Way of Avoidance (5e Subclass)

The Way of Avoidance

Some monks choose not to focus on dealing damage, but rather on avoiding taking any. By distracting, penalizing, and otherwise reducing a foe's abilities, you do your best to take as little damage as possible, while the rest of your party deals damage in your stead. All features of this class require at least one open hand to use.

Keeping your Distance

Starting at 3rd level, your training begins to focus on your dodging and avoidance. Any time you hit an opponent with one or more of the unarmed strikes granted by Flurry of Blows, you may impart one of the following effects upon the foe (limit to one per use of Flurry of Blows):

- The opponent must succeed in a Strength saving throw with a DC of 8 + your proficiency bonus + your Dexterity modifier or be moved 15 feet away from you

- The opponent must succeed in a Dexterity saving throw with a DC of 8 + your proficiency bonus + your Wisdom modifier or be moved 5 feet away from you and knocked prone

- The opponent cannot take the Dodge or Disengage actions and has disadvantage on all saving throws until the beginning of your next turn.

Simple Throw

Starting at 6th level, whenever an opponent within 1 size of you moves within 5 feet of you, you may use your reaction to throw them. You may do this without considering the foe's next action, so long as they pass within your range. Choose to use either your Wisdom, or Dexterity modifier when you declare the throw. The opponent must then make a Dexterity save (DC 8 + your proficiency modifier + your Wisdom or Dexterity modifier) or be thrown either forward in the direction they were moving when they entered your range, or backwards in the exact opposite direction, at your choice. If you chose to use your Dexterity modifier, they are thrown 15 feet, but stay upright (assuming clear footing in the direction thrown). If you chose to use your Wisdom modifier, they are only thrown 5 feet in whichever direction you chose, but are knocked prone. You may use a Ki to increase the distance of either throw by 5 feet. You may do this a number of times equal to half your proficiency modifier (rounded down) per throw.

Deflecting Hands

Starting at 11th level, you may use the Parry reaction with your bare hands. In addition, the calculation for your Deflect Missile becomes 1d12 + your monk level + your Dexterity modifier + your proficiency modifier.

Counter Strike

Starting at 17th level, you start fighting back more. Any time an opponent misses you with an attack, you may spend a Ki to attack them without using your reaction. Doing so allows you to use Keeping your Distance, as though you were attacking with a Flurry of Blows.



Back to Main Page 5e Homebrew Character Options Subclasses

gollark: Can you *trust* the old weirdo?
gollark: Unless they were really low power.
gollark: Well, you can detect a decent amount of them, sure (although I have no idea how you know how many you didn't detect), but *stopped* seems unlikely. I think your measurements are wrong.
gollark: Your "phase shift technology" is merely a special case of GTech™ exotic geometry manipulation and [DATA EXPUNGED] ontological apiomemetics, which we of course have countermeasures for.
gollark: I'm sure you'd like to think so.
This article is issued from Dandwiki. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.