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animorte
2023-09-13, 03:31 AM
Welcome to the 5e Subclass Contest 39!

Congratulations to the winner of Calling Card, Just to Browse with Ranger Conclave: The Sagittar (https://forums.giantitp.com/showsinglepost.php?p=25825976&postcount=4)

Our voted theme for this next contest is...


Something Borrowed: A subclass that borrows primary features from a completely different class. See the Eldritch Knight and how it borrows the arcane arts. Look at the Divine Soul and notice it's healing properties. Maybe you think Barbarian should have sneak attack, a Rogue could utilize bardic inspiration, or a Wizard raging. Combine the properties of drastically different (or relatively similar) classes.


The subclass you homebrew should fit the theme. You can interpret the theme as broadly as you like without risk of disqualification, but doing so may reduce your chances of earning votes during the voting period.
You may only create one subclass. If you create more than one subclass then you must choose which one to enter and remove all the others from this thread and the contest (making them invalid) . If you do not specify which one you favor by the time voting begins, all of your content is invalid.
When you submit your subclass you must create a post on this thread which either has the content or holds a link to it. You may also optionally create one other individual thread for your class on the homebrew design sub-forum. If it is found that you have revealed your class on another site or on another thread than one on the homebrew design sub-forum, your entry will be considered invalid. If you do make a specific thread for your class, please mention its involvement to the competition in that thread. If you use external formatting resources such as Homebrewery, or GMBinder it is recommended that you also create a PDF of the content and share it here.
You may use other homebrew content (such as feats, spells, magical items, monsters, and base class) or even features to supplement your subclass, provided you have permission from the original creator and provide links to the source. Failure to receive permission from the original creation will disqualify you from entry in the current contest.
Your subclass must have fully completed mechanics and descriptions for it to be valid. Entries are due by 11:59 PM Central Time on the deadline. Any submissions after this point are invalid. No changes can be made to your class while voting is taking place. Failure to comply with the previous rule will result in disqualification.
Any content which has been declared invalid by the rules above cannot be voted for, but you may decide to remove it from the contest and create another subclass instead. If you are disqualified then you are not allowed to enter any more homebrew for this competition, though you may still vote and later enter the next competition.
Please note that misunderstandings occur, if you break a rule which results in disqualification it might be excused if you can convince the group that it was a result of confusion over the rules.

Contests stay up for 6 weeks unless an extension is requested by participants. Voting threads then go up for 2 weeks before the next contest begins.

Subclass Contest Discussion Thread (https://forums.giantitp.com/showthread.php?622798-D-amp-D-Subclass-Contest-Chat-Thread-2-Joke-Entries-Win-with-Alarming-Frequency)

Deadline: October 25th will be the deadline for this contest. The voting thread will open the following day and stay open for 2 weeks.

BerzerkerUnit
2023-09-19, 01:48 AM
Blood Warrior Monk
As a blood warrior you take the mastery of your internal alchemy to its limit, infusing your own vital fluids with spiritual power to create weapons that exceed what’s possible with mortal smithing.

Bonus Proficiency
At 3rd level your studies in practice of this art become a proficiency with Alchemist’s Tools.

Red Ribbon Armory
Beginning at 3rd level you can use a bonus action to draw forth your own blood to form a melee weapon of any kind imaginable. You are proficient with this weapon and can make use of its Weapon Mastery. Regardless of its form, it counts as a Simple Weapon for your Monk Class features such as Martial Arts. You decide when the weapon is created if it deals damage of its normal type, Necrotic, or Poison damage. The weapon melts into a noxious puddle of your blood if it’s apart from you for more than 1 minute.

When you take the attack action you can spend 1 Ki to throw the weapon in a line as an attack up to 100 feet. Each creature in a space through which it passes must succeed on a dexterity saving throw or suffer damage equal to 3 rolls of your martial arts die. The weapon only damages the first creature to fail a save after which the weapon returns to your hand, as it does if it fails to damage any creature.

Bloodletting
At 6th level, as one familiar with the invigorating and healing properties of balancing the humors, when you target a willing creature with an unarmed strike or attack with a slashing weapon you can choose to perform a bloodletting. This automatically deals 1 martial arts die of necrotic damage to the target and ends conditions on the target as if you had cast Lesser Restoration. If the target is not reduced to 0 hit points by the damage, they gain temporary hit points equal to the damage dealt.

