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.


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: 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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