Monk
Base Class: Monk

Based on the Spin from Jojo's Bizarre Adventure Part 7: Steel Ball Run, this subclass focuses on utilizing the Spin and the Steel Balls. This is a WIP and any ideas or critiques are welcomed. 

The Spin

When you choose this tradition at 3rd level, you gain the ability to harness the power known as Spin, utilizing the Golden Ratio to enhance your abilities. You also gain proficiency with Steel Balls, a thrown melee weapon that does 1d10 bludgeoning damage, and has a range of 30/50. 

Steel Mastery - Whenever you make a ranged weapon attack with the Steel Balls, as long as the attack wasn't a critical miss or something is obstructing it, the ball will return to your hand at the end of your turn. Furthermore, whenever your attack with the balls is a critical hit, you deal an extra 1d4 force damage. 

Slow Dancer - You gain proficiency in Animal Handling.  

 

Lesson 1: "If You Have the Will, Then Do It"

At 6th level, you extend your ki into your steel balls, granting you the following benefits.

Magic Steel Balls. Your attacks with your steel balls count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Deft Strike. When you hit a target with a steel balls, you can spend 1 ki point to cause the weapon to deal extra damage to the target equal to your Martial Arts die. You can use this feature only once on each of your turns.

Lesson 2: "Work Those Muscles"

You can exert your will upon the steel balls and therefore upon your target. You may spend a ki point to attempt to cause on of the following effects.  

  1. Stun the target.
  2. Force the target to attack a random creature with disadvantage.
  3. Move the target.
  4. Restore a number of hit points equal to a roll of your Martial Arts die + your Wisdom modifier.
  5. Increase their AC by 2 for 2 of their turns

Lesson 3: "Believe In the Spin"

At 11th level, you gain the ability to augment your weapons further with your ki. As a bonus action, you can expend up to 3 ki points to grant one steel ball you touch a bonus to attack and damage rolls when you attack with it. The bonus equals the number of ki points you spent. This bonus lasts for 1 minute or until you use this feature again. This feature has no effect on a magic weapon that already has a bonus to attack and damage rolls.

Lesson 4: "Pay Your respects"

When your steel ball hits, you may spend a ki point to cause the ball to release smaller satellite balls out. Choose one of the following:
Deal 1d6 damage to every creature within a 5ft radius sphere
Cause every creature in a 5ft radius sphere to make a dexterity saving throw. If they fail, they have disadvantage on all ability checks and saving throws until the end of your next turn.

You may use this ability a number of times equal to your proficiency modifier per long rest

Lesson 5 : "The Shortest Route Is The Detour"

At 17th level, your mastery of weapons grants you extraordinary accuracy. If you miss with an attack roll using a monk weapon on your turn, you can reroll it. You can use this feature only once on each of your turns.

The Golden Spin

Whenever you make your first attack roll each turn and you are mounted, you can choose to add +5 to your roll to hit. In addition if that attack hits, you may spend a ki point to add +10 force damage to the damage roll. 

Previous Versions

Name Date Modified Views Adds Version Actions
5/5/2022 6:36:02 PM
39
13
.5
Coming Soon
5/5/2022 6:45:58 PM
45
1
1.0
Coming Soon

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