||
+ | <span style="background-color:yellow">If an ally takes a prohibited action or finishes their turn more than 5 ft. from you, the effect ends for that ally.</span> | ||
− | You can have only one creature under the effect of this feature at a time. | + | === Quivering Palm === |
− | + | At 17th level, you gain the ability to set up lethal vibrations in someone's body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. | |
+ | When you use this action, the <span style="background-color:yellow">target takes 10d10 necrotic damage and</span> must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. | ||
+ | <span style="text-decoration: line-through;background-color:coral">If it succeeds, it takes 10d10 necrotic damage.</span> | ||
+ | |||
+ | You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action. | ||
+ | |||
+ | == Designer's Notes == | ||
+ | Open Hand Technique has a minor change necessitated by the changes to Flurry of Blows. | ||
+ | Wholeness of Body and Tranquility have had major improvements. | ||
+ | Quivering Palm had a minor change, where the target can suffer instant death even if they FAIL their saving throw, which they couldn't before. |
Revision as of 10:46, 20 October 2021
Starfox's 5th Edition Fan Page |
Monks of the Way of the Open Hand are the ultimate masters of martial arts combat, whether armed or unarmed. They learn techniques to push and trip their opponents, manipulate ki to heal damage to their bodies, and practice advanced meditation that can protect them from harm.
Source: Player's Handbook
Sublcass Features
Open Hand Technique
Starting when you choose this tradition at 3rd level, you can manipulate your enemy's ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows or Martial Arts abilities, you can impose one of the following effects on that target:
- It must succeed on a Dexterity saving throw or be knocked prone.
- It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
- It can't take reactions until the end of your next turn.
Wholeness of Body
At 6th level, you gain the ability to heal yourself. As a At bonus action, you can regain hit points equal to three times your monk level. You must finish a long At or short rest before you can use this feature again.
Tranquility
Beginning at 11th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you When you spend an action to do the Dodge action (not when you gain the benefits of dodge without spending an action), you and allies within 5 ft. of you gain the effect of a Sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus. If an ally takes a prohibited action or finishes their turn more than 5 ft. from you, the effect ends for that ally.
Quivering Palm
At 17th level, you gain the ability to set up lethal vibrations in someone's body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the target takes 10d10 necrotic damage and must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage.
You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.
Designer's Notes
Open Hand Technique has a minor change necessitated by the changes to Flurry of Blows. Wholeness of Body and Tranquility have had major improvements. Quivering Palm had a minor change, where the target can suffer instant death even if they FAIL their saving throw, which they couldn't before.