Five Finger Death Punch (5e Subclass)

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Five Finger Death Punch

Monk Subclass


You follow a monastic tradition that essentially worships Death and Metal :D

Bonus Proficiencies

When you choose this tradition at 3rd level, you gain proficiency in the Performance skill if you don't already have it. You also gain proficiency with a choosen musical instruments.


Death Punch

Starting at 3rd level your unarmed strikes deal extra necrotic damage once per turn. This scales with your Martial arts die minus 1 die class (minimum 1d2 maximum 1d8).


Mosh Pit

At 6th level, you get advantage on Str (Athletics) check when you use shove action on a creature and also can use shove as part of the attack action and also gain resitance to necrotic damage


Versus Many

Starting at 11th level, when attack a creature who have a friendly creature within 5 feet of it, you gain advantage on that attack roll. If you have a friendly creature within 5 feet of you, all melee attack roll versus you get disadvantage.


Five Finger of Death

At 17th level, your mastery of necrotic forces allows you to extend your deadly grasp. You can use your ki to cast Finger of Death spell for 3 ki points. You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8+30 necrotic damage on a failed save, or half as much damage on a successful one. Each additional ki point you spend increases the spell damage by 10. Wisdom is your spellcasting ability for this spell.

A Humanoid killed by this spell rises at the start of your next turn as a Zombie that is permanently under your Command, following your verbal orders to the best of its ability.

By Davrer


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