🦸♀️(Legacy) 5e - Warrior of the Hand🦸♀️
Warriors of the 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.
Level 3: Lost Tradition
Your training unlocks lost knowledge. Choose a 🤺Combat Tradition you are not proficient in. You become proficient in that tradition. When you use a combat maneuver that requires a weapon with a particular property (such as finesse or heavy), your unarmed strikes count as having that property.
Level 6: Way of the Fist
You regain exertion equal to half your proficiency bonus when you score a 🎲Critical Hit with an unarmed strike. When you hit a creature with an unarmed strike, you can spend 1 exertion to deal additional damage equal to your Martial Arts die.
Level 9: Ancestral Guidance
You can meditate during a long rest to commune with the spirits of ancient warrior monks and borrow their techniques. Choose a 🤺Combat Tradition. If you are proficient in that tradition, learn two maneuvers from it. If you are not proficient in that tradition, you become proficient in it and learn two maneuvers from it. Combat maneuvers learned through this feature are forgotten when you begin your next long rest.
Level 13: Quivering Palm
You gain the ability to set up lethal vibrations in someone’s body. When you hit a creature with an ⚔️Unarmed Strike, you can spend 4 Exertion to start these imperceptible vibrations, which last for 20 days. The vibrations are harmless unless you use your 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 makes a CON Save. Failure: The Target takes 10d12 + your Adept level Force damage. Success: The Target takes half the damage.
You can have only one creature under the effect of this feature at a time. You can end the vibrations harmlessly without using an action.
Level 17: Perfect Fist
You reach mastery of the way of the fist. When you make an unarmed strike, you score critical hits on a roll of 19–20. If you already have a feature that increases the range of your critical hits, your critical hit range increases by 1 (maximum 17–20). In addition, when you use a Bonus Action to make an unarmed strike, it deals an additional damage die.
If a creature is reduced to 0 hit points by your unarmed strikes, you can spend 3 exertion to make its body and soul be destroyed in an implosion. The target can’t be brought back from the dead, except with a wish spell.
When you hit a creature with two or more unarmed strikes in the same turn, you can spend 3 exertion to force it to make a CON Save, dealing one effect from the list below on a failure. For each successful unarmed strike after the second, you can spend 1 exertion to deal one additional effect. For example, if you hit with four unarmed attacks, you can spend 5 exertion to deal three effects. You can’t choose the same effect more than once, and on a successful saving throw all effects are negated.
- Deal additional damage equal to 2 x your Martial Arts die.
- The creature is ☠️Blinded and ☠️Deafened for 1 minute.
- The creature is ☠️Paralyzed for 1 minute. At the beginning of each of its turns, the creature can repeat the saving throw , ending the effect on itself on a success.
- The creature is knocked ☠️Prone and becomes ☠️Poisoned for 1 minute.
- Healing features, spells, and traits have no effect on the creature until the beginning of your next turn.
- The creature can’t use bonus actions, or reactions until the beginning of your next turn.
- The creature gains a level of ☠️Fatigue.