Monk
Base Class: Monk

You have trained thoroughly in the art and sport of boxing. Contrary to most monks you focus on strength, durability and brutality instead of discipline and meditation. Even tough  they can still use weapons boxers generally prefer to fight fist against fist, in order to prove who is the superior brawler. While others might settle for sneak attacks and magic, a boxer charges ahead full force, and will not rest until their opponent hits the ground for good.

{This subclass has not been playtested so i have marked some of the numbers i'm not sure about with a cuestion mark. I would appretiate suggestions, this is my first homebrew subclass.

Most of this features are based on existing ones:

*Powerful flows is a mix of hands of harm from the mercy monk and open hand technique: If the additional damage was 2 rolls of the martial arts die the damage would be very similar to the open hand monk damage aplying the effect to flurry of blows but i have decided to leave it as one roll because you can decide to use it when you hit so you can apply it to crits and it will never be wasted on a miss.

*Expert blocking is based on Deflect missiles and the riposte battlemaster maneuver.

*Knock out punch is based on the quivering palm feature from the open hand monk but it is notably different because it takes effect inmediatly instead of having to use your action on your next turn(that's why it cost 5 ki points and it does less damage).

}

Breaking tradition

When you choose this subclass at 3rd level you can choose to use constitution instead of wisdom to calculate your unarmored defense and you can also choose to use strenght instead of wisdom to calculate your ki save DC.

Additionaly you no longer have to meet the wisdom prerequisite to multiclass out of this class.

 

Powerful blows

Starting at 3rd level when you hit a creature with an unarmed strike you can spend 1 ki point to make it a poweful blow. This blow deals additional damage equal to one? roll of your martial arts die and you can impose one of the following efects on that target:

*It must succeed on a Dexterity saving throw or be knocked prone.

*It must succeed on a Strenght saving throw or be pushed up to 15 ft away from you.

*It can't take reactions until the end of your next turn.

You can use this feature only one per turn.

 

Expert blocking

Starting at 6th level, when you are hit by a melee weapon attack (this also includes unarmed attacks and natural weapons) you can use your reaction to reduce the damage you take from the attack by 1d10+ your Constitution modifier+ your monk level. If you reduce the damage to 0 you can spend one ki point to make one unarmed strike against that creature.

 

Hard hitter

Starting at 11th level, you score a critical hit when you roll a 19 or a 20. Additionaly when you use a powerful blow the additional damage increases to 2? rolls of you martial arts die.

 

Knock out punch

Starting at 17th level when you hit with an unarmed strike you can use 5? ki points to make a knock out punch. The target takes the normal damage for the hit and it must make a Constitution saving throw. If it fails the saving throw it is reduced to 0 hit points. If it succeeds it takes 5d10? ponts of damage(this damage does not get doubled on a critical hit).

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