Matter Skandha | Feat | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Matter Skandha

Lacer Lv3

As you gain levels, you begin to unlock features that vary depending on your element. These features follow the skandha, the five aspects that constitute a person's being. At 3rd level you gain the first of these, the skandha of matter.

  Fire-When you successfully attack an enemy, you can spend 2 ki points to force the enemy to make a Dexterity saving throw. On a failed save, the enemy is knocked prone. Whenever a target is knocked prone in this way, the target has disadvantage on the first attack it makes before the end of its next turn.   Air-You can spend 2 ki points as a reaction whenever you are subject to a melee weapon attack to take the Disengage action and move up to half your speed, avoiding the attack.   Water-You can spend 1 ki point to use waterlacing to perform a grapple against a target within 20 feet of you so long as you have at least one hand free. You may substitute a Wisdom (Athletics) for your Strength (Athletics) rolls to grapple until the grapple ends. While grappling a target in this way, you can substitute any amount of your own movement to move your target anywhere within range on your turn. You are still limited to half of your normal movement for grappling a creature.   Earth-You can spend 1 ki point as a bonus action to gain a number of temporary hit points equal to your Constitution modifier.


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EvilSmirk.

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