Way of the MMA (5e Subclass)

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<Subclass Name>

<Artificer/Barbarian/Bard/Cleric/Druid/Fighter/Monk/Mystic/Paladin/Ranger/Rogue/Sorcerer/Warlock/Wizard> Subclass

When you use the Ready action in order to use your reaction to make an attack with your unarmed strike or monk weapon (regardless of the triggering event), you make your attack roll with advantage. You can take the Dash action as a bonus action on each of your turns.

If you do not move more than 5 feet on your turn, your unarmed strike and monk weapon attacks score a critical hit on a roll of 19-20. If you use your reaction to make an attack of opportunity when a hostile creature that you can see moves out of your reach, you gain a +2 bonus to your attack rolls made with your unarmed strike or monk weapons against that creature.

When you use the Attack action with an unarmed strike on your turn, you can take the Disengage action as a bonus action. You can use your reaction to deflect a weapon when you are hit by a melee weapon attack. When you do so, the damage you take from the attack is reduced by your monk die + your Dexterity modifier.

You gain a +2 bonus to damage rolls made with your unarmed strike and monk weapon attacks. If you use your Attack action to make a grapple, when you roll your Strength (Athletics) check, you can treat a d20 roll of 9 or lower as a 10. You may only use this benefit if you are proficient in the Athletics skill.

Once on each of your turns, if you move at least 20 feet straight towards a creature you can use your bonus action to shove the creature. When you use the Attack action against a creature that is prone and score a critical hit with an unarmed strike or monk weapon on your turn, you can roll your martial arts die one additional time and add it to the extra damage of the critical hit.

When you use the Attack action with a quarterstaff on your turn or use the Dodge action, you can make one additional attack with your quarterstaff as a bonus action. You do not add your ability modifier to the damage of the bonus attack unless that modifier is negative. When you take the Dodge action, you gain a +1 bonus to AC. You have advantage on Stealth (Acrobatics) checks. You have disadvantage on Wisdom (Perception) checks

When one of your allies attacks a hostile creature within 5 feet of you, you can use your reaction to make an unarmed strike or monk weapon attack against that creature. When you use your Attack action with an unarmed strike or a monk weapon on your turn, instead of dealing damage you can attempt to knock the target prone. The target must make a Strength saving throw against a DC of 8 + your proficiency bonus + your Strength modifier or fall prone in its space.

When you use the Help action to aid a friendly creature in attacking a creature within 5 feet of you, you can make one unarmed strike as a bonus action. When you take damage from a creature that is within 5 feet of you, you can use your reaction to adjust your defenses. Once you do, the creature has disavantage on its attacks against you until you take damage from the creature again or you change your fighting stance.

Before you use the Attack action with an unarmed strike or monk weapon attack on your turn, you can choose to take a -2 penalty to your AC which lasts until the start of your next turn. If the attack hits, you add +5 to the attack’s damage. When you take damage from a creature that is within 5 feet of you, you can use your reaction to take make an unarmed strike or monk weapon attack against that creature.


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