D&D 5E Homebrew: Monk Subclass: Way of Body

Monks are way too nimble and dextrous for my liking. I want to body my opponents! I want to suplex a train!

This lets you suplex a Tarrasque. Close enough.

But in all seriousness. I dig the idea of the monk sculpting their body into the ultimate weapon. This focuses on that concept while making a Strength monk build viable.

Grappling Fist:

You excel in grappling. When you have a creature in a grapple you can expend one weapons attack to follow-up with these various techniques. Grappling Fist does not work on creatures larger than you.

If you fail a contested grapple check after attempting a Grappling Fist technique the creature is freed from your grapple.

Slam: Prerequisite: Grapple

You attempt to lift and slam a creature dealing damage and knocking them prone. Make a Contested Grapple check on a success the creature takes damage equal to two Martial Arts die+ your Strength modifier and is knocked prone.

Pin: Prerequisite: Grapple, Prone.

You take a prone creature and attempt to damage and restrain them. Make a contested grapple check, on a success the creature takes damage equal to one martial arts die + your Strength modifier and both you and the target are restrained.

Submission: Prerequsite: Grapple, Prone, Restrained.

You take a prone and restrained creature and attempt to damage them. Make a contested grapple check, on a success the creature takes damage equal to three martial arts die + your Strength modifier.

Guarding Strikes:

Starting at 6th level, you strike back at attacks meant for you. Whenever you take the dodge action you gain the following effects.

Vs. Melee Attacks:
Your AC gains a bonus equal to your strength modifier. If the attack misses you spend a Ki Point to use Flurry of Blows.

Vs. Ranged Attacks:
You automatically use Improved Deflect Missles vs. each attack.

Improved Deflect Missles:

You punch or kick the projectile headed your way:

  • The damage reduction is now modifed by strength instead of dexterity
  • If you reduce the damage to zero the projectile is automatically deflected back at the user.
  • This deals bonus damage equal to the excess damage reduction past zero. (So if you were a level 6 monk with a +4 strength and rolled a 10 the attack would be reduced by 20 points of damage. If the projectile would deal 10 damage the reflected projectile would deal a bonus +10 damage.)

Honed Body:

Starting at 11th level you can reflexively brace your body for an oncomming attack significantly lowering the damage you’ll face.

You can spend 3 Ki Points and your reaction upon taking damage to grant yourself resistance to all damage types besides Psychic until the start of your turn. This effect does apply to the triggering attack.

“Orc Martial Artist” by Dion Harris

Unbreakable Body:

Starting at 17th level, you can enter a state where Ki constantly flows out of your body granting you immense power. Through using a Bonus action and expending 3 Ki Points you can enter the Unbreakable Body state. Granting the various effects.

  • You expend 3 Ki Points at the start of your turn.
  • Your martial arts die increases to a D12.
  • If you miss an opponent with a melee unarmed attack they take damage equal to your Strength Modifier.
  • You gain advantage on Strength Athletics checks.
  • You can use Honed Body without expending Ki Points.

UNLIMITED POWER!:

Starting at 20th level your body has become one with Ki enhancing your strength to super human levels:

  • Your Strength score increases by 6 and so does its maximum.(26 Max)
  • You can grapple and use Grappling Fist on creatures of any size.

Anyways that’s it, lemme know what you think in the comments or @TLCStageHazard.

If you’re interested in other D&D 5E Homebrews here’s one about an earth specialized Sorcerer.

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D&D 5E Homebrew: Terramancer Sorcerous Origin

Cover Image by Nargyle.

I love rocks.

Anyways here’s a new D&D 5E Homebrew for Sorcerers.


Terramancer Sorcery:

Toph Beifong from “ATLA” | A Terramancer protecting themselves from harm.

One with the Earth:

Starting at 1st level, the earth around the terramancer moves to protect them and their allies from harm. They gain the following benefits.

  • You know the Mold Earth cantrip and the Shield spell, these spells do not count against your number of spells known.
  • The Shield spell now has a range of 30ft instead of just self. Provided the target is no higher than 10ft above the ground. The earth below them leaps upwards to intercept the attack.

Stone Aegis:

Also at 1st level, the terramancer gains proficiency with shields.

As a 10 minute ritual you can craft a Stone Aegis. A shield made of stone around your spellcasting focus. The Stone Aegis allows you to cast spells and wield your shield in one hand. The Stone Aegis is considered a magic shield and becomes a +1,+2, and +3 shield at 6th level, 12th level, and 18th level respectively.

Additionally, you can expend and destroy this shield as a reaction for one free casting of the Shield spell. Your arcane focus is unharmed.

Earthen Shell:

Aang from “ATLA” | A Terramancer creating armor made of crystal.

Starting at 6th level, the earth forms a protective shell over the terramancer’s body automatically protecting them from harm, allowing them to remain in the thick of the fight. They gain the following effects.

  • Their Armor Class now gains a bonus equal to their Constitution Modifier. Dexterity no longer effects their Armor Class.
  • At the start of each of their turns they gain temporary hit points equal to that of their Charisma modifier. This effect does not stack. If they have a +5 Charisma bonus and took no damage the last turn they would still only have 5 THP.
  • They gain immunity to the petrification condition.