Blood Stealing Blows
Beginning at 11th level your Greater Techniques become even more deadly. When you activate your Stunning Strike or Mortal Wound Technique on a hit, the target suffers additional necrotic damage equal to one roll of your Martial Arts die and you heal damage equal to the necrotic damage dealt.

Blight Infliction Art
At 17th level your blood can be rendered truly inimical to all manner of life. You can cast Contagion as an action requiring no components. Once you have used this feature you cannot use it again until you complete a long rest or spend 8 Ki points as an action to recover its use.

MrStabby
2023-09-19, 11:36 AM
Hmm. I guess a palceholder for...

The Reliquarist - An artificer borrowing a splash of the divine from the cleric and with a focus on holy artifacts and blessed objects.

Notafish
2023-09-23, 05:44 PM
Roguish Archetype: The Virtuoso

Whether providing a convenient cover for a heist or simply raising the spirits of the gang back at the hideout, a skilled entertainer can always count on a place in a criminal enterprise. The performing arts, likewise, can be an appealing second career for many criminals seeking to indulge their creative spirits. A connoisseur among con artists, the Virtuoso often fills a support role in fights by distracting enemies and bolstering the spirits of their allies.

Practiced Entertainer
When you choose this archetype at 3rd level, gain proficiency in a musical instrument of your choice and proficiency in Performance if you did not already have it. If you are already Proficient in Performance, gain Expertise in Performance. If you already have Expertise in Performance, gain the Bard feature Song of Rest.


...you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.

Adventurous Accompaniment
The excitement of adventure inspires you, and starting at 3rd level, you are able to share this inspiration via your musical talents, even in the heat of combat. You gain two options for doing so at this level: Bolster and Captivate. A third option, Song of Freedom, becomes available at Level 17.

Using Adventurous Accompaniment provokes Attacks of Opportunity, and cannot be used if you are Deafened. You have a number of uses of this feature equal to your Proficiency bonus and regain them whenever you finish a long rest. Additionally, if initiative is rolled when you have no uses remaining, you regain one use.

Adventurous Accompaniment: Bolster: To bolster allies, choose number of creatures up to your Proficiency bonus (which can include yourself) to be bolstered by your performance. Then, use an action to make a Charisma (Performance) check. Bolstered creatures must be within 60 feet of you and able to hear your performance. Depending on the quality of your performance, a number of effects can occur:

If your Charisma (Performance) check is greater than or equal to...

...5, Bolstered creatures add 1d6 to saving throws.
...10, Bolstered creatures also add 1d6 to skill checks.
...15, Bolstered creatures also add 1d6 to attack rolls.
...20, Bolstered creatures also add 1d6 to damage rolls.

These effects last until the end of your next turn unless you use an action to extend the performance. You may extend the effect for a number of rounds equal to your Charisma bonus (minimum 1) without spending another use of Adventurous Accompaniment.

Adventurous Accompaniment: Captivate: You designate one creature to be captivated by your performance. This creature must be within 30 feet of you, able to see you and able to hear your performance. Use an action to make a Charisma (Performance) check, contested by the creature's Wisdom (Insight) check. If the creature is engaged in combat, your check is made with Disadvantage. If you have personally attacked or otherwise harmed the creature before, your check is made with Disadvantage and the creature's check with Advantage.

These effects last until the end of your next turn unless you use an action to extend the performance. You may extend the effect for a number of rounds equal to your Charisma bonus (minimum 1) without spending another use of Adventurous Accompaniment. You must maintain Concentration for the duration. The effect also ends early if the creature is attacked or takes damage.

Rapid Tempo
Beginning at 9th level, the art of performing in dangerous situations is second nature to you. You can now extend Adventurous Accompaniment Bolster and Captivate effects as bonus actions. However, beginning a performance remains a full-round action.

Battlesong
Starting at 13th level, you can empower your allies' strikes with dramatic musical stings. While an Adventurous Accompaniment effect is active, whenever an ally makes a damage roll, you can use a reaction to add your Sneak Attack damage to the roll if you have not yet used your Sneak Attack this turn (using this feature counts as your use of Sneak Attack for the turn). Your ally must be within 60 feet of you and able to hear you.

