Base Class: Monk
Monks of the tradition of the Closed Fist focus their training on strengthening their body and mind in a more destructive-oriented way than other traditions, and trade grace of movement for explosiveness and power.
Body of Steel
Your body has been hardened by your training and past battles, to the point where for you withstanding an attack is as effective as avoiding being hit. At 3rd level when you become part of this tradition, you can use your STR Modifier in place of your DEX modifier to your Armor Class when not wearing armor. You still add your Wisdom Modifier to your AC, as per the Unarmored Defence feature.
Forms of Strength
As part of the Warrior training, you learn different forms and ways to interconnect one to the other while fighting. At 3rd level, as part of your turn when, as part of your Attack action, you can spend 2 Ki points and use your Bonus Action to perform 2 additional unharmed attacks as per the Flurry of Blows feature, but instead using one of the following Forms:
Form of the Tiger: you hit your opponent with furious direct hits, aimed at breaking their guard and possibly their bones; for each connecting hit you deal normal damage, and apply the following affects, depending on the number of landing hits:
- First hit - Tiger's Eye: you gain advantage on the next attack in this turn;
- Second hit - Shoulder Tackle: you can push the target 10 feet away from you in any direction of your choosing, and can then move 10 feet without provoking opportunity attacks;
- Third hit - Prowler: You impose one level of Exhaustion on the target on a failed CON saving throw (normal Ki save DC) until the end of their next turn. If you moved into the threat area of the enemy in this turn, following Shoulder Tackle, you deal additional Force damage equal to your WIS modifier.;
If at least one of the attacks from Form of the Tiger hits, you can use the Form of the Serpent Form option until the end of your next turn.
Form of the Serpent: (at least one hit from the use of Form of the Tiger has landed in the last round) after the TIger has softened the prey, the Serpent strikes from the ground; for each connecting hit, you deal normal damage, and apply the following effects, depending on the number of landing hits:
- First hit - Snake's Puncture: you deal additional piercing damage equal to your WIS modifier;
- Second hit - Nerve Hit: you reduce the target speed by 10 feet until the start of your next round;
- Third hit - Numbing Hit: you grant advantage to the next attack on the target until the end of your next turn and can move away from the target without provoking attacks of opportunity as if you had taken the Disengage action until the end of your turn;
If at least one of the atracks from Form of the Serpent hits, you can use the Form of the Phoenix Form option until the end of your next turn.
Form of the Phoenix: (at least one hit from Form of the Serpent has landed in the last round) once the Serpent has returned in the shadows, the Phoenix is ready to rise; for each connecting hit, you deal normal damage, and apply the following effects, depending on the number of landing hits:
- First hit - Phoenix Wings: you deal additional Fire damage equal to your Martial arts damage dice;
- Second hit - Phoenix Wind: you make the target Prone on a failed DEX saving throw (normal Ki save DC) until the start of their next turn;
- Third hit - Phoenix Tail: you deal additional Fire damage equal to your Monk level, and are healed of a number of Hit Points equal to half the number rolled on your unarmed damage die plus your Monk level.
From level 5, after receiving the Extra Attack feature, should all 4 hits connect, the fourth one would deal normal damage, but lower the cost of the following Form use by 1 Ki points, effectively making it cost 1 Ki instead of 2. Flowing Steel can still be used to jump to the desired Form and still keep this reduced cost for the Form activation.
Combat Rush
Your will to fight pushes you to always find yourself in the tick of battle as quickly as possible. At 6th level you gain the following benefits:
Muscle Memory: Your muscles are so used to fighting, that sometimes they react even before your mind does. You can either add your STR modifier to your initiative value or re-roll your initiative dice once per combat, however you can do so only right after the initiative for a combat encounter has been rolled and before the DM states the initiative order; This ability can be used up to two times per long rest.
Splitting Iron: Thanks to your combat expertise, you are able to intercept melee enemy attacks and reduce their damage, potentially allowing you to return a counter strike. As a Reaction when hit by a melee attack, you can reduce the damage you take from the attack by 1d10 + your STR modifier + your monk level. If you reduce the damage to 0, you can perform a free unarmed attack on the target.
Forged body
After endless battles, your body becomes even more resilient and strong, allowing you to withstand even the most severe punishment and unleash your combinations without setup in the tick of the fight. At 11th level you gain the following benefits:
Tight Muscles: you gain resistance to all forms of bludgeoning damage.
Flowing Steel: as a Reaction on your turn, you can spend 1 Ki point and use the Form of the Serpent or 2 Ki points to use the Form of the Phoenix as if you had fulfilled the normal prerequisites. All other restrictions and costs for the use of Forms still apply.
Should you have hit in the previous turn with at least one hit from any Form, you can decide to use this feature to jump a form (Tiger to Phoenix, Serpent to Tiger, Phoenix to Serpent), but spending only 1 Ki point instead of 2 Ki points as stated above.
