Monk
Base Class: Monk

MY HERO ACADEMY ANIME SPOILERS BELOW - PLEASE AVOID COMMENTING MANGA SPOILERS

--- Fun Copyright Fact: If you refer to any copyrighted subject while creating a subclass on dndbeyond, your post will be removed. This includes, I dunno, a certain popular anime centered around several high schoolers with super powers who are learning how to become heroes. Anyway, this is a a copyright-safe monk subclass aimed to emulate the powers of a definitely original character called Doku from my hero academy ---

Hey all

As the title suggests, I tried to put together a monk subclass/class rework that essentially allows you to play with the abilities that doku has from my hero academy. It sort of functions as a monk/wizard hybrid with many of the monk class abilities for his hand to hand combat alongside access to a decent amount of leveled spells for his other quirks and more unique abilities. The spells are grouped specifically by their corresponding quirk and you can unlock a new quirk category every 3 levels or so in any order you choose. 

This is my first time making a homebrew subclass or something of the sort so I'd genuinely love any feedback. The vast majority of the subclass/class abilities is taken straight from the player's handbook and other official content or baldur's gate mechanics. Though there are also a few homebrew abilities thrown in there. I do have a tendency to make things a little overpowered when I am excited about them, so directions on toning specific parts of the subclass/class down are certainly welcome - specifically around the homebrew abilities or just the amount of features that are included in the class/subclass. Another potential area for suggestions is the level 13+ content - I have a decent amount of dnd experience with low to mid level play, but not so much with high level play so I truly don't have much to base things off for balance there.

If you read this far, I really appreciate it and hope to hear some suggestions from you all!

 

Subclass Features

LEVEL 1 - Monk Class Rework

Since I added so many new features for this subclass, I removed some of the features already included in the Monk class. Also a few of them just didn't really fit the aesthetic I was going for.

Additionally, use INT as the modifier rather than WIS for any of the monk class features. 

MONK FEATURES REMOVED

lv 7 stillness of mind

lv 10 purity of body

lv 13 tongue of the sun and moon

lv 15 timeless body

lv 18 empty body

lv 19 feat

lv 20 perfect self

 

MONK FEATURES KEPT

lv 1 unarmored defense, martial arts

lv 2 ki, unarmored movement

lv 3 deflect missiles

lv 4 feat, slow fall

lv 5 extra attack, stunning strike

lv 6 ki empowered strikes

lv 7 evasion

lv 8 feat

lv 9 unarmored movement improvement

lv 12 feat

lv 14 diamond soul

lv 16 feat


 

LEVEL 3 - Spellcasting/Unlock New Quirk

The spells that this subclass can learn are cateogrized by their corrosponding quirk type - every 3 levels you can unlock a new quirk and gain access to the list of spells it contains (provided you have the spell slot levels to cast them). The first quirk becomes avaible at level 3 and unlocks the One for All group of spells - this includes several lightning and wind based attacks like thunderwave and gust. After unlocking One for All at level 3, the order of quirks you can unlock every 3 levels is up to the player. Other quirk groups include blackwhip (with spells such as lightning lure and telekenisis), smokescreen (with darkness and black tentacles), and so on. Several of the quirks contain passive abilities that are also unlocked once you hit the prereq level for them. Several of these are homebrew abilities that are explained further in the following features. The list of what quirk categories contian which spells is shown below.

New quirk categories can be unlocked at levels 6,9,12,15, and 18. At these levels, choose a new quirk category to unlock and gain the corresponding spells provided you have the spell levels to cast them. Unlocking a quirk also retroactively grants any abilities that you would have learned if taking that quirk at a lower level (ie unlocking Danger Sense at level 9 also unlocks the passive abilities danger sense (barbarian ability) and quirk awareness which would have been unlocked at level 6 and 7 if you had unlocked the Danger Sense quirk earlier)

     
Spells/Quirk Categories
     
  One for All Smokescreen Fa Jin Danger Sense Blackwhip Float
Passive Abilities Saving Face (Hobgoblin ability) self smokescreen (HOMEBREW) full cowl (BG3 - add lightning charges to your unarmed attacks) danger sense (barbarian ability) - -
  - improved self smokescreen (prereq lv 13) (HOMEBREW) improved full cowl (prereq lv 9) (HOMEBREW) quirk awareness (prereq lv 7) (HOMEBREW) - -
  - - perfect full cowl (prereq lv 16) (HOMEBREW) alert feat (prereq lv 10) - -
  - - - - - -
Ki Abilities fist of unbroken air - - - water whip -
Cantrips thunderclap - - - thorn whip -
  shocking grasp - - - lightning lure -
  gust - - - - -
  true strike - - - - -
Lv 1 Spells thunderwave fog cloud expeditious retreat - arms of hadar feather fall*
  zephyr strike - - - entangle -
  earth tremor - - - ensaring strike -
  heroism* - - - - -
  jump* - - - - -
  longstrider* - - - - -
Lv 2 Spells gust of wind darkness kinetic jaunt shield earthbind levitate*
  blur - - - - -
Lv 3 Spells lightning bolt hungar of hadar haste* - - fly*
Lv 4 Spells freedom of movement* black tentacles - - - -
  - shadow of moil - - - -
Lv 5 Spells control winds - - - telekinesis -
  destructive wave - - - enervation -
  legend lore - - - - -
Lv 6 Spells investiture of wind - - - - -
  chain lightning - - - - -
Lv 7 Spells whirlwind - - - - -
Lv 8 Spells earthquake maddening darkness - - - -
Lv 9 Spells - - - foresight* - -

