Way of the God Hand (5e Subclass)

The Way of the God Hand

A follower of the Way of the God Hand, wearing his deistic brace on his right hand.
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Monks who follow the Way of the God Hand have a keen sense of justice and aren’t afraid to fight for what they believe is right, often putting themselves in the line of danger for others who can’t handle it alone, they train for years to hone their abilities before they can gain the power of the God Hand and then don a deistic brace which suppresses this power when worn.

God Hand

At 3rd level, when you choose this Monastic Tradition, you can temporarily remove the deistic brace to temporarily unleash the power of the God Hand and increase your physical ability. As a bonus action, you can spend 1 ki point to remove the deistic brace.

You gain the following benefits from this feature as long as you aren’t wearing armor or using a shield:

-You have advantage on Dexterity ability checks and saving throws.

-When you make an unarmed strike or monk weapon attack, you gain a bonus to the damage roll equal to your Dexterity modifier (A minimum of +1) (Works with Roulette).

-You’re mental state becomes filled with Wrath. You gain the barbarian ability Rage, taking half of all incoming damage except necrotic and radiant.

If you are able to cast spells you can’t cast or concentrate on them during this.

Unleashing the power of the God Hand lasts 1 minute. It ends earlier if you’re knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end this on your turn with a bonus action. Once you reseal the God hand, you gain 1 level of exhaustion.

Roulette

Starting at 6th level you can access a table of ‘roulette’ moves. When you score a critical hit with an unarmed strike or monk weapon attack you can roll a d6 which decides on the roulette skill you’ll use, results and their effects are as shown:

1 = La Bomba: You punch the ground and cause a shockwave around you, hitting all hostile non-flying creatures within a 30 foot radius other than you for 3d4 damage.

2 = Ball Buster: You turn around and deliver a back kick to the target’s groin, dealing 3d6 damage and stunning the enemy for a round, this doesn’t work on female enemies.

3 = Divine Smash: You charge the God Hand and dash a maximum of 10 feet, hitting all creatures within 10 feet in front of where you stop and dealing 2d8 damage + feet remaining from maximum before knocking the creatures 15 feet away.

4 = Zen Revival: You float into the air and meditate, recovering 3d10 health points, remaining points become temporary hp.

5 = God Stomp: You deliver an overhead kick before stomping down several times on an enemy, delivering 6d6 damage in a 20 foot radius to any hostile creatures.

6 = Shaolin Blast: You charge an immense power into the God Hand and release it as a hand-shaped blast 15 feet wide that travels up to your movement speed, dealing 5d8 damage to all enemies hit by it.

Whenever an enemy is killed by one of these moves you regain 1 ki point.

Spirit of the First

At 11th level you feel the power of the first ever God Hand flow throughout your body. When you unleash its power you can spend 2 additional ki points to endure a stronger version of your God Hand’s power, when it ends you suffer 1 level of exhaustion.

While using this power, in addition to the normal benefits, you cannot be frightened or charmed and become resistant to necrotic damage and deal 2d6 radiant damage with any unarmed strikes (Including Roulette moves) performed using this, if you are charmed or frightened before using this the effect is suspended for the duration.

As a bonus action you can spend 6 ki points to roll a d4 for roulette moves 1-4, any damage dealt by moves 1-3 will recover hp equal to the damage dealt while move 4 will heal and remove a level of exhaustion.

God Hands

At 17th level your sense of justice reaches its peak and you gain a second God Hand, your Dexterity score is increased by 2 and your maximum Dexterity score is now 22, along with dealing an extra 1d10 radiant damage with unarmed strikes. Additionally, when you unleash the power of your God Hand, you can spend an extra 9 ki points to use the power of both God Hands for the duration of it.

While using both God Hands, in addition to the normal benefits you gain, you also gain the following benefits: +2 to AC and doubled walking speed. Resistance to all damage and immune to all conditions, conditions gained before using this are suspended for the duration. You can make two additional unarmed strikes.

Additionally for the duration when you use this, Shaolin Blast in your Roulette wheel is replaced with: Double Shaolin: You use immense power in both God Hands and release a more powerful hand-shaped blast that travels as far as your doubled walking speed and dealing 10d10 damage to everything it hits.

Once you use this feature, you cannot use it again until after a long rest and you get 2 levels of exhaustion.




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gollark: Some error on line onethousandandsomething about "integer expected, got boolean".
gollark: I couldn't get it to work the other way.
gollark: But compatible with turtles, naturally.
gollark: With *five* backdoors now!
gollark: Indeed.
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