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Revision as of 18:30, 30 August 2020
Nightstalker is a monastic tradition of the Druid class.
Nightstalker
Nightstalker monks are trained to seek out and exterminate these creatures of enmity.
Nightstalker Features
Druid Level | Features |
---|---|
2nd | Enmity, Esoteric Knowledge |
6th | __ |
10th | Iron Resolve, Turn Creatures of Enmity |
14th | __ |
Enmity
When you choose this subclass at 3rd level, you have enmity with a certain [[SRD5:Monster Type|type]] of creature. Choose one of the following types: aberrations, celestials, constructs, dragons, fey, fiends, shapechangers, or undead. These are creatures of enmity.
You also learn to speak, read, and write one of the following languages:
- redirect: Template:5xlang,
- redirect: Template:5xlang,
- redirect: Template:5xlang,
- redirect: Template:5xlang,
- redirect: Template:5xlang, or
- redirect: Template:5xlang.
You may gain enmity with an additional type every 3rd level hereafter (4th, 7th, 10th, 13th, 16th, and 19th). You do not gain additional languages at these levels.
Esoteric Knowledge
Beginning at 3rd level, your esoteric knowlege grants you advantage on Intelligence and Wisdom skill checks that are related to creatures of enmity.
Strike of Enmity
Starting at 6th level, on your turn when you hit with an unarmed strike against a creature of enmity, you may add your proficiency bonus to your damage. You may only use this ability once per turn.
Rule Tip: Ki-Empowered Strikes
Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Iron Resolve
Beginning at 11th level, you gain proficiency is Wisdom saving throw. If you already have proficiency in this, you gain proficiency in your choice of either Intelligence or Charisma saving throws.
Turn Creatures of Enmity
Starting at 11th you gain the ability to turn creatures of enmity. As an action, you present your holy symbol or item that is a bane to the creature (wolf's bane, cold iron, silver, etc.) and verbally censure the creature of enmity. Each creature of enmity that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned. This lasts for 1 minute, or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the dodge action.
Once nightstalker uses this feature, he/she may not use it again until he/she finishes a short or long rest.
Disruptive Strike
At 17th level, when you hit a creature with an unarmed strike you may spend 5 ki points to release your ki to disrupt the creature. The creature must make a Wisdom saving throw against your ki save dc . On a failed save, the target takes 5d6+20 psychic and 5d6+20 force damage or half as much damage on a success. Creatures of enmity have disadvantage on this save. You may only use this feature once per turn.