Homebrew:Way of the Iron Grasp: Difference between revisions

From Campaigns
Jump to navigation Jump to search
mNo edit summary
mNo edit summary
 
(One intermediate revision by the same user not shown)
Line 1: Line 1:
[[file:mundanity.jpg|right|thumb|500px]]
[[file:iron grasp.jpg|right|thumb|500px]]
{{ooc note|This is an implementation of the Way of Mundanity subclass from [[Tasha's Crucible of Everything Else]] volume 1}}
{{ooc note|This is an implementation of the {{PAGENAME}} subclass from [[Tasha's Crucible of Everything Else]] volume 1}}
__NOTOC__
__NOTOC__
{{base class|monk|blockquotestyle=width:calc(100% - 510px - 1.4em)}}
{{base class|monk|blockquotestyle=width:calc(100% - 510px - 1.4em)}}
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.
Balance is lost when one disrupts the livelihood of another. Monks of the Way of the Iron Grasp are taught to establish safety and order within their sphere of influence, training relentlessly in martial techniques to pin down foes and protect allies. Many of this tradition wear gauntlets that they forge themselves as a symbol of their dedication and ideals.


== Arcane Detection ==
Monasteries that teach this tradition often act as militias for nearby settlements or as a council that oversees and rules adjacent villages and towns. The heads of these monasteries offer respect towards even the lowest of peasants, but have no tolerance for troublemakers. Still, they risk life and limb to hold the peace when external threats arise, regardless of who needs protection.
 
== Tempered Soul ==
''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.
While you benefit from your Unarmored Defense feature, you gain a +1 bonus to AC.


== Spell Deflection ==
== Iron Grasp Technique ==
''3rd-level {{PAGENAME}} feature''
''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.
You can disrupt the flow of ki in another creature’s body with grappling techniques that prevent it from moving and harming allies.
 
You master special martial arts techniques used to disable opponents and safeguard allies. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows and that creature is no more than one size category larger than you, you can force the creature to make a Strength or Dexterity saving throw (its choice) against your ki save DC. On a failed save, the target is grappled by you. You must use a free hand for the grapple as normal.
 
While grappled in this way, the creature has disadvantage on attack rolls against targets other than you. If the creature uses its action to try to escape the grapple, it makes its ability check against your ki save DC. When it does so, you can expend 1 ki point as a reaction to impose disadvantage on its ability check.
 
== Ethereal Grasp ==
''6th-level {{PAGENAME}} feature''
 
You can grapple incorporeal creatures, such as ghosts, even if they are normally immune to the grappled condition.


== Suppressing Ki ==
== Iron Sentinel ==
''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.
When a ranged attack hits a target you can see, you can use your Deflect Missiles feature to reduce the damage that target takes from the attack—and possibly catch the missile—just as you would for yourself. You must be either within 5 feet of the target or the attacker, or be providing the target with half cover against the attack.


== Magical Rending ==
== Colossal Grasp ==
''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 use your Iron Grasp Technique to grapple creatures up to three size categories larger than you, rather than one, though you can’t drag such a creature with you when you move.


== Coalescence ==
== Iron Stance ==
''11th-level {{PAGENAME}} feature''
 
If a creature or effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by a number of feet up to half your speed.
 
== Crushing Grasp ==
''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 grasp allows you to more easily interfere with the flow of ki in an opponent’s body. When you attempt a stunning strike against a creature you’re grappling with your Iron Grasp Technique, the creature has disadvantage on its saving throw.
 
Once you have used this ability, you may not do so again until you finish a long rest.


[[category:homebrew monk subclasses|Mundanity]]
[[category:homebrew monk subclasses|Iron Grasp]]

Latest revision as of 17:22, 26 July 2025

(OOC: This is an implementation of the Way of the Iron Grasp subclass from Tasha's Crucible of Everything Else volume 1)

Base Class: Monk

Balance is lost when one disrupts the livelihood of another. Monks of the Way of the Iron Grasp are taught to establish safety and order within their sphere of influence, training relentlessly in martial techniques to pin down foes and protect allies. Many of this tradition wear gauntlets that they forge themselves as a symbol of their dedication and ideals.

Monasteries that teach this tradition often act as militias for nearby settlements or as a council that oversees and rules adjacent villages and towns. The heads of these monasteries offer respect towards even the lowest of peasants, but have no tolerance for troublemakers. Still, they risk life and limb to hold the peace when external threats arise, regardless of who needs protection.

Tempered Soul

3rd-level Way of the Iron Grasp feature

While you benefit from your Unarmored Defense feature, you gain a +1 bonus to AC.

Iron Grasp Technique

3rd-level Way of the Iron Grasp feature

You can disrupt the flow of ki in another creature’s body with grappling techniques that prevent it from moving and harming allies.

You master special martial arts techniques used to disable opponents and safeguard allies. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows and that creature is no more than one size category larger than you, you can force the creature to make a Strength or Dexterity saving throw (its choice) against your ki save DC. On a failed save, the target is grappled by you. You must use a free hand for the grapple as normal.

While grappled in this way, the creature has disadvantage on attack rolls against targets other than you. If the creature uses its action to try to escape the grapple, it makes its ability check against your ki save DC. When it does so, you can expend 1 ki point as a reaction to impose disadvantage on its ability check.

Ethereal Grasp

6th-level Way of the Iron Grasp feature

You can grapple incorporeal creatures, such as ghosts, even if they are normally immune to the grappled condition.

Iron Sentinel

6th-level Way of the Iron Grasp feature

When a ranged attack hits a target you can see, you can use your Deflect Missiles feature to reduce the damage that target takes from the attack—and possibly catch the missile—just as you would for yourself. You must be either within 5 feet of the target or the attacker, or be providing the target with half cover against the attack.

Colossal Grasp

11th-level Way of the Iron Grasp feature

You can use your Iron Grasp Technique to grapple creatures up to three size categories larger than you, rather than one, though you can’t drag such a creature with you when you move.

Iron Stance

11th-level Way of the Iron Grasp feature

If a creature or effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by a number of feet up to half your speed.

Crushing Grasp

17th-level Way of the Iron Grasp feature

Your grasp allows you to more easily interfere with the flow of ki in an opponent’s body. When you attempt a stunning strike against a creature you’re grappling with your Iron Grasp Technique, the creature has disadvantage on its saving throw.