5e24:Warrior of the Open Hand: Difference between revisions

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(Created page with "<div class=grid-container-std> <div class="bctop">{{backto|{{5e24|Monk}}}}</div> <div class="notice">{{edition|Open Hand}}</div> <div class="badge">{{5e24pointer|sources=2024FR, PHB5e24}}</div> <div class="gi-main">{{tocright}} {{5e24 Subclass Traits |subclass=Warrior of the Open Hand |sorttext= |class=Monk |refs=<ref name="24fr">{{Cite Pub|2024 D&D Free Rules}} Licensed: © Wizards of the Coast.</ref> <ref name="phb5e24">{{Cite Pub|Player's Handbook (5e24)|pages=107...")
 
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<div class="notice">{{edition|Open Hand}}</div>
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{{5e24 Subclass Traits
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|sorttext=
|sorttext=
|class=Monk
|class=Monk
|refs=<ref name="24fr">{{Cite Pub|2024 D&D Free Rules}} Licensed: &copy; Wizards of the Coast.</ref> <ref name="phb5e24">{{Cite Pub|Player's Handbook (5e24)|pages=107}} Licensed: &copy; Wizards of the Coast {{fairuc}}.</ref>
|refs=<ref name="srd52.52">{{Cite Pub|SRD 5.2|pages=52}} Licensed: [[CC-BY]].</ref><ref name="24fr">{{Cite Pub|2024 D&D Free Rules}}</ref> <ref name="phb5e24">{{Cite Pub|Player's Handbook (5e24)|pages=107}}</ref>
|summary=These monks have mastered unarmed combat, utilizing throws and trips.
|summary=These monks have mastered unarmed combat, utilizing throws and trips.


|trait1name=Open Hand Technique
|trait1name=Open Hand Technique
|trait1lvl=3rd
|trait1lvl=3rd
|trait1desc='''Unofficial Summary:''' A {{5e24|Flurry of Blows}} hit can impose one effect:
|trait1desc=Whenever you hit a {{5e24lc|Creature}} with an attack granted by your {{5e24|Flurry of Blows}}, you can impose one of the following effects on that target.
'''{{5e24|Addle}}.''' Target cannot make {{5e24|Opportunity Attack}}s.


'''{{5e24|Push}}.''' Target is {{5e24lc|Push}}ed away from you ({{5e24|Strength}} {{5e24lc|Save}} to avoid).
'''{{anchor|Addle}}.''' The target can’t make {{5e24|Opportunity Attack}}s until the start of its next {{5e24lc|Turn}}.


'''{{5e24|Topple}}.''' Target becomes {{5e24|Prone}} ({{5e24|Dexterity}} save to avoid).  
'''{{anchor|Push}}.''' The target must succeed on a {{5e24|Strength}} {{5e24lc|Saving Throw}} or be {{5e24lc|Push}}ed up to 15 feet away from you.
 
'''{{anchor|Topple}}.''' The target must succeed on a {{5e24|Dexterity}} saving throw or have the {{5e24|Prone}} condition.


|trait2name=Wholeness of Body
|trait2name=Wholeness of Body
|trait2lvl=6th
|trait2lvl=6th
|trait2desc='''Unofficial Summary:''' A number of time per {{5e24|Long Rest}}, use a {{5e24|Bonus Action}} to heal a number of {{5e24|Hit Point}}s based on your {{5e24|Martial Arts}} die.
|trait2desc=You gain the ability to heal yourself. As a {{5e24|Bonus Action}}, you can roll your {{5e24|Martial Arts}} die. You regain a number of {{5e24|Hit Point}}s equal to the number rolled plus your {{5e24|Wisdom}} {{5e24|Ability Modifier|modifier}} (minimum of 1 Hit Point regained).
 
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a {{5e24|Long Rest}}.


|trait3name=Fleet Step
|trait3name=Fleet Step
|trait3lvl=7th
|trait3lvl=7th
|trait3desc='''Unofficial Summary:''' When you use a Bonus Action, you can also use {{5e24|Step of the Wind}} as part of it.
|trait3desc=When you take a Bonus Action other than {{5e24|Step of the Wind}}, you can also use Step of the Wind immediately after that Bonus Action.