Song of Freedom
Starting at 17th level, you have learned a variant of the legendary Song of Freedom and can incorporate its secret chords into your performances. You learn a new way to use Adventurous Accompaniment. Additionally, Adventurous Accompaniment and Battlesong can now affect any creature in range, even if they are Deafened or otherwise unable to hear you.

Adventurous Accompaniment: Song of Freedom
As an action, you can start a performance designed to liberate the afflicted from negative conditions, debilitating curses, and wicked spells. You designate one creature to be affected your performance. Make a Charisma (Performance) check. The quality of your check determines the range of options you have.

If you Performance check is less than 20, nothing extraordinary happens. However, if your Charisma (Performance) check is greater than or equal to...

...20, you may remove one condition of your choice other than Petrified, Blinded, or Deafened. If the condition includes the Incapacitated condition, the Incapacitated condition is also removed. If a creature with 0 Hit Points loses their Unconscious condition, the creature returns to consciousness with 1 hit point.
...25, you also have the option of removing one disease, one curse (including attunement to a cursed item), one level of exhaustion, or a Petrified, Blinded, or Deafened condition.
...30, you can return a dead creature to life if it has been dead for less than 24 hours, did not die of old age, is not undead, and is willing to return to life. The creature returns to life and consciousness with one hit point.

On subsequent rounds, you may extend the performance by using an action to make a new Charisma (Performance) check. You may target the same creature or a different creature in range. You may extend the effect for a number of rounds equal to your Charisma bonus (minimum 1) without spending another use of Adventurous Accompaniment. Once you have performed a Song of Freedom, you may not use this Adventurous Accompaniment option again until you finish a long rest.

Snowben Gaming
2023-10-03, 05:36 PM
Placeholder for the Banner Bearer: a Martial Archetype with Bardic abilities.

SleeplessWriter
2023-10-09, 05:14 PM
Ranger: Arcane Hunter

Arcane Hunter Magic
Starting at 3rd level your studious research and experience with hunting the arcane allows you to turn their own tools against them, whenever your spellcasting feature lets you learn a ranger cantrip or ranger spell of 1st level or higher you can choose the new spell from the wizard spell list or the ranger spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a ranger spell for you.
Additionally, you may choose two spell schools for which your expertise and zeal surpass all others from abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, and transmutation. You craft a small spellbook, which may also be used as a spell focus for your ranger spells, with one 1st level wizard spell of each of your chosen spell schools in it when you gain this book. For each chosen spell school you may add to your spellbook one 2nd level wizard spell of the chosen school at 5th level, one 3rd level wizard spell of the chosen school at 9th level, one 4th level wizard spell of the chosen school at 13th level, and one 5th level wizard spell of the chosen school at 17th level.
At the end of a long rest you may prepare one spell of each level from this spellbook. The spells counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Hunter's Focus
Also at 3rd level, while concentrating on a spell you have advantage on dexterity saving throws and your weapon attacks deal an additional 1d4 damage, or 1d6 if the target is also concentrating on a spell. This damage increases to 2d4, or 2d6, at 11th level.

Hunter's Recovery
At 7th level you gain the ability to recover a portion of the power spent by your spells. At the end of a short rest you may recover a number of expended spell slots whose total level is equal to two (such as two 1st level spell slots or one 2nd level spell slot). This amount increases by one at 11th, 15th, and 19th levels. Spell slots recovered in this way may only be used to cast spells of your chosen schools. You may only recover spells in this way once before taking a long rest.

Arcane Discernment
Also at 7th level whenever a creature targeted by a spell you are concentrating on (such as hunter’s mark or banishment but not spirit guardians) casts a spell you immediately identify the spell that is being cast and may make an Intelligence (Arcana) check with a DC of 10 + the spell’s level to identify its exact level, and a DC of 15 + the spell’s level if the spell has multiple options to choose from (as with bestow curse or alter self) to identify which of the options were chosen. You have advantage on this check if the spell is from one of your chosen schools.

Witchhunt
Starting at 11th level whenever you expend a spell slot for your Primeval Awareness feature, or by expending a spell slot as an action, for 1 minute per level of the spell slot expended you can sense whether spells of your chosen schools are present within 1 mile of you (or within up to 6 miles if you are in your favoured terrain). Additionally during this time you may make a Wisdom (Survival) check to attempt to track the source of one of those spells, following the path it has taken through the traces of magic it has left behind since it was first cast as if it were the tracks or scent left behind by a creature, so long as that path is within the area you are searching within. This check has a DC of 15 + the spell’s level, before other factors are considered (such as fog reducing visibility within the area or there being too many sources of magic to easily pick out the traces of one amongst the others).

