Monk
Base Class: Monk

IMPORTANT NOTE: This subclass was made specifically for a rules supplement called Nimble 5E. This subclass will NOT work in regular 5E, as the mechanics are quite different fundamentally. You can find Nimble 5E on Kickstarter for now.

 There stood a red dragonborn, his eyes barely open as he stood in his fighting stance, his movements seemingly slow and sluggish to the untrained eye. He was as calm as could be, smiling warmly at his opponent. The mercenary fighting him scoffed, charging forwards with his sword, but that was his final mistake. The monk simply stepped to the side, slamming his fist straight into his opponent's head, drawing clarity from his exhaustion, and power from his clarity. With a crack, the mercenary fell to the ground, dead.

Those who commit to the Way of the Tired Soul draw great clarity of mind from their exhaustion, and draw great power from their clarity. They attack with extreme precision, turning their fatigue into power.

Tired Souls often go without sleep for most of their lives, instead meditating on the floor for 8 hours or so to rest.

A Tired Soul is capable of drawing extreme clarity from their mind and body's exhaustion, then drawing their power from that clarity, performing feats that others could only dream to perform while perfectly well rested, let alone as fatigued as a Tired Soul.

Many envy Tired Souls for their resilience, and some parents will even tell their children to be as resilient as a Tired Soul when faced with hardship.

A Tired Soul's exhaustion is often taken to be weakness. This could not be further from the truth.

Somnolent Serenity

Starting at 3rd level when you choose this monastic tradition, you can draw great power from your fatigue, using it to give you unparalleled clarity in combat, allowing you to perform feats of extreme precision.

When you have at least one level of exhaustion, upon hitting an attack, you may, once a round, spend one ki point to cause it to ignore armour.

When you have at least two levels of exhaustion, you gain a +1 to attack and damage rolls using monk weapons or unarmed strikes, as long as you have at least 1 ki point remaining.

When you have at least three levels of exhaustion, when you are targeted by a melee attack, and that attack misses, you may, as a reaction costing 1AP, make one unarmed strike against that enemy.

When you have at least four levels of exhaustion, you may spend one ki point to gain double advantage on an attack roll.

Finally, when you have at least five levels of exhaustion, your attacks using unarmed strikes or monk weapons ignore armour.

Sleepless Soul

Starting at 3rd level when you pick this monastic tradition, you need not sleep to rest. Instead of sleeping during a short or long rest, you instead meditate, remaining motionless and conscious for the duration. The effects of resting stay the same. You also heal one level of exhaustion when taking a short rest, and two when taking a long rest.

Additionally, you ignore all effects of exhaustion outside of combat.

Finally, you cannot be put to sleep by magical or non-magical means.

Deplete Energy

Starting at 3rd level when you pick this monastic tradition, you may forcefully push your body beyond its limits, tiring yourself out.

When making a rushed attack, you may spend one ki point to gain one level of exhaustion, while negating the disadvantage.

Fatigue to Vigor

Upon reaching 6th level, you learn how to turn your fatigue into vigor. You may, once per short/long rest, as an action, spend 1AP and one ki point to heal an amount of hit points equal to a roll of your martial arts dice for every level of exhaustion you currently have.

Serenity's Waltz

Upon reaching 6th level, you may waltz with utmost serenity, before striking your enemy with precision.

As long as you have at least one level of exhaustion, you may, as an action spending 1AP and one ki point, move up to half your total movement without provoking opportunity attacks and make an unarmed strike against any enemy in your way. On a hit, that enemy must roll a dexterity saving throw, with a DC equal to 8 + your proficiency bonus + your wisdom modifier + your current level of exhaustion. On a failure, they are knocked prone.

Carefree Constitution

Upon reaching 11th level, you may use your fatigued mind to your advantage, carefree enough to act as though you are further from death than you really are. Once per long rest, you may, as an action, spend 3AP to heal one level of exhaustion and gain one ki point.

Calm Before The Storm

Upon reaching 17th level, you may take a moment to take in your mind and soul's serenity, before releasing a precise and powerful storm of attacks.

As long as you have at least two levels of exhaustion, you may, as an action, spend 1AP to take in the serenity of your mind and soul. If you do so, for the rest of your turn, upon hitting an attack, you may spend one ki point to cause it to ignore armour.

Alternatively, once per short/long rest, you may spend one ki point when taking the action to cause all attacks for the rest of your turn to ignore armour, without expending further ki points.

Way Of The Tired Soul Image

Comments

Posts Quoted:
Reply
Clear All Quotes