|trait4name=Quivering Palm
|trait4name=Quivering Palm
|trait4lvl=17th
|trait4lvl=17th
|trait4desc='''Unofficial Summary:''' When you it a {{5e24lc|Creature}} with an {{5e24|Unarmed Strike}}, you can use 4 {{5e24|Focus Point}}s to utilize the Quivering Palm. Within a number of days, you can use the {{5e24|Attack}} {{5e24lc|Action}}, replacing one attack with activating the Quivering Palm which does a large amount of {{5e24|Force}} damage to the creature ({{5e24|Constitution}} save to {{5e24|Half|halve}} damage). This damage happens as long as the target is on the same {{5e24|Plane}}. You can only have one Quivering Palm active at a time.
|trait4desc=You gain the ability to set up lethal vibrations in someone’s body. When you hit a creature with an {{5e24|Unarmed Strike}}, you can expend 4 {{5e24|Focus Point}}s to start these imperceptible vibrations, which last for a number of days equal to your Monk level. The vibrations are harmless unless you take an {{5e24lc|Action}} to end them. Alternatively, when you take the {{5e24|Attack}} {{5e24lc|Action}} on your turn, you can forgo one of the attacks to end the vibrations. To end them, you and the target must be on the same {{5e24lc|Plane}} of existence. When you end them, the target must make a {{5e24|Constitution}} saving throw, taking 10d12 {{5e24|Force}} damage on a failed save or {{5e24lc|Half}} as much damage on a successful one.
 
You can have only one creature under the effect of this feature at a time. You can end the vibrations harmlessly (no action required).


|desc=''Master Unarmed Combat Techniques''
|desc=''Master Unarmed Combat Techniques''


'''Unofficial Description:''' Masters of unarmed combat that utilize pushes and throws.
Warriors of the Open Hand are masters of unarmed combat. They learn techniques to push and trip their opponents and manipulate their own energy to protect themselves from harm.


{{5x Subclass Feature Table
{{5x Subclass Feature Table
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==Sources and Notes==
==Sources and Notes==
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Latest revision as of 15:11, 29 April 2025

Open Hand exists in other D&D editions see:

Open Hand (disambiguation).

Warrior of the Open Hand[1][2] [3]
Monk subclass


Master Unarmed Combat Techniques

Warriors of the Open Hand are masters of unarmed combat. They learn techniques to push and trip their opponents and manipulate their own energy to protect themselves from harm.

Warrior of the Open Hand Features

Monk Level Features  
3rd Open Hand Technique
6th Wholeness of Body 
11th Fleet Step 
17th Quivering Palm

 

Open Hand Technique

3rd level Warrior of the Open Hand feature.
Whenever you hit a creature with an attack granted by your Flurry of Blows, you can impose one of the following effects on that target.

Addle. The target can’t make Opportunity Attacks until the start of its next turn.

Push. The target must succeed on a Strength saving throw or be pushed up to 15 feet away from you.

Topple. The target must succeed on a Dexterity saving throw or have the Prone condition. 

Wholeness of Body

6th level Warrior of the Open Hand feature.
You gain the ability to heal yourself. As a Bonus Action, you can roll your Martial Arts die. You regain a number of Hit Points equal to the number rolled plus your Wisdom modifier (minimum of 1 Hit Point regained).

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest

Fleet Step

7th level Warrior of the Open Hand feature.
When you take a Bonus Action other than Step of the Wind, you can also use Step of the Wind immediately after that Bonus Action. 

Quivering Palm

17th level Warrior of the Open Hand feature.
You gain the ability to set up lethal vibrations in someone’s body. When you hit a creature with an Unarmed Strike, you can expend 4 Focus Points to start these imperceptible vibrations, which last for a number of days equal to your Monk level. The vibrations are harmless unless you take an action to end them. Alternatively, when you take the Attack action on your turn, you can forgo one of the attacks to end the vibrations. To end them, you and the target must be on the same plane of existence. When you end them, the target must make a Constitution saving throw, taking 10d12 Force damage on a failed save or half as much damage on a successful one.

You can have only one creature under the effect of this feature at a time. You can end the vibrations harmlessly (no action required).

Sources and Notes

  1. Wizards RPG Team. SRD 5.2 (5e 2024) (2025-04-22). Wizards of the Coast. p. 52. Licensed: CC-BY.
  2. Wizards RPG Team. 2024 D&D Free Rules (5e 2024) (2024-09-03). Wizards of the Coast, D&D Beyond.
  3. Wizards RPG Team. Player's Handbook (5e24) (5e 2024) (2024-09-17). Wizards of the Coast. ISBN 9780786969821. p. 107.

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