Way of Dakhor (5e Subclass)

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Way of Dakhor

Monk Subclass

Monks of the way of Dakhor or, "the order of bone", are physically and magically altered by magic created by the sacrifice of humanoids. Their bones grow into twisting shapes across their bodies. Their bones are nearly indestructible and increase their physical abilities. When you choose this monastic tradition, think about how the character gained their powers. Did they forcibly sacrifice someone, or were they forced into the ritual against their will?

Bone Growths

At 3rd level, your bones grow across your body giving you supernatural strength and durability. Whenever you make an ability check or saving throw using Strength, you may add your Wisdom modifier to the roll. Additionally, Your hit point maximum increases by 3 and increases by 1 again when you gain a level in this class. When you reach 11th level in this class, your hit point maximum increases by 2 instead of 1 when you gain a level in this class.

Unarmored Defense Improvement

Starting at 6th level, your bones have strengthened enough to give you the power to protect you from wounds that would kill any normal man. While you are wearing no armor and not wielding a shield, your AC equals 12 + your Dexterity modifier + your Wisdom modifier.

Dakhor Transportation

Starting at 11th level, you gain the ability to transport yourself and others across long distances at the cost of life. You may spend 6 ki points and 1 minute performing a special ritual. At the end of which, you cast teleport targeting a number of creatures equal to your Wisdom modifier + your monk level. During this ritual, the creatures you wish to target must stand in a circle around a humanoid. At the end of the ritual, the humanoid is killed. If the humanoid leaves the circle formed by the creatures to be teleported, the ritual fails.

Dor Resistance

Starting at 17th level, you gain the ability to resist magic and interfere with the flow of magic in other creatures. You gain resistance to all damage from spells and advantage on all saving throws against magic. Additionally, you can spend 4 ki points to cast Counterspell. Wisdom is your spellcasting ability for this spell.


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gollark: ++search !crate serenity
gollark: Oops. Bad idea.
gollark: ++search serenity
gollark: Er, of course.
gollark: Okay, Coliru is down, blame me not.
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