Homebrew:Way of the Warshaper: Difference between revisions

From Campaigns
Jump to navigation Jump to search
Created page with "{{subst:homebrew:way of Devils}}"
 
mNo edit summary
Line 2: Line 2:
__NOTOC__
__NOTOC__
{{base class|monk|blockquotestyle=width:100%}}
{{base class|monk|blockquotestyle=width:100%}}
{{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}}
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 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 ==
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 ==
{{sidebar|content1class=left|content1=Water can flow or it can crash. Be water, friend. Someone much wiser than me said that.|content2class=right|content2=TASHA}}
''3rd-level {{PAGENAME}} feature''
''3rd-level {{PAGENAME}} 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.
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.


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.
;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.


;Binding Chain
== Fluid Form ==
: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.
''6th-level {{PAGENAME}} feature''
;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 ==
You are capable of rapidly and easily reshaping your form. When you are knocked prone, you can stand up as a reaction.
''6th-level {{PAGENAME}} 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 ''[[spell:command|command]]'' spell. The target has disadvantage on the saving throw if it is restrained by your chain.
As an action, you can spend 2 ki points to cast ''[[spell:alter-self|alter self]]'' or ''[[spell:darkvision|darkvision]]'' on yourself, or 1 ki point to cast ''[[spell:enlarge-reduce|enlarge/reduce]]'' or ''[[spell:spider-climb|spider climb]]'' on yourself.


== Hellish Tether ==
== Rebuilding of Body ==
''11th-level {{PAGENAME}} feature''
''11th-level {{PAGENAME}} 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).
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).


== Fiendish Form ==
== Ancient Warbeast ==
''17th-level {{PAGENAME}} feature''
''17th-level {{PAGENAME}} 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 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 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.
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.
* 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|Devils]]
[[category:homebrew monk subclasses|Devils]]

Revision as of 04:55, 8 February 2024

(OOC: This is an implementation of the Way of Devils 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.