Arcane Prowess
Starting at 15th level all of the previous benefits to your chosen spell schools also apply to all other spell schools from abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, and transmutation, including learning spells from those schools to prepare in the spellbook granted by your Arcane Hunter Magic feature, and you may prepare two spells of each level instead of one.
Spells of your two chosen schools prepared in this way also gain the following benefits:

--If they are 1st or 2nd level you may cast them without expending a spell slot at their lowest level.
--If they have a casting time of one action or bonus action you may cast them as part of the attack action in place of one attack once per attack action so long as you expend a spell slot in their casting.

Just to Browse
2023-10-18, 01:15 AM
Rogueish Archetype: The Chemister
For you, alchemy is practical. The search for philosophers’ stones and the experimental elixirs are best left to mages with too much time and too few enemies. Your focus is on the more practical combat applications of alchemy, with all the acid burns, gouts of flame, and horrible, horrible deaths that wartime alchemy entails.

Chemister DC
Some chemister features require saving throws or ability checks. For those features, use the following formula.


DC = 8 + your proficiency bonus + your Intelligence modifier


Not Quite a Doctorate
When you choose this archetype at 3rd level, you gain proficiency in alchemist supplies. If you already have proficiency with this tool, you gain another tool proficiency of your choice. Your proficiency bonus is doubled for any ability check you make that uses proficiency in alchemist supplies.

In addition, you are better at using simple wartime alchemy than the average person.

You treat flasks and vials as weapons that you are proficient in, with the light, finesse, and thrown (range 30 / 60) properties, dealing 0 slashing damage on a hit.
You can use the bonus action granted by your Cunning Action to apply basic poison to a weapon.


Personal Concoctions
Starting at 3rd level, you learn how to use scraps of harvested material into alchemical concoctions. Whenever you finish a short or long rest, you can craft personalized versions of acid vials, alchemist’s fire flasks, basic poison, and oil flasks using scavenged or harvested materials. You craft a total number of these equal to your Intelligence score, and they last until the end of your next short or long rest.

These function as normal items of the same name, but are not meant for trained hands. Anyone without proficiency in alchemist supplies will break these concoctions while handling them, applying the effects of the flask, vial, or poison to themselves.

Concoctions you brew for personal use depend on your skill. Replace the DC of any of your concoctions’ saving throws with your Chemister DC.


While the materials you use to create your personal concoctions shouldn’t affect the Chemister’s balance, it’s important that you and your DM work together, giving little details to your concoctions so that they feel grounded in the game world.

For example, acid harvested from an ankheg could carry earthier scents similar to the afterscent of hydrobromic acid, while the same vial harvested from a black dragon could carry its heavy scent of decomposition and death. A foe killed with a viper’s venom might seize up with their blood clotting in their veins, while one killed with concentrated wolfsbane might collapse as their heart slows and finally stops.

Experimental Explosives
At level 9, you begin to engage in some truly terrifying chemical experiments. During a long rest, you can craft a number of grenade-like weapons equal to your proficiency bonus in empty flasks. Roll separately on the experimental explosives table for each explosive’s effect.

Creating an experimental explosive requires you to have alchemist supplies on your person, and any explosive you create with this feature lasts until it is thrown or until the end of your next long rest.

As an action, a creature can throw an explosive up to 30 feet, where it then explodes in a 10-foot radius, with an effect based on the type of explosive chosen. Unlike your personal concoctions, any creature capable of throwing objects can use these, but you can throw them as a bonus action.



Experimental Explosives
d6

Effect

1
Firebomb. Roll your sneak attack dice. Each creature in the area must make a Dexterity saving throw. On a failed save, a target takes fire damage equal to the number you rolled and begins to burn, taking 1d10 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a Dexterity check to extinguish the flames. On a successful save, a target takes half as much damage and isn’t on fire.

The explosion also ignites flammable objects in the area that aren't being worn or carried.