Final hit
At 17th level, your training is almost at end and you reach peak form. As an action in your turn after you have landed all 3 hits from one or more of your forms you can perform a finishing move at the cost of 1 Ki points, an attack that will produce different effects based on how which form you successfully completed in the turn:
- Form of the Tiger: on a hit, you deal normal damage plus one additional Martial Arts dice, as well as apply the effects of Stunning Strike;
- Form of the Serpent: you gain advantage on the attack, and it counts as a critical hit;
- Form of the Phoenix: you deal Fire damage equal to your Monk level plus your STR modifier (DEX save against normal Ki DC, if successful the damage is halved) and are healed of half the total damage rolled (regardless of the target save).
Should you have performed all three forms in order hitting with all attacks in the previous turns, you can perform a special Final Hit right after the last Form of the Phoenix hit, without any expenditure of Ki points:
Dragon's Tail: On a hit, you deal normal unarmed damage and apply the following additional effects:
- Apply one level of Exhaustion on the target on a failed CON saving throw (normal Ki save DC) until the end of their next turn;
- The next attack on the target is done with advantage;
- The target is engulfed in flames, dealing Fire damage equal to your Martial Arts dice each turn until they succeed a DEX saving throw (normal Ki save DC).
Yup, indeed the link is broken... HERE is the correct one, thank you for reporting the issue
I get a page 404 error saying page not found...
Thank you for your feedback, although I would have appreciated it more were it less gratuitously bashing of my non-native written English skills. As you yourself seem to imply, there are many ways of saying something, some better than others.
Feel free to send me through PM a corrected version with your changes and I will be more than happy to look it over and potentially make it a new version of this subclass.
A lot of these abilities seem a bit wordy. For example, Forms a Strength could be worded as "As part of the Warrior training, you learn different forms and ways to interconnect one to the other while fighting. At 3rd level, immediately after you take the Attack action on your turn, you can spend 2 ki points to make two enter one of the following forms as a bonus action."
The thing that this subclass suffers from the most is bad sentence structure, and poor grammar. I you could simplify a lot of the abilities it would be a lot more appealing.
For anyone interested, here's the trimmed-down (and improved) version of this subclass: Way of the Direct Closed Fist
Ahhh. JE refers to Jade Empire, which has a path of the exact same name. My apologies.
You have absolutely no idea how happy I got seeing the name of this subclass. Others have already pointed out any criticisms I could hope to have, so I'll just say this: I appreciate the JE reference. ;)
Some of these effects are simple and well-balanced, like the Body Of Steel, however others I feel are, while staying true to the concept of martial arts styles, which I respect, a bit too combat oriented and generally overpowered and at the same time hindered by the chance of missing an attack, and so it feels like whenever you hit with a form attack, you are both getting closer to a deadly combo, you are also close to missing and messing up the combination, as well as the fact that you need to hit ALL of your attacks to be able to reach the final hit. Again, I really respect your feeling to make a fully martial arts based monk subclass, but I also suggest that you make some abilities more balanced in simpler ways so that new players could understand.
The main "problem" is that I devised the class to have both things together, and dividing them would (in my mind) defeat my initial design. I am admittedly not familiar with how the 4ed Monk (or any other class) really worked, as I am one of those who skip that edition :P
I'll just have to find a ways to make it work that does not feel too clumsy or complicated.
The idea was indeed to have the player declare they are using the form before they start their attacks. Probably the mentioning of FoB is what makes the whole thing confusing.
On the similarity with Way of the Open Hand... yes and no. I think that while both subclasses have somewhat similar effects, they are different enough as to allow both to exist, on top of the fact that this subclass is specifically designed to be a Strength build alternative for the Monk.
That does seem like a good idea. I wanted to make an option that works with what you have, but making it simpler is probably a good idea.
Looking at your Form of the Tiger in your last post;
The phrasing on using the forms is a bit off, still, and feels somewhat complicated. The problem is that RAW it's possible to declare your Flurry of Blows after you've already attacked. The way you phrase it, it basically means that I have to decide to use a Form and therefore my FoB, basically before the first attack. You may make the forms some sort of stance, like:
Tiger Stance
As a bonus action, you may spend 1 Ki point to enter the Tiger Stance. While in this Stance, you may use the following features whenever you hit with an attack. You may only use each feature once each turn.
The whole "with two connecting hits" feels thematically right, but it's also slowing down the game significantly since you NEED to roll everything seperately and make decisions with many rolls. For example: Level 5, Attack Action + Flurry of Blows = 4 attacks. I roll attack one, I hit. I must decide to use my tiger form in case the second attack hits. I decide not to. Roll again to hit, attack hits. I decide to use tiger form in order to use Tiger's Eye for my next attack when I use FoB. I use FoB but bad luck, the next attack misses even with advantage. Luckily the last attack hits, but since I missed the last attack there's no special effect.
