Homebrew:Way of Devils: Difference between revisions

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[[file:mundanity.jpg|right|thumb|500px]]
{{ooc note|This is an implementation of the {{PAGENAME}} subclass from [[Tasha's Crucible of Everything Else]] volume 2}}
{{ooc note|This is an implementation of the Way of Mundanity subclass from [[Tasha's Crucible of Everything Else]] volume 1}}
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{{base class|monk|blockquotestyle=width:calc(100% - 510px - 1.4em)}}
{{base class|monk|blockquotestyle=width:100%}}
There are those who study the arcane as a means to change the world around them. There is a certain arrogance in that concept, so in order to maintain balance there exists a group dedicated to preservation of the natural and the mundane. Monks who follow the Way of Mundanity use both the study of magic and the mastery of their own internal energies to battle those who use the arcane.
{{sidebar|content1class=left|content1=They've become quite complicated these days. Monks used to quietly enjoy brewing ale. My, how they've changed. Devil monks? My point exactly.|content2class=right|content2=TASHA}}
Monks of the Way of Devils are part of an ancient and unholy order, one dedicated to serving the legions of devils in their war against the demons of the abyss, as well as serving their infernal masters' interests on the Material Plane. Whereas most monks train in the art of self-defense, those of the Way of Devils focus on inflicting punishment and controlling their enemies. It is said that the first of these monks were Duergar, newly bound into pacts with Asmodeus and willing to wield his devilish chains over the prospect of becoming chained themselves.


== Arcane Detection ==
== Devilish Chain ==
''3rd-level {{PAGENAME}} feature''
''3rd-level {{PAGENAME}} feature''


You gain proficiency in the Arcana skill if you do not already have it. Additionally, you can spend 1 ki point to cast the ''[[spell:detect-magic|detect magic]]'' spell as an action.
You gain the ability to summon a spectral, fiendish chain of burning iron to attack and bind your foes. Whenever you take the Attack action, you can summon the chain to your empty hand and use it for the attack. The chain uses the statistics of a whip, but with a reach of 15 feet, and it counts as a monk weapon for you. You can only have one chain summoned at a time. It disappears after 1 minute, if you are reduced to 0 hit points, or if you dismiss it early as a bonus action.


== Spell Deflection ==
Additionally, whenever you hit a creature with your chain, you can spend 1 ki point to apply one of the following effects. You can only use one of these effects each time you make an attack with the chain.
''3rd-level {{PAGENAME}} feature''


You can use your Deflect Missiles ability to reduce the damage you take from magical sources. When you take any magical damage that isn’t bludgeoning, piercing, or slashing, you can spend 1 ki point to reduce the damage taken as you would with Deflect Missiles. If you reduce the damage to 0, you can choose to cause your next melee attack to deal additional force damage equal to one roll of your Martial Arts die.
;Binding Chain
:The creature must make a Strength saving throw. On a failed save, the creature is restrained until the start of your next turn and cannot move more than 15 feet away from you. A creature restrained by the chain can use its action to make a Strength saving throw, freeing itself on a success. While a creature is restrained in this way, you cannot use the chain to make other attacks.
;Burning Chain
:You deal additional acid, cold, or fire damage (your choice when you use this feature) equal to one martial arts die.
;Luring Chain
:If the creature is one size larger than you or smaller, you pull the creature up to 10 feet closer to you.


== Suppressing Ki ==
== Vile Edict ==
''6th-level {{PAGENAME}} feature''
''6th-level {{PAGENAME}} feature''


You’ve learned to use your ki to disrupt the magical nature of other creatures or objects. You can spend 3 ki points to cast ''[[spell:counterspell|counterspell]]'', ''[[spell:dispel-magic|dispel magic]]'', ''[[spell:nondetection|nondetection]]'', or ''[[spell:remove-curse|remove curse]]'', using Wisdom as your spellcasting modifier. Beginning at 17th level, you can spend 8 ki points to cast ''[[spell:antimagic-field|antimagic field]]''. When you cast spells in this way, you ignore material components.
You have learned to speak in the wicked tongue of the nine hells, compelling your foes to obey in and out of battle. As a bonus action, you can spend 1 ki point to cast the ''[[spell:command|command]]'' spell. The target has disadvantage on the saving throw if it is restrained by your chain.


