Way of the Six Forbidden Seals (5e Subclass)
Way Of The Six Forbidden Seals
Monks who follow The Way of the Six Forbidden Seals obtain Runic Seals on the Ki focus points of their body and learn how to release them in order to obtain the great power within themselves.
After choosing the Way of the Six Forbidden Seals at 3rd level you are able to release the runic seals on your body by spending the appropriate Ki points. After resealing the runes you gain a level of exhaustion equal to that seals level.
Each Seal takes a bonus action to be released, and each Seal takes one full action to be resealed. Control of the Demon seal lasts for 10 minutes, Devil seal lasts for 8 minutes, Dragon seal lasts for 6 minutes, Desire seal lasts for 4 minutes, Dread seal lasts for 2 minutes, and Despair seal lasts for 1 minutes.
If you do not reseal a rune within the allotted time you automatically advance to the next seal or if you do not have the Ki points for it, go prone and take that Seal's level in d10s of necrotic damage, every turn until you seal it. If this occurs on the sixth seal you go prone and take 6d12 necrotic damage, every turn until you reseal it. After releasing an additional seal your time resets to that seals standard (ex. If you have 4 min left from The Demon Seal you can release The Devil Seal and have the time reset to 8 min). After resealing The Despair Seal you drop to 0hp and don't instantly Die. To release the Demon Seal, it costs 1 Ki points, The Devil Seal costs 3, The Dragon Seal costs 5, The Desire Seal costs 7, The Dread Seal costs 9, The Despair Seal costs 11. When releasing an additional seal you simply spend the additional Ki points (ex. Instead of spending 3 Ki points to release the Demon Seal then an additional 5 Ki points to release The Devil Seal you simply spend 2 more Ki points to release it).
The seal of Despair is the only seal that can be forced open. In order to force open this seal, you must be lower than 15% of your overall health, and have no Ki points. Forcing open this seal requires no Ki points.
The 6 Forbidden Seals
First Seal: Demons
Veins Become Apparent on your body, you get +1 to all rolls and a bonus +1d8 Force damage to unarmed strikes, +10 ft. to all forms of Movement, and gain the elemental breath ability.(burrowing, swimming, and climbing included). (Level 1 Exhaustion, disadvantage on ability checks).
Second Seal: Devils
Your skin becomes significantly red, a single small Ki horn grows from your head, you gain resistance to all physical damage, you get a +1 to all rolls, you gain +10ft in all forms of movement, add +1d8 Force Damage to unarmed strikes. (Level 2 Exhaustion, Speed halved).
Third Seal: Dragons
Your Muscles swell and you feel a transparent Ki aura begin to form around you, small pockets of skin on your body turn into scales, +1 to all rolls, extra attack, add +1d8 force damage to unarmed strikes, and instill disadvantage on attacks towards you for enemies within 10ft, gain two superiority die and two combat maneuvers of your choice, add +15ft to all forms of movement. (Level 3 Exhaustion, disadvantage on attack rolls and saving throws).
Fourth Seal: Desire
Your eyes become white, two flaming Ki horns form on your head, you regain half of your max HP, +1 to all rolls, +20ft to all forms of movement, +5 to attacks, add +1d8 in force damage to all unarmed strikes, you can now use Flash Strike (Without the Lethargy) for 4 ki points in this Released form and above. (Level 4 Exhaustion, HP maximum halved).
Fifth Seal: Dread
Your hair begins floating and you feel the Ki aura has completely formed, the scales change color to match your alignment (above lvl 15 Black Evil (Any), Gold Good (Any), or below lvl 15 Red Evil (any) Silver Good (any) True Neutral remains clear), you get +1 to all rolls, +3 to AC, gain a damage threshold of 10, resistance to all physical damage magical or not, +5ft to all forms of movement (Flying now included), add +1d8 force and 2d6 Thunder damage to unarmed strikes, you can now use Ki Burst for 5 Ki points in this Released form and above, instill disadvantage on any enemy attacks within 15ft of you, gain resistance to charm and sleep affects, use Flash Strike as a 5th lvl spell for 5 Ki points. (Level 5 Exhaustion, Speed reduced to 0).
Sixth Seal: Despair
Your hair becomes white if it wasn't already and flickers like fire, The two Ki horns grow larger and are sheathed in white flame, the Ki aura turns Black/Gold/Red/Silver depending on your scale color/alignment (above lvl 15 Black Evil (Any), Gold Good (Any), or below lvl 15 Red Evil (any) Silver Good (any) True Neutral remains clear), and you feel mild pain all over your body, You regain all you HP, +2 to all rolls, +20ft in all forms of movement, Proficiency Mod additional damage, +5 to attack rolls, +5 to AC, gain an extra attack, add +1d8 force and 2d6 Thunder damage to all unarmed strikes, you can now use Ki Wave for 6 Ki points in this Released form and above, you gain a damage threshold of 15, instill disadvantage on all attacks directed towards you, gain immunity to charmed and sleep affects, gain advantage on all Strength and Dexterity rolls, use Flash Strike as a 6th lvl spell for 6 Ki. (Level 6 Exhaustion, HP drops to 0).
Class Bonuses
- First Class Bonus
At 6th level you are able to empower the first seal with a Ki attack that costs 2 Ki points, Whirlwind Strike, and eliminate the effects of exhaustion when resealing it. The Following Ki abilities(Ki burst, Ki Wave) are capable of being used outside of the seal form. Additionally, due to the immense power of the seals you can go past your limits when at your last wits end. Whenever you you are taken down past 0 hp in any gate you are instead taken to 1 hp. You regain use of this ability when you complete a long rest..
- Second Class Bonus
At 11th level you are able to the Seal specific Ki based attacks without releasing seals ( Whirlwind Strikes, and Flash Step).
- Third Class Bonus
At 17th level you eliminate the effects of exhaustion for the second and third seals.
- Fourth Class Bonus
At 20th level instead of obtaining Perfect Self your scales and horns remain naturally and gives you outside bonuses. if you are of any Evil Alignment your scales become every chromatic color and you gain resistance to Fire, Cold, Poison, Acid, and Lightning Damage. If you are of any Good Alignment your scales become prismatic and you gain +3 to AC. If you are True Neutral your scales become magically reflective and you gain immunity to an element of your choice after every long rest. Your horns give you resistance to charm and sleep affects, as well as proficiency in Intimidation and Persuasion checks.
Ki Abilities
Ki Burst, cost 1 Ki: A charge of Ki comes from your body creating a powerful shockwave centered on you. This deals your lvl divided by 2 plus your proficiency bonus in d4s of Force damage. The AOE range is a 20ft sphere centered on you. All within range must make DEX save against your Ki save DC, on a fail they take full damage and are knocked prone on a success they take half damage.
Ki Wave, cost 2 Ki: A large pulse of Ki flows out of your palm crushing anything in its path. This deals your lvl divided by 2 plus your proficiency bonus in d10s of Force damage. Range is a 80ft cone. All must make Dexterity save against your Ki save DC on a fail they take full damage on a success they dodge.
Flash Strike, cost 5 Ki: This grants you the ability to mark any target within 120 feet, with arcane runes and immediately perform the flash step spell. You cast both arcane runes and flash step as 4th level spells and are able to cast it up to 9th lvl.
Whirlwind Strike, costs 2 Ki: Ki flows to your hands and feet is increased empowering the speed and strength of your strikes. You make 3 unarmed or monk weapon attacks, You gain +2 to hit, and an extra martial arts die for your attacks.
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