Way of the Unseen Hand (5e Monastic Tradition)
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Those who follow the Way of the Unseen Hand understand that forces throughout the universe flux and flow unseen, believing that everything is connected - To affect something you need only pluck at the unseen strings that tie them together. They focus their Ki to allow them to do this in combat, pushing, pulling, tripping and punching their enemies from afar.
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Unseen Hand[edit]
Upon selecting this subclass at 3rd level, you learn the Mage Hand cantrip if you do not already know it. When you cast the spell using this feature, you cast and control the hand as a bonus action, you may do so without verbal or somatic components, and you may choose for the hand to be invisible when it appears. However, when you cast the spell in this way, it requires Concentration to maintain, and its duration becomes 10 minutes.
Ring The Golden Bell[edit]
Also at 3rd level, whenever you have your Unseen Hand feature active, you may use the hand to make attacks. Whenever you would make an unarmed attack, you may choose to do so as a ranged spell attack, using your Wisdom modifier, at a range of 30ft.
Additionally, when you make an attack using your Unseen Hand in this way, upon landing a successful hit, instead of dealing damage, you can expend 1 Ki point to impose one of the following effects on the target:
- Force the target to make a Strength save or be Restrained by the Hand. The creature can make another Strength save at the start of its turn each round to break free of the effect; The effect also ends if the creature is ever outside of the Hand's spell range, or if you attempt to use the Unseen Hand to do anything else.
- Force the target to make a Dexterity saving throw or be knocked Prone.
- Force the target to make a Strength saving throw or be moved 10ft horizontally in a straight line, in any direction you choose.
All saving throws triggered by this feature are against your Ki save DC.
Strength of Force[edit]
Beginning at 6th level, the amount of weight your Unseen Hand can lift is as if the Hand had a Strength score equal to your Wisdom score. When the Hand carries too much weight, the amount of distance you can move it each round is reduced as if it were a creature with a movement speed of 30ft.
Force-Enhanced Techniques[edit]
Beginning at 6th level, while you have your Unseen Hand active, your Ki features are empowered in the following ways:
- Flurry of Blows: When you make your Flurry of Blows attacks against two separate creatures using your Unseen Hand, you may immediately make an additional Unseen Hand attack against a third target within range.
- Patient Defense: Each time you take damage while under the effects of Patient Defense, that damage is reduced by an amount equal to your Wisdom bonus, as you use your telekinetic force to block and slow incoming harm.
- Step of the Wind: Until the end of your turn, you gain a Flying speed equal to your land speed, as you use telekinetic force to hold you aloft. If you are flying when your turn ends, you fall.
Unlimited Force[edit]
You may cast the Telekinesis spell, or the Bigby's Hand spell. When you cast the latter spell, the Hand is invisible.
Once you use this feature to cast either spell, you can’t use it again until you finish a Short or Long Rest, unless you expend 6 Ki Points to use it again.
Additionally, the range of your Unseen Hand, and all feature that utilize it, increases from 30ft to 60ft.
Rising Moon, Falling Star[edit]
As an action, you may target one creature you can see within 60ft, and attempt to hurl them skyward and then back into the ground. The target must make a Dexterity saving throw; If they fail, they are Restrained until the end of your turn, and launched up to 100 feet in a straight line directly upwards; If they strike an obstacle solid enough to halt their movement, both the target and the obstacle suffer 5d10 points of Force damage, and their upward movement is stopped.
Immediately afterwards, you pull them from the heavens, hurling them at a space within 60ft of you that is large enough for them to occupy. They land prone in that space, and they suffer Force damage; If their upward movement was stopped by a solid obstacle, they suffer 5d10 points of Force damage; If their movement was not stopped, they suffer 10d10 points of Force damage.
Any creatures present in that space when the target is hurled there must also make a Dexterity save. On a failed save, they suffer 5d10 points of Force damage and are knocked prone in that space, pinned under the hurled creature; If they succeed, they suffer half as much damage, are not knocked prone, and may use their Reaction to immediately move to the nearest unoccupied space large enough for them to occupy.
Once you use this feature, you can’t use it again until you finish a Long Rest, unless you expend 7 Ki Points to use it again.
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