== Magical Rending ==
== Hellish Tether ==
''11th-level {{PAGENAME}} feature''
''11th-level {{PAGENAME}} feature''


When you hit a creature that has the Magic Resistance trait with an unarmed strike, you can expend 2 ki points to nullify that trait until the end of your next turn.
You can bind a foe to you in torturous turmoil. When you restrain a target using the Binding Chain option from your Devilish Chain feature, you can spend an additional 2 ki points to change the duration of the restraining effect to 1 minute. The creature must repeat the saving throw at the end of each of its turns, ending the effect on a success. On a failed save, it takes 2d6 of acid, cold, or fire damage (your choice).


== Coalescence ==
== Fiendish Form ==
''17th-level {{PAGENAME}} feature''
''17th-level {{PAGENAME}} feature''


When you make a saving throw against a spell or other magical effect, you can use your reaction to gain advantage on the saving throw and resistance to damage from the spell. If the effect is a spell, you also regain a number of ki points equal to the level of the spell cast.
Your commitment to the nine hells has been proven and you have been rewarded in kind. On your turn, you can spend 5 ki points as a bonus action to take on the qualities of a fiend for 1 minute. You can end these traits early as a bonus action. While in your fiendish form, you gain the following benefits.


Once you have used this ability, you may not do so again until you finish a long rest.
* You gain immunity to fire and poison damage, and resistance to cold damage and bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered.
* Your weapon attacks deal an additional 1d10 acid, cold, or fire damage (your choice).
* You gain a flying speed equal to your current walking speed.


[[category:homebrew monk subclasses|Mundanity]]
[[category:homebrew monk subclasses|Devils]]

Latest revision as of 17:22, 26 July 2025

(OOC: This is an implementation of the Way of Devils subclass from Tasha's Crucible of Everything Else volume 2)

Base Class: Monk

Monks of the Way of Devils are part of an ancient and unholy order, one dedicated to serving the legions of devils in their war against the demons of the abyss, as well as serving their infernal masters' interests on the Material Plane. Whereas most monks train in the art of self-defense, those of the Way of Devils focus on inflicting punishment and controlling their enemies. It is said that the first of these monks were Duergar, newly bound into pacts with Asmodeus and willing to wield his devilish chains over the prospect of becoming chained themselves.

Devilish Chain

3rd-level Way of Devils feature

You gain the ability to summon a spectral, fiendish chain of burning iron to attack and bind your foes. Whenever you take the Attack action, you can summon the chain to your empty hand and use it for the attack. The chain uses the statistics of a whip, but with a reach of 15 feet, and it counts as a monk weapon for you. You can only have one chain summoned at a time. It disappears after 1 minute, if you are reduced to 0 hit points, or if you dismiss it early as a bonus action.

Additionally, whenever you hit a creature with your chain, you can spend 1 ki point to apply one of the following effects. You can only use one of these effects each time you make an attack with the chain.

Binding Chain
The creature must make a Strength saving throw. On a failed save, the creature is restrained until the start of your next turn and cannot move more than 15 feet away from you. A creature restrained by the chain can use its action to make a Strength saving throw, freeing itself on a success. While a creature is restrained in this way, you cannot use the chain to make other attacks.
Burning Chain
You deal additional acid, cold, or fire damage (your choice when you use this feature) equal to one martial arts die.
Luring Chain
If the creature is one size larger than you or smaller, you pull the creature up to 10 feet closer to you.

Vile Edict

6th-level Way of Devils feature

You have learned to speak in the wicked tongue of the nine hells, compelling your foes to obey in and out of battle. As a bonus action, you can spend 1 ki point to cast the command spell. The target has disadvantage on the saving throw if it is restrained by your chain.

Hellish Tether

11th-level Way of Devils feature

You can bind a foe to you in torturous turmoil. When you restrain a target using the Binding Chain option from your Devilish Chain feature, you can spend an additional 2 ki points to change the duration of the restraining effect to 1 minute. The creature must repeat the saving throw at the end of each of its turns, ending the effect on a success. On a failed save, it takes 2d6 of acid, cold, or fire damage (your choice).

Fiendish Form

17th-level Way of Devils feature

Your commitment to the nine hells has been proven and you have been rewarded in kind. On your turn, you can spend 5 ki points as a bonus action to take on the qualities of a fiend for 1 minute. You can end these traits early as a bonus action. While in your fiendish form, you gain the following benefits.

  • You gain immunity to fire and poison damage, and resistance to cold damage and bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered.
  • Your weapon attacks deal an additional 1d10 acid, cold, or fire damage (your choice).
  • You gain a flying speed equal to your current walking speed.