Homebrew:Way of the Warshaper: Difference between revisions

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{{ooc note|This is an implementation of the Way of Devils subclass from [[Tasha's Crucible of Everything Else]] volume 2}}
{{ooc note|This is an implementation of the {{PAGENAME}} subclass from [[Tasha's Crucible of Everything Else]] volume 2}}
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You can choose the details of the appearance of this form each time you assume it. A terrifying hybrid of humanoid and ancient beast that time forgot is the most common. You might choose to take the form of a six-legged beast with savage claws and bloodshot eyes, a shaggy-furred minotaur with great piercing horns, a scaled serpentine body with eerily muscular arms extending from below its head, or any other beast form hybrid you can imagine. Once you have used this feature, you may not do so again until you finish a long rest.
You can choose the details of the appearance of this form each time you assume it. A terrifying hybrid of humanoid and ancient beast that time forgot is the most common. You might choose to take the form of a six-legged beast with savage claws and bloodshot eyes, a shaggy-furred minotaur with great piercing horns, a scaled serpentine body with eerily muscular arms extending from below its head, or any other beast form hybrid you can imagine. Once you have used this feature, you may not do so again until you finish a long rest.


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

Latest revision as of 18:24, 26 July 2025

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

Base Class: Monk

Form is fluid. Shape is a weapon. Release yourself from the constraints of your body and you can become made for war. Thus teaches the way of the warshaper, whose members learn how to alter their form on the fly. Though they do not focus on the full transformations that a druid’s wild shape might, they can grow claws and teeth, flow around attacks, rebuild their shattered body, and other similar changes.

Monks who follow the way of the warshaper are often forthright defenders of the downtrodden, but not always. Their control over their own form can make them relentless, terrifying hunters able to infiltrate past defenders and terminate their targets without fail.

Warshaping Technique

3rd-level Way of the Warshaper feature

You have mastered the core techniques of warshaping, allowing you to rebuild your body into whatever you need it to do at the time. When you use your Flurry of Blows, Patient Defense, or Step of the Wind monk features, you can choose to shift your form into something more suited to your action.

Flurry of Blows
You grow natural weapons such as claws and teeth or otherwise shift part of your body into a weapon, such as a bone spike. Choose bludgeoning, slashing, or piercing; until the start of your next turn, your unarmed attacks deal damage of the chosen type. In addition, if you hit a single target with both attacks granted by your Flurry of Blows feature, you deal extra damage to the target equal to one Martial Arts die.
Patient Defense
You grow a hard shell, resilient scales, or another natural defense feature. You have resistance to the damage of the first attack that hits you before the start of your next turn.
Step of the Wind
You grow small wings, gliding flaps, or some other feature that helps you travel through the air. Until the end of your turn, your jumping distance triples instead of doubles and you are immune to damage from falling.

Fluid Form

6th-level Way of the Warshaper feature

You are capable of rapidly and easily reshaping your form. When you are knocked prone, you can stand up as a reaction.

As an action, you can spend 2 ki points to cast alter self or darkvision on yourself, or 1 ki point to cast enlarge/reduce or spider climb on yourself.

Rebuilding of Body

11th-level Way of the Warshaper feature

You know how to rebuild your damaged body, and how to reshape yourself to avoid and recover from damage. As a reaction, you can reshuffle your organs to turn any critical hit against you into a normal hit instead. Whenever you spend ki points to use your Flurry of Blows, Patient Defense, or Step of the Wind features in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1).

Ancient Warbeast

17th-level Way of the Warshaper feature

You have mastered the techniques required to remold your form and gain the powers of an ancient warbeast. You can assume this new form as a bonus action. This form lasts for 1 hour, until you are reduced to zero hit points, or until you dismiss the effect as an action. While you are in this form, you gain the following benefits.

  • Your size is Large.
  • If your Strength score is lower than your Dexterity score, it increases to match your Dexterity score.
  • Your Martial Arts die is 1d12.
  • Your unarmed attacks deal your choice of bludgeoning, slashing, or piercing damage.
  • You gain darkvision for a radius of 120 feet, tremorsense for a radius of 60 feet, or blindsight for a radius of 30 feet (your choice when you transform).

You can choose the details of the appearance of this form each time you assume it. A terrifying hybrid of humanoid and ancient beast that time forgot is the most common. You might choose to take the form of a six-legged beast with savage claws and bloodshot eyes, a shaggy-furred minotaur with great piercing horns, a scaled serpentine body with eerily muscular arms extending from below its head, or any other beast form hybrid you can imagine. Once you have used this feature, you may not do so again until you finish a long rest.