2
Concussion Grenade. Roll your sneak attack dice. Each creature in the area must make a Constitution saving throw. On a failed save, a target takes thunder damage equal to the number you rolled, loses concentration if it is concentrating on anything, and is deafened for 1 minute. On a successful saving throw, a target takes half as much damage, isn’t deafened, and its concentration functions normally.

A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area

3
Shrapnel Blast. Roll your sneak attack dice. Each creature in the area must make a Dexterity saving throw. On a failed save, a target takes magical slashing damage equal to the number you rolled, and all attack rolls against that target score a critical hit on a roll of 18, 19, or 20 until the end of your next turn. On a successful saving throw, a target takes half as much damage and does not have an increased chance of suffering a critical hit.

Creatures with 3 or fewer hit dice always fail their saving throw against this effect.

4
Toxic Fumes. The area of the explosion is heavily obscured by smoke for 1 minute, but you can see through the obscurement. Creatures in the smoke are poisoned and treat the area as difficult terrain.

5
Biocide Cloud. The area of the explosion is heavily obscured by smoke for 1 minute, but you can see through the obscurement. Whenever a creature in the smoke is dealt bludgeoning, piercing, slashing, or acid damage, it takes an additional 1d6 acid damage.

6
Disjoint Dust. The area of the explosion is heavily obscured by smoke for 1 minute, but you can see through the obscurement. The magic of the multiverse is suppressed in the smoke. Spells can’t be cast, summoned creatures disappear, and even magic items become mundane.



Rapid Reagents
At 13th level, you have learned to craft an alchemical “elixir” that grants powerful, but draining effects. During a long rest, you can craft 2 potions of speed, which last until consumed or the end of your next long rest.

These potions aren’t safe and stable like normal potions of speed. Apply the following changes:

The potions are quick to chug, and can be consumed as a bonus action instead of an action.
If a creature is under the effects of this potion, at the start of its turn, it rolls a d10. On a 1, the effects of the potion wear off early, and the creature can’t move or take actions that turn, as a wave of lethargy sweeps over it.


A fairly common houserule is that potions can be drunk as a bonus action instead of an action. If your table is chug-happy like this, instead of making each individual potion better, give Rapid Reagents an additional usage between each long rest. This lets it play a role as an economical alternative to the hundred- or thousand-gold potions that the party is already guzzling.

Chemical Insensitivity
By 18th level, the damage that someone else could deal to you with chemical weapons is no match for the damage you have already done to yourself a dozen times.

You gain resistance to acid damage and poison damage, and you are now immune to the poisoned condition.
You can cast cloudkill and tenser’s transformation with this feature without providing the material component, provided you use alchemist’s supplies as the spellcasting focus. Once you cast either spell with this feature, you can’t cast that spell with it again until you finish a long rest.

playswithfire
2023-10-23, 08:17 PM
Warlock Patron: K'un-Lun Dragon
One of the undying dragons of the ancient city has tested you and found you worthy to carry a portion of their power out into the lands of mortals.

Expanded Spell List


K'un-Lun Dragon Expanded Spells

Spell Level
Spells
1stDivine Favor, Zephyr Strike
2ndBlur, Magic Weapon
3rdElemental Weapon, Haste
4thDeath Ward, Freedom of Movement
5thHoly Weapon, Steel Wind Strike


Unarmored Defense
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier.

Living Weapon
You gain a natural weapon that deals d6 bludgeoning base damage. Additionally,

You can use Dexterity instead of Strength for the attack anddamage rolls with this weapon
You can use this weapon in place of the material component of spells that require a weapon worth at least 1sp
In each of your turns in which you cast, or are concentrating on, a spell, you can make an attack with this weapon as a bonus actions


Pact Boon: Pact of the Brand
Prerequisite: K'un-Lun Dragon patron

In what you assume must be a dream, your patron appears before you and attacks. You fight to a standstill and awaken unharmed, but with the shape of a dragon claw seared somewhere on your body, appearing to the casual observer to be a black tattoo
As a bonus action, you can increase your movement speed by a number of feet equal to 5 × your proficiency bonus and your unarmored AC by half your proficiency bonus, rounded down, until the start of your next turn.


Eldritch Beast
Beginning at sixth level, during a turn in which you cast a spell that requires only one attack roll, you can make two attacks with your natural weapon as your living weapon bonus action instead of one.