Earth Glide:

At 14th level, the terramancer can use a bonus action to burrow through nonmagical, unworked earth and stone. While doing so, they don’t disturb the marterial they move through.

As they glide they avoid attacks of opportunity and their speed increases to 60ft.

Seismic Sense:

Toph Beifong from “ATLA” | A Terramancer using their Seismic sense.

At 18th level, the terramancer gains Tremor Sense in a range of 30ft. This effect is always active meaning they cannot be surprised by any non-flying creature.

 

Primeval Strength:

At 20th level you can choose to take this Class Feature instead of Sorcerous Restortation. The Terramancer can expend a 9th level spell slot in order to cast Primeval Strength.

Primeval Strength:

Casting Time: 1 Minute
Range: Self
Component: V, S
Duration: Concentration, 1 Hour

You create a large golem made entirely of stone with you in the center. You effectively become the golem.


HP: 200

AC: 20 (Natural Armor)

STR: 26
DEX: 12
CON: 26

Resistances: Bludgeoning, Piercing and Slashing 
Immunities:
Poison
Condition Immunities: 
Exhaustion, paralyzed, Petrified, Poisoned, Unconscious.
Vulnerabilities: Thunder

TRAITS:

Siege Monster: The golem deals double damage to Objects and structures.

ACTIONS:

Multiattack: You can make two slam attacks with the golem.

Slam: Melee Weapon Attack: Charisma Mod + Prof to hit, Reach 15 ft., one target 4d8+Charisma mod bludgeoning damage.

Spellcasting: You can cast spells through the golem.

Earth Tremor: As a bonus action you can cast the spell Earth Tremor without using a spell slot.


The terramancer still exists within the golem but is immune to most damage. There are only three things that effect the terramancer.

  • If a spell cast forces you to make a mental saving throw it does not effect the golem but instead the terramancer.
  • If the mental saving throw causes damage then it effects the terramancer and not the golem.
  • If golem takes more damage than its current HP the remaining damage will transfer to the terramancer.
Tye Longshadow from Young Justice. – Like this but rocks.

Anyways that’s it, lemme know what you think in the comments or @TLCStageHazard.

If you’re interested in other D&D 5E Homebrews here’s one about Level 20 Druid Class Features.

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D&D 5E: The Restorer, Circle of The Green Druid

Classically, Druids have always been able to be very successful healers. And while they can do a sufficient job in 5e they pale in comparison to clerics, especially Clerics of Life. So this is an attempt to have an option for those Druid of Ol’. Wanting to jump into this newest edition and heal and protect their party members.

Also thematically none of the current archetypes fulfill the “Mother Nature” fantasy. The idea that the Land tests but also provides for those living within it. If that idea piques your interest keep reading and let me know if these abilities help sell that idea.

If you’re interested in other homebrews, heres a Paladin who specializes in combat versus the arcane.

Partake of the Land:

When you choose this circle at 2nd level, you gain proficiency with Nature skills and Herbalism Kit. If you are already proficient in these skills you add double your proficiency bonus to checks you make with it.

Circle Spells:

Druid Level: Spells:
3rd Lesser Restoration, Protection from Poison
5th Create Food and Water, Mass Healing Word
7th Freedom of Movement, Stoneskin
9th Greater Restoration, Reincarnate

Restorative Touch:

Starting at 6th level, whenever you cast a touch spell on a target you can choose to heal for 5+ the spell level.

Older Druid of the Green returning to conflict. Art by Tomas Duchek

Natural Herbalist:

Starting at 10th level, you can increase the effectiveness of Potions of Health. Over a short rest you can take one potion of healing of any potency and make it heal for its maximum amount. For example a basic Potion of Healing would heal for 10 HP. (2*4+2) A Greater: 20.(4*4+4)

You need to make a herbalism check with a varying DC based on the strength of the potion.

Potion: DC:
Basic 14
Greater 16
Superior 18
Supreme 20

This effect only lasts for 24 hours. Then in which the potion reverts back to its original state.

Restorative Bloom:

Starting at 14th level, whenever an ally within 30ft reaches 0 hit points, you can spend your reaction to immediately heal them, restoring 1 hit point. You can do this a number of times equal to your wisdom modifier. You regain one use upon short rest, and all uses upon a long rest.

A Restorer watching over their Land. Art by VargasNI

Grand Resoration:

At 20th Level, you can opt in to take this class feature instead of ARCH-DRUID. Whenever you cast a spell that restores HP targets are healed for half of the original value at the start of their next turn.

For example. If you cast cure wounds on a target and they heal for 10 hit points. At the start of their next turn they will heal for 5 hit points.

Also, when you die a grand tree immediately sprouts from your corpse infusing the nearby plant life with energy. This effect is equivalent to casting Plant Growth as an 8 hour ritual but the effect happens instantaneously. Over many years the tree will continue to grow, towering over most terrain, continuing to empower the nearby land.

 

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