Base Class: Monk
The Way of the Shackled Hand is a Monastic Tradition founded by (and for) slaves, dedicated to aiding all the unjustly imprisoned people of the world: turning their very shackles into weapons, and their pain into raw power. Novice members, known as 'Shackled Hands', are trained to do everything while bound in shackles and chains. Next, 'Chainshapers' learn to escape them, and to wield them as powerful weapons. Masters are known as 'Painshapers', channeling the suffering of both themselves and others to empower their actions. There is no central headquarters of the order: their training places exist anywhere people are kept prisoner unjustly; their teachers and students wherever people seek their freedom.
Master of the Grasp
When you take this Subclass at 3rd Level, you become adept at escaping physical restrictions.
You may Disengageas a Bonus Action. Additionally, when you use your Step of the Wind feature, you gain the effects of the Freedom of Movement spell until the end of your turn. Any effects or conditions hindering your movement are ended. However it does not remove or protect you from the Paralyzed condition.
Knacks of the Shackled Hand
At third level, when you take this Subclass, you gain proficiency in [Tooltip Not Found] to Manacles, or any weapon with both the Thrown and Light property, to create a special monk melee weapon*. You are proficient with this weapon, and it uses your Martial Arts Damage Die. It has the Light and Finesse properties. Its damage type is Bludgeoning if using Manacles, otherwise it has the damage type (and any magical effects) of your chosen thrown weapon. While using this weapon you gain 'Stances of the Masterless' (Bound and Unbound). You may change stances on your turn, by spending 5 feet of your movement.
Unbound Stance. Your weapon gains the Reach Property. Once per turn when you hit a creature of Large size or smaller, you may force the target to succeed on a Strength Saving Throw against your Ki Save DC or be pulled 5 feet towards you or knocked prone (your choice which).
Bound Stance. You gain a +1 AC bonus against Melee attacks. You may use your Deflect Missiles ability to reduce the damage of Melee attacks that hit you. If the damage is reduced to zero, you may force the attacker to succeed on a Dexterity Saving Throw against your Ki Save DC or drop their weapon within 5 feet of you (your choice where).
Optional: If you wish to simplify, or limit the power of this subclass, remove 'Stances of the Masterless', and give the weapon the Reach Property and a +1 AC Bonus to the wielder.
Channel Suffering.
At 6th level, you can channel energy from damage you take into your actions. Whenever you take damage, you may use your reaction to give yourself resistance to that damage type until the end of your next turn. While this damage resistance is active, you may add 1 roll of your Martial Arts Die to one ability check or saving throw, or an attack or damage roll made with your Monk Weapon or unarmed strikes. When you use it, your damage resistance ends. If a creature was the source of the damage that triggered this ability, your next attack on that creature before the end of your next turn has advantage.
You may use this ability a number of times equal to your proficiency modifier per short rest.
Abjure the Injured.
At 11th Level, you gain more uses of your Channel Suffering ability, including transmuting the pain of your allies.
You gain one additional reaction per turn. This special reaction can only be used to activate your Channel Suffering Ability, without expending a use. You may have two instances of Channel Suffering active at once only if they are triggered by different damage types.
Additionally, you can trigger your Channel Suffering ability when an ally you can see is hit with an attack within 60 feet of you. You instead give them resistance to the triggering damage type until the end of their next turn, or until you use your bonus Martial Arts Die. Your next attack against the creature that attacked them before the end of your next turn has advantage.
Master Painshaper
At 17th level, you become even more effective when you sustain critical, or constant damage. Whenever a critical hit is scored against you, or you take an amount of damage greater than your monk level, you gain Inspiration. This inspiration lasts until your next short rest, and you may only have one at a time. Additionally, when you are below half of your Maximum HP total, your unarmed strikes deal an additional Martial Arts Die of damage. If you are below 10 hit points, all your attack rolls with your Monk Weapon or your unarmed strikes are made with advantage.







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