Difference between revisions of "Chi Blocker (5e Subclass)"

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Upon reaching 9th level, you learn how to manipulate the flow of chi, both through yourself and in the weapons you wield. Your unarmed attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage, and you may use Acupressure Techniques when making attacks with melee weapons.
 
Upon reaching 9th level, you learn how to manipulate the flow of chi, both through yourself and in the weapons you wield. Your unarmed attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage, and you may use Acupressure Techniques when making attacks with melee weapons.
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In addition, you can remove a condition (apart from ''exhaustion'') from yourself or an adjacent creature by spending an action and two uses of your Acupressure Techniques. Some conditions may be re-applied immediately; for example, a character within the radius of a ''darkness'' spell would immediately become ''blinded'' once more.
  
 
=== Uncanny Precision ===
 
=== Uncanny Precision ===

Revision as of 12:01, 11 February 2020

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Author: Ghostwheel (talk)
Date Created: February 6th, 2020
Status: Complete
Editing: Clarity edits only
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Chi Blocker

Throughout the body of each creature, even those that appear to have no anatomy and even the undead, are specific points that regulate the flow of energy which circulates within them, providing them life and the impetus to move. As a chi blocker, you learn to target these points, disrupting a creature's flow of energy and impeding their movement in various ways. While your training allows you to quickly put down unsuspecting combatants without much of a fuss, you are just as able to infiltrate the abodes of your targets by masquerading as a healer who has the knowledge of pseudoscience needed to cure chronic pain.

Acupressure Techniques

Beginning at 3rd level, you gain proficiency in the Medicine skill and learn a first-level and second-level acupressure technique (see below) that can interfere with the energy channels that empower all creatures. At 5th level and every two levels thereafter, you may learn an additional acupressure technique whose level cannot exceed the number of dice your Sneak Attack class feature adds. You may only use acupressure techniques when you hit with an unarmed strike, and may only do so a number of times equal to your Wisdom modifier (minimum 1) + half your rogue level. You regain expended uses at the end of a short or long rest.

Unarmed Combatant

Upon taking this archetype at 3rd level, your knowledge of the human body allows you to become a deadly threat even when unarmed. You gain the following benefits.

  • While you have a hand free, your unarmed strikes are considered weapons that have the finesse property.
  • You can roll a d4 in place of the normal damage of your unarmed strike. This die increases to 1d6 at 9th level, 1d8 at 13th level, and 1d10 at 17th level.
  • When you engage in two-weapon fighting, you can use your unarmed strike to make the attack as a bonus action even if you have already attacked with your unarmed strike this turn, as long as you are not holding a shield.

Acupuncturist

Upon reaching 9th level, you learn how to manipulate the flow of chi, both through yourself and in the weapons you wield. Your unarmed attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage, and you may use Acupressure Techniques when making attacks with melee weapons.

In addition, you can remove a condition (apart from exhaustion) from yourself or an adjacent creature by spending an action and two uses of your Acupressure Techniques. Some conditions may be re-applied immediately; for example, a character within the radius of a darkness spell would immediately become blinded once more.

Uncanny Precision

Beginning at 13th level, you are so precise that you can affect a creature's pressure points from afar. You may use Acupressure Techniques with any weapon with which you could deliver your Sneak Attack class feature. In addition, when you use an Acupressure Technique, you may reduce your Sneak Attack dice to grant a penalty on the initial saving throw associated with your Acupressure Technique by a number equal to the Sneak Attack dice you've forgone.

Forceful Pressure

At 17th level, your strikes become precise enough that you can exert additional force to the pressure points, making the effects of your strikes last longer. When you use an Acupressure Technique, you may reduce your Sneak Attack dice to increase the duration of the effect by an additional round for each two dice of sneak attack damage you've forgone, though a creature may attempt an additional save against the effect at the end of each of their turns against the original DC.

Acupressure Techniques

When you hit with a weapon attack and would deal extra damage from sneak attack, you may reduce the number of dice dealt by sneak attack by the level of the technique to activate one of the following abilities. All effects last until the end of your next turn (unless otherwise noted) or until they are removed in some manner.

Saving Throws. Some of your Acupressure Techniques require your target to make a saving throw to resist their effects. The saving throw DC is calculated as follows:

Acupressure Technique DC = 8 + your proficiency modifier + your Strength or Dexterity modifier (your choice)

1st Level

  • Cubit Marsh. Your target must make a Dexterity save. On a failed save, their speed is halved.
  • Arm Three Miles. Your target must make a Strength save. On a failed save, the first attack they make after the start of each of their turns is at disadvantage.

2nd Level

  • Man's Welcome. Your target must make a Wisdom save. On a failed save, the first attack against them after the end of each of your turns is made at advantage.

3rd Level

  • Great Crevice. Your target must make a Constitution save. on a failed save, they become poisoned.
  • Heaven's Tripod. Your target must make a Dexterity save. On a failed save, their speed is reduced to 0.

4th Level

  • Clasping the White. Your target must make a Dexterity save. On a failed save, they fall prone.
  • Broken Sequence. Your target must make a Strength save. On a failed save, they become disoriented.

5th Level

  • Sea of Blood. Your target must make a Constitution save. On a failed save, they suffer from degeneration for 3 rounds.

6th Level

  • Heavenly Stream. Your target must make a Strength save. On a failed save, they become dazed.
  • Eight Winds. Your target must make a Wisdom save. On a failed save, they become sluggish.

7th Level

  • Servant's Respect. Your target must make a Constitution save. On a failed save, they become blinded.

8th Level

  • Supreme Abyss. Your target must make a Dexterity save. On a failed save, they fall prone and are restrained.
  • Celestial Pillar. Your target must make a Wisdom save. On a failed save, they become incapacitated.

9th Level

  • Palace of Heaven. Your target must make a Constitution save. On a failed save, they become stunned.

10th Level

  • Abode of Chi. Your target must make a Constitution save. On a failed save, they become paralyzed.
  • Spirit Gate. Your target must make a Wisdom save. On a failed save, they become unconscious for three rounds. They may make an additional save against this at the end of each of their turns, when they take damage, or if a creature uses an action to try to physically wake them.



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Ghostwheel's Homebrew (383 Articles)
Ghostwheelv
AuthorGhostwheel +
ClassRogue +
Identifier5e Subclass +
RatingUndiscussed +
SummaryHaving studied various pressure points within the body, you are able to manipulate those points to bring your foes agonizing pain. +
TitleChi Blocker +