Also, since the monk only ever has 4 attacks per round tops, having an ability that requires you to hit with both of them feels rather limiting. Especially if you have to invest resources before you know if both attacks actually connect. You might want to look at the Drunken Master and the Open Hand, which give options for your FoB in a similar way. Come to think of it the Open Hand has very similar things, so you might wish to differentiate mechanically. Otherwise, why bother with playing such a complicated subclass if I can achieve the same results with a simpler one.
Forms of Strength
As part of the Warrior training, you learn different forms and ways to interconnect one to the other while fighting. At 3rd level, you choose one of three Forms: Form of the Tiger, Form of the Serpent, Form of the Phoenix.
On your turn as part of your Attack action, you can spend 2 Ki points and use your Bonus Action to perform 2 additional unharmed attacks as per the Flurry of Blows feature, and additionally gaining access to your Form additional effects.
Each Form additional effect can be used only once per turn. If you select the Form of the Tiger, for example, when gaining the Extra Attack feature you can potentially use two Form effects, provided all 4 your attacks land. You could decide to use Tiger's Eye and Prowler, but you could not use Tiger's Eye twice.
Form of the Tiger
Form of the Tiger: you hit your opponent with furious direct hits, aimed at breaking their guard and possibly their bones; each attack deals normal damage, and for each two connecting hits, you can apply one of the following effects:
Combat Rush
Your will to fight pushes you to always find yourself in the tick of battle as quickly as possible. At 6th level you gain Muscle Memory and a special reaction action based on the Form you selected at 3rd level.
Muscle Memory
Your muscles are so used to fighting, that sometimes they react even before your mind does. You can add your STR modifier to your initiative value, however you can do so only right after the initiative for a combat encounter has been rolled and before the DM states the initiative order; This ability can be used up to two times per long rest.
Tiger's Roar
When you manage to shrug off the attack from your enemy, you return a powerful close-range tackle.
As a Reaction when hit by a melee attack, you can reduce the damage you take from the attack by 1d10 + your STR modifier + your monk level. If you reduce the damage to 0, the target takes damage equal to your STR modifier and is pushed 10 feet away from you.
Forged body
After endless battles, your body becomes even more resilient and strong, allowing you to withstand even the most severe punishment and unleash your combinations without setup in the tick of the fight. At 11th level you Tight Muscles and an additional bonus based on the Form you selected at 3rd level.
Tiger's Presence
You can add your STR modifier to your Intimidation checks.
Tight Muscles
You gain resistance to all forms of bludgeoning damage.
Final hit
At 17th level, your training is almost at end and you reach peak form. As a reaction in your turn after you have used two of the additional effects from your Form, you can perform an additional attack at the cost of 1 Ki points. This attack will produce different effects based on the Form you chose at 3rd level.
Tiger Soul
On a hit, you deal normal damage plus one additional Martial Arts dice, as well as apply the effects of Stunning Strike.
Let me know what you think :)
(I am having a bit of a problem with making the lvl 6, 11 and 17 features come up in the character builder... I'll probably open a ticket on it...)
I do think that your wording makes things more complex then they need to be, even though you could keep the basic principles of the class. If I may suggest:
Forms of Strength
As part of the Warrior training, you learn different forms and techniques. Whenever you hit single target using the Flurry of Blows feature, you may use one of the following forms to add extra effects.
Form of the Serpent
If you hit a single attack with your Flurry of Blows feature, the target's speed is reduced by 10 feet until the start of your next turn. If both attacks from your Flurry of Blows feature hit, the target has disadvantage on attack rolls and ability checks until the start of your next turn.
Form of the Tiger
You may only use this form if you used the Form of the Serpent in the last turn. If you hit a single attack with your Flurry of Blows feature, you may make a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you win the contest, you either knock the target prone or push it up to 10 feet away from you. If both attacks from your Flurry of Blows feature hit, the target must make a Constitution saving throw or suffer one level of [condition]exhaustion[/conditon] until the end of its next turn. You may move up to 10 feet after using this form without provoking opportunity attacks. If you end your turn adjacent to the target, it is dealt additional damage equal to your Wisdom modifier (minimum of 0).
Form of the Phoenix
You may only use this form if you used the Form of the Tiger in the last turn. If you hit a single attack with your Flurry of Blows feature, you may force the target to make a Dexterity saving throw or be knocked prone. If both attacks from your Flurry of Blows feature hit, you deal an additional amount of damage equal to your Monk level. You also gain temporary hit points equal to the total damage dealt
As you can tell, I've altered it in such a fashion that they work on your Flurry of Blows, simplified them and made slight alterations in case of balance. I also switched Serpent and Tiger around, mostly for balance and because Tiger seems a bit more complex than Serpent, so this way it comes up less often and slows things down less. This is how I'd do it, I hope it helps you :)
I am afraid that's not the case :(
I had created several version of the Chromatic magic weapon some time ago, and each new version substituted the previous one, with no trace of the "original" one once the new one was approved
I'd be happy to be wrong, though :P
If you give the class a version, the other versions should stay available as well, that way the subclass homebrew page does not fill up with the same subclasses over and over again :) just a thought.