Difference between revisions of "Way of the Open Hand (5A)"
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− | {{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. | + | {{5A}} |
+ | This is a [[Monk (5A)|Monk]] monastic tradition for [[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. | ||
+ | |||
+ | '' '''Greyhawk:''' '' | ||
+ | ''The most common monastic tradition, popular among adventurers and taught in many small, independent monasteries as well as in the various power blocks. | ||
Source: Player's Handbook | Source: Player's Handbook | ||
− | == | + | == Subclass Features == |
=== Open Hand Technique === | === 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 | + | 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 |
+ | <span style="text-decoration: line-through;background-color:coral">one of</span> | ||
+ | the attack granted by your Flurry of Blows, 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 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 must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you. | ||
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=== Wholeness of Body === | === Wholeness of Body === | ||
− | At 6th level, you gain the ability to heal yourself. As | + | At 6th level, you gain the ability to heal yourself. As an action, you can regain <span style="background-color:yellow">all</span> hit points. <span style="text-decoration: line-through;background-color:coral">equal to three times your monk level</span> You must finish a long rest before you can use this feature again. |
=== Tranquility === | === Tranquility === | ||
− | Beginning at 11th level, you can enter a special meditation that surrounds you with an aura of peace. | + | 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 gain the effect of a [http://dnd5e.wikidot.com/spell:sanctuary 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">You can renew this effect with 1 minute of meditation.</span> | |
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− | <span style="background-color:yellow"> | ||
=== Quivering Palm === | === Quivering Palm === |
Latest revision as of 11:08, 8 March 2022
Starfox's 5th Edition Fan Page |
This is a Monk monastic tradition for 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.
Greyhawk: The most common monastic tradition, popular among adventurers and taught in many small, independent monasteries as well as in the various power blocks.
Source: Player's Handbook
Subclass 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 attack granted by your Flurry of Blows, 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 an action, you can regain all hit points. equal to three times your monk level You must finish a long 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 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. You can renew this effect with 1 minute of meditation.
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.