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Monk Way of the Silver Claw in Dungeons & Dragons 5e

Homebrew

Monk Way of the Silver Claw

The Way of the Silver Claw teaches that the body is a conduit for moonlight. These monks paint their hands with silver dust or tattoo intricate lunar phases down their arms. In battle, they are a blur of pale light. They do not just punch; they slash, aiming for arteries and magical leylines. They are specifically trained to fight monsters that resist normal weapons, using their Ki to burn through supernatural defenses.

hit dice: 1d8 per Monk level
hit points at 1st level: 8 + your Constitution modifier
hit points at higher levels: 1d8 (or 5) + your Constitution modifier per Monk level after 1st
armor proficiencies: None
weapon proficiencies: Simple weapons, shortswords
tools: Choose one type of artisan's tools or one musical instrument
saving throws: Strength, Dexterity
skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth
starting equipment:

(a) a shortsword or (b) any simple weapon


(a) a dungeoneer's pack or (b) an explorer's pack 10 darts


10 darts



spellcasting:
class features:

Unarmored Defense: (Level 1) AC = 10 + Dex mod + Wis mod when not wearing armor.

Martial Arts: (Level 1) Use Dex for attacks, d4 damage die (scales with level), bonus action unarmed strike.

Ki: (Level 2) Spend Ki points to fuel special abilities (Flurry of Blows, Patient Defense, Step of the Wind).

Unarmored Movement: (Level 2) Speed increases when not wearing armor.

Deflect Missiles: (Level 3) Reaction to reduce damage from ranged attacks.

Slow Fall: (Level 4) Reaction to reduce falling damage.

Extra Attack: (Level 5) Attack twice when you take the Attack action.

Stunning Strike: (Level 5) Spend Ki to stun a target.

Ki-Empowered Strikes: (Level 6) Unarmed strikes count as magical.

Evasion: (Level 7) Take no damage on successful Dex saves for half damage.

Stillness of Mind: (Level 7) End Charmed or Frightened effect on self.

subclass options:

At 3rd level, you learn to channel the purifying light of the moon through your strikes.

3rd Level: Silvered Talons

Your Ki alters the physical nature of your strikes.

  • Your unarmed strikes can deal Slashing damage instead of Bludgeoning damage.
  • Your unarmed strikes are considered Silvered for the purpose of overcoming resistance and immunity.

3rd Level: Lunar Brand

When you hit a creature with an attack granted by your Flurry of Blows, you can leave a glowing silver mark on them until the start of your next turn.

  • The marked target sheds dim light in a 10-foot radius.
  • The target cannot benefit from being Invisible.
  • The next attack roll made against this target by you or an ally has Advantage.

6th Level: Quicksilver Step

You move like moonlight flickering through trees.

  • When an enemy misses you with a melee attack, you can use your Reaction to teleport up to 10 feet to an unoccupied space you can see.
  • If you teleport into a space that flanks the enemy (or is directly behind them), you can immediately make one unarmed strike against them as part of the same reaction.

11th Level: Disrupting Severance

You know how to cut the magical threads that hold a monster together. When you hit a creature with an unarmed strike, you can spend 2 Ki points to apply one of the following effects:

  • Shape-Lock: If the target is a shapeshifter or is currently transformed (e.g., by Polymorph or Wild Shape), they must succeed on a Constitution saving throw or instantly revert to their original form and be unable to assume a different form for 1 minute.
  • Spell-Break: If the target is concentrating on a spell, they have Disadvantage on the saving throw to maintain concentration.

17th Level: Avatar of the Moon-Beast

You can shed your physical limitations and become a being of pure lunar energy. As a bonus action, you can spend 4 Ki points to enter this state for 1 minute:

  • You gain a fly speed equal to your walking speed, and you can hover.
  • You are resistant to Necrotic and Radiant damage.
  • When you use your Flurry of Blows, you can make three unarmed strikes as a bonus action instead of two.
  • Your unarmed strikes deal an additional 1d8 Radiant damage.


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