Way of the Turtle (5e Monastic Tradition)

From Dungeons and Dragons Wiki
Jump to: navigation, search
Winter Cleaning
Snowflakes.png
This page has been identified as having problems, either major or minor, that lead a user to believe its quality is not up to par with wiki standards. The following areas were specifically noted as needing improvement:

The "Afterimage Strike" feature does not fit with the balance of D&D 5th edition


If you would like to help improve the indicated sections, you may directly edit the page if allowed by editing restrictions. If editing restrictions ask that you not make needed changes, or you disagree with the application of this template to the article, please discuss the issues further on the talk page. If the reason behind placement of this template on the article is found to be inapplicable or wrong, or the issues prompting the call for additional work have been sufficiently addressed, the winter cleaning template will be removed. See Winter Cleaning for additional information.


Homebrew.png
Author: Iskerbabble (talk)
Date Created: 11/21/19
Status: Rough Draft
Editing: Clarity edits only please
ArticleUnrated.png
Rate this article
Discuss this article

The Monks of The Way of the Turtles are masters of bodily discipline. Harnessing the power of their Ki to improve their body, they can counter attacks, sense life, shoot powerful shock-waves, and even push past bodily limits.

Well Trained Body[edit]

At 3rd level, you begin your first real training. Through rigorous, intense mental and physical training, day after day, your speed and power have increased, and you learned the following techniques.

Afterimage - Whenever you take the dodge action, and a opponent misses with a melee attack, as a reaction you may either immediately move 10ft or make 1 attack against the opponent that missed. After you do this, you lose the benefit of the dodge action.

High Speed - Whenever you take the dash or disengage action, you gain an extra 10ft of movement speed.

Turtle Destruction Wave[edit]

Starting when you choose this tradition at 3rd level, you gain The Way of the Turtles most prized technique, the Turtle Destruction Wave. At the beginning of your turn as an action, you may spend at least 2 ki points to unleash a blast of force in a line 100 feet long and 5 feet wide in a direction you choose. When you do this you are considered to be in the restrained condition for the rest of your turn. Each creature in the line must make a Dexterity saving throw. A creature takes 2d6 force damage, or half as much damage on a successful save. You may spend additional Ki points on this ability, and for each Ki point add an additional die of damage up to a maximum number of extra dice equal to your monk level.

When your Martial Arts die increases to 1d8, increase the additional damage by spending ki points to 2d6 for each additional Ki point spent.

You may also spend Ki, in addition to the initial 2 Ki, to have the option to pick from 3 different variations of this technique. Whenever using these versions you cannot spend Ki points to increase the blasts damage die and still gain the restrained condition unless stated otherwise.

Turtle Wave - This version of the Turtle Destruction Wave can be fired as an action without gaining the restrained condition. This costs an additional 1 Ki point.

Turtle Explosion - This version of the Turtle Destruction Wave turns the blast into a 20ft explosion centered on a square of your choice within 100ft of you. This costs an additional 2 Ki points.

Max Power - This version of the Turtle Destruction Wave can be charged. Your base damage starts of with 4d6 and each subsequent round you charge this attack you gain 1 extra hit die on this attack and have the option release the attack at the end of your turn. You may do this a number of rounds equal to your monks level. If you are hit while charging this attack, you must make a Constitution saving throw. The DC is equal to 10 or Half damage dealt, whichever is higher. If you are hit multiple times, each attack is its own separate save. If you fail the save, your blast is lost and you lose the Ki you have spent. This costs an additional 3 Ki points.

Blazing Combat[edit]

At 6th level your mind has caught up with your body, and are able push your speed and reactions to new heights.

Trading Blows- Whenever an opponent hits with a melee attack, you may try negate it. As a reaction, you may roll your Martial Arts damage die + half your monk level and reduce the damage by that total.

Extreme Speed- Whenever you take the dash or disengage action, you may spend 1 Ki point to move an extra 20ft. This 20ft extra movement does not stack with the extra movement granted by High Speed.

Body and Soul[edit]

At 11th level, your mastery of Ki has allowed you to master two new powerful abilities.

Afterimage Strike- Whenever you take the dodge action, and a opponent misses with a melee attack, as a reaction you may spend 3 Ki point to immediately make 1 melee attack against the opponent that missed, and then you can move up to half your movement speed.

Ki Sense- You learn how life flows, and how to sense it. You can sense the presence and location of creatures within 10ft of you. However, this sense does not work on anything that is not considered alive, such as constructs and undead, with the exception of ghosts. You may also spend Ki points to temporarily increase the range of this ability as a bonus action. For every 1 Ki point spent, the range of this ability will increase by 10ft until the start of your next turn.

Max Power Form[edit]

At 17th level, your technique as progress to the point where you have learned to use every last ounce of your energy and power. This form is called Max Power Form, and while it can only be maintained for a short period of time, it's power is undeniable. This form can be used only once per day, is a bonus action to transform, and lasts for 1 minute. This form gives you the following benefits.

  • You gain the benefits of enlargement from the Enlarge/Reduce spell
  • You gain an extra 2 damage die on all your Turtle Destruction Waves
  • Gain resistance to all bludgeoning damage

Legal Disclaimer

This web page is Not in any way, shape, or form affiliated with the owner(s) of any copyright material presented on this page. Copyrights and trademarks for any books, films, and other promotional materials are held by their respective owners and their use is allowed under the fair use clause of the Copyright Law.


Iskerbabble's Homebrew (29 Articles)
Iskerbabblev
5e Classes & Subclasses Way of the Crane, Way of the Turtle
5e Races Namekian, Saiyan
5e Feats Master Craftsman, Mending Spirit, Saiyan Rage, Super Warrior, Warped Blood
5e Monsters Wild Oozaru
3.5 Classes Ki Demon
3.5 Other Class Features Mutated Frost Demon, Mystic Form
3.5 Races Frieza Race-Frost Demons, Hybrid Saiyan, Namekian-Iskerbabble
3.5 Feats Frieza Clan, Full Power Form
3.5 Invocations Four Witches, Greater Ki Transmutation, Ki Transmutation, Lesser Electrical Transmutation, Lesser Fire Transmuation, Lesser Frost Transmutation, Master Ki Transmutation, Neo Tri Beam, Nova Chariot, Thunder Shock Surprise, Tri Beam



Back to Main Page5x5eClassesSubclasses

AuthorIskerbabble +
Canontrue +
ClassMonk +
Identifier5e Monastic Tradition +
RatingUnrated +
SummaryMonks of The Way of the Turtle focus on the body, and how Ki can push it to unthinkable heights. +
TitleWay of the Turtle +