Way of the Mastered Hand (5e Subclass)
Way of the Mastered Hand
Monk Subclass
The monks of the mastered hand train their bodies to peak level then beyond using great skill to defeat their opponents with no weapons using only their own skills
- Trained Fists
At 3th level, you have trained more than most other monks in the ways of martial arts, increasing the damage you do. The size of the damage die from your Martial Arts feature increases, becoming a d6 when you chose this archetype, and turning into a d8 at 6th level, a d10 at 11th level, and a d12 at 17th level.
- Disarm
At 3rd level, you can use your reaction to parry or catch a weapon when you are hit by a melee weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level. If you reduce the damage to 0, you knock the weapon from the attacker's grasp.
You can use your action to disarm an opponent. Make a Dexterity check contested by the target's Strength check. If the target lose the context, the weapon is knocked out of his hand. If he win, the target have disadvantage on its next attack.
- Flurry of Fists
At 5th level, You can add extra attacks to your flurry of blows you can add an extra attack for every ki point you add.
- Pressure Strikes
At 11th level, You have learned to use pressure points to disrupt Ki flow and, consequently, certain bodily functions. At 7th level, you can spend 1 Ki point after hitting with an attack you can target a specific pressure point on the body, dealing the attack's full damage on a hit and causing an effect to take hold depending on which part you strike. If the part of the body you target does not exist on a certain creature or cannot be reached, the attempt fails.
- Neck/Head: On a hit the creature is forced to make a DC 12 Constitution saving throw on a fail the creature is knocked unconscious for 4 minutes on a successful save they are under disadvantage on their next action.
- Arm: On a hit, the creature must make a DC 12 Constitution saving throw or be unable to move the chosen arm.
- Chest: On a hit, the creature must make a DC 12 Constitution saving throw or take extra 2d4 damage for until your next turn.
- Leg: On a hit, the creature must make a DC 12 Constitution saving throw or be unable to move the chosen leg.
- Quivering Palm
At 17th level, when you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage.
You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.
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