Additionally, whenever a spell would have you make one or more ranged spell attacks while you are not wielding a shield or any manufactured weapons, you may instead make that many melee spell attacks.

Aspect of the Undying
At 10th level, you gain proficiency in Constitution and death saving throws and, while concentrating on spell, you can use your reaction to halve the damage you would take from an attack from an attacker that you can see.

Patron's Aid
Once per long rest, you can cast summon draconic spirit without using a warlock spell slot. If you have pact of the brand, you can use that connection in place of the material component.

sengmeng
2023-10-25, 06:01 PM
Way of the Relic Guardian

Monks who follow the Way of the Relic Guardian seek out items of great destructive potential and safeguard them against misuse. They pledge their lives to this task, using their own bodies as vaults for these dangerous items, and only in death will they release that which they have safeguarded. The items they guard leave tattoo like markings over their bodies, and usually these monks have a mix of mundane and mystical tattoos to disguise which of them guards what relics. They are helped in their tasks by having the relics enhance their bodies beyond even what normal monks achieve.

True Attunement
Beginning at 3rd level when you select this subclass, you may ignore prerequisites to attune to magic items. Items that you couldn't otherwise attune to meld into your body and a tattoo reminiscent or representative of the item appears on your skin. Items you could normally attune to can also be incorporated into your body at your option. Magic items that don't require attunement can also be incorporated into your body, but they will take up one of your attunement slots in that case. Nonmagical items can't be incorporated.

Items incorporated into your body cannot be removed against your will, and appear in your space if you die. You can access incorporated items with the same action as drawing a weapon, and they aappear in your hand, at your feet, or if they can be worn, on your body. However, many, if not most, can be used without doing so, although it's up to the DM if that's plausible.

If a weapon with a bonus to attack and damage rolls is incorporated, you gain that bonus to your unarmed strikes, and with each strike, can decide to deal bludgeoning damage or the weapon's damage type. The damage die is still equal to your martial arts die. Bonus damage, such as the fire from a flametongue sword, can also be applied to your unarmed strikes at your option. Other abilities, including shedding light, can also be activated with the same action as when normally wielded. Weapon qualities are not granted to your unarmed strikes. If you incorporate two or more weapons, you can gain any bonus damage or abilities to all your unarmed strikes, but only gain the highest bonus to attack and damage rolls.

If you incorporate armor or shields with enhancement bonuses, your AC is increased by the amount of the bonus(es), but no more. You also gain any other defensive benefits of such items.

Incorporated items are not vulnerable to any form of attack or theft. They are considered wielded or equipped for most purposes, but shields or armor do not affect your unarmored defense, unarmored speed, and martial arts abilities. They are not detectable by any means, and appear to not be on any plane of existence to magical means of locating them.

Ki Infusions
At 6th level, you learn 4 infusions from the artificers infusion list. You can also attune to a 4th magical item. Infusing an item uses up one of your attunement slots. A nonmagical item with an infusion is eligible to be incorporated into your body. You learn two more infusions at 11th level and gain a fifth attunement slot at 17th level.

Disjunctive Strike
At 11th level, you learn the disjunctive strike. Once per round, you can spend ki when you strike a creature with an unarmed strike to cause an effect identical to the dispel magic spell, using your wisdom modifier as the casting ability. You must spend spend at least 4 ki points and may spend up to 9, counting the slot level as equal to the ki spent. Alternatively, you can use disjunctive strike to suppress all function of a single magic item worn or wielded by the target for a number of rounds equal to the ki spent (which is still at least 4 and no more than 9). Artifacts are suppressed for half as much time, rounded down.


Konfiscation
At 17th level, you can spend ki to instantly attune to an item and simultaneously break another creature's attunement to it, including incorporating it into your body. If it is worn or wielded by another creature who is unwilling to give it to you, you make an unarmed strike and forego dealing damage if you hit. The target must make a charisma save versus 8 + your proficiency bonus + your wisdom modifier or you gain possession and attunement of the item.

You must spend 2 ki to do this to a common item, 4 for an uncommon, 6 for a rare, 8 for a very rare, 12 for a legendary item, and 16 for an artifact. These ki are spent even on an unsuccessful attempt. You must also have an attunement slot open or break attunement with one of your other items.

You also gain ki points when breaking attunement, which you can do instantly, equal to half the amount you would have to spend to use Konfiscation on that item according to its rarity.