Difference between revisions of "Way of the Turtle (5A)"

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(Flurry of Death)
(Turtle's Power)
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Starting at 6th level, you gain proficiency with all martial melee weapons, and melee weapons you wield count as magical weapons for the purpose of overcoming resistance and immunity to nonmagical attacks and damage
 
Starting at 6th level, you gain proficiency with all martial melee weapons, and melee weapons you wield count as magical weapons for the purpose of overcoming resistance and immunity to nonmagical attacks and damage
  
=== Turtle Claws===
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=== Turtle's Power ===
At 11th level you can use [[Monk_(5A)#Deflect_Missiles|Deflect Missiles]] without having to spend your reaction.
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At 11th level, when you hit with an unarmed attack, you can attempt to [[Skill_Examples_(5A)#Grappling|Grapple]] without expending an action.
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When you hit with a melee weapon attack, you can attempt to [[Skill_Examples_(5A)#Shove|Shove]] without spending an action.
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You can only attempt one free grab or one free shove each round, recharging the ability at the start of your turn.
  
=== Flurry of Death ===
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=== Turtle Shield ===
At 17th level, your unarmed and weapon attacks score a critical hit on a roll of 19 or 20.
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At 17th level you can use [[Monk_(5A)#Deflect_Missiles|Deflect Missiles]] without having to spend your reaction.
When you score a critical hit, you can make an additional attack with a ready weapon or unarmed strike, against the same or a different foe. If this happens on your turn and you have remaining movement, you can move normally between these attacks.
 
  
 
== Designer's Notes ==
 
== Designer's Notes ==

Revision as of 14:59, 22 February 2022

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This is an original Monk monastic tradition for 5A.

Way of the Turtle monks wear armor and use heavier weapons than other monks. Often found in military settings, turtle monks are less spiritual, focusing on raw power and martial mastery.

Subclass Features

Turtle Armor

Starting when you choose this monastic tradition at 3rd level, you gain proficiency in light armor and medium armor. You can use any monk ability in armor you are proficient with, ignoring the normal restrictions on monk class features.

Turtle Bite

Starting at 6th level, you gain proficiency with all martial melee weapons, and melee weapons you wield count as magical weapons for the purpose of overcoming resistance and immunity to nonmagical attacks and damage

Turtle's Power

At 11th level, when you hit with an unarmed attack, you can attempt to Grapple without expending an action. When you hit with a melee weapon attack, you can attempt to Shove without spending an action. You can only attempt one free grab or one free shove each round, recharging the ability at the start of your turn.

Turtle Shield

At 17th level you can use Deflect Missiles without having to spend your reaction.

Designer's Notes