*starred spells can only be cast on self

Spell slot levels are unlocked at the below levels - I just used a slightly modified version of the wizard chart that starts at level 3

Level Cantrips
Known
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st - - - - - - - - - -
2nd - - - - - - - - - -
3rd 2 2                
4th 2 3                
5th 2 4 2              
6th 3 4 3              
7th 3 4 3 2            
8th 3 4 3 3            
9th 3 4 3 3 1          
10th 3 4 3 3 2          
11th 3 4 3 3 3 1        
12th 4 4 3 3 3 2        
13th 4 4 3 3 3 2 1      
14th 4 4 3 3 3 2 1      
15th 4 4 3 3 3 2 1 1    
16th 4 4 3 3 3 2 1 1    
17th 4 4 3 3 3 2 1 1 1  
18th 4 4 3 3 3 2 1 1 1  
19th 4 4 3 3 3 2 1 1 1 1
20th 4 4 3 3 3 2 1 1 1 1

 

LEVEL 3 - Saving Face

You gain the hobgoblin ability saving face

I mean come on, this is literally just the anime power of friendship


 

LEVEL 6 - Unlock New Quirk 2

Choose a new quirk category to unlock and gain the corresponding spells provided you have the spell levels to cast them. Unlocking a quirk also retroactively grants any abilities that you would have learned if taking that quirk at a lower level (ie unlocking Danger Sense at level 9 also unlocks the passive abilities danger sense (barbarian ability) and quirk awareness which would have been unlocked at level 6 and 7 if you had unlocked the Danger Sense quirk earlier)


 

LEVEL 6 - Monastic Tradition Subclass Feature (Manifestation of Soul)

 Basically ripped right from Bulder's Gate monk class. Rather than dealing radiant damage, however, this deals lightning damage

"Your hands sap the ki from your enemies' bodies. Your unarmed attacks deal an additional 1d4 + Wisdom Modifier lightning damage."


 

LEVEL 6 - Full Cowl (PREREQ - must have unlocked Fa Jin quirk category)

Another one taken right from Baldur's Gate - unarmed attacks build lightning charges. lightning attack roll buffs, damage roll buffs, and burst damage only apply to unarmed attacks

  • Lightning courses through you. You have +1 to Attack Rolls and deal an additional 1 Lightning damage.
  • If you gain 5 charges, they are consumed the next time you deal damage, and you deal an additional 1d8 Lightning damage.
  • You lose 1 charge per turn.

 

LEVEL 6 - Danger Sense (PREREQ must have unlocked Danger Sense quirk category)

You gain the barbarian ability danger sense

Danger Sense

You gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.

You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.


 

LEVEL 6 - Self Smokescreen (PREREQ - must have unlocked the Smokescreen quirk category) HOMEBREW

Smokescreen quirk spells can also be cast on self rather than area. The radius of the spell will move with you, but all movement is half-speed while the spell is focused on you (quirk awareness does not negate this). Smokescreen spells cast on self can be "dropped" to the space you are in with a reaction on your turn, but cannot be "picked up" once dropped or if initially cast on an area.


 

LEVEL 7 - Quirk Awareness (PREREQ - must have unlocked the Danger Sense quirk category) HOMEBREW

You are immune to any difficult terrain, conditions (such as blindness/restrained), or damage caused by your own quirk spells. This does not apply to any conditions created by others


 

LEVEL 6 - Unlock New Quirk 3

Choose a new quirk category to unlock and gain the corresponding spells provided you have the spell levels to cast them. Unlocking a quirk also retroactively grants any abilities that you would have learned if taking that quirk at a lower level (ie unlocking Danger Sense at level 9 also unlocks the passive abilities danger sense (barbarian ability) and quirk awareness which would have been unlocked at level 6 and 7 if you had unlocked the Danger Sense quirk earlier)


 

LEVEL 9 - Improved Full Cowl (PREREQ - must have unlocked Fa Jin quirk category) HOMEBREW

The lightning charge attack and damage roll buff increases to +2. Burst damage increases to 2(d8) after building 8 charges. lightning attack roll buffs, damage roll buffs, and burst damage only apply to unarmed attacks


 

LEVEL 10 - Parallel Processing HOMEBREW

You can concentrate on 2 quirk spells at once but have disadvantage and -2 on concentration checks when concentrating on more than 1 spell. Make a different concentration check for each spell active


 

LEVEL 10 - Alert Feat (PREREQ must have unlocked Danger Sense quirk category)

Gain the alert feat

 

Always on the lookout for danger, you gain the following benefits:

  • You can't be surprised while you are conscious.
  • You gain a +5 bonus to initiative.
  • Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you.

 

LEVEL 12 - Unlock New Quirk 4

Choose a new quirk category to unlock and gain the corresponding spells provided you have the spell levels to cast them. Unlocking a quirk also retroactively grants any abilities that you would have learned if taking that quirk at a lower level (ie unlocking Danger Sense at level 9 also unlocks the passive abilities danger sense (barbarian ability) and quirk awareness which would have been unlocked at level 6 and 7 if you had unlocked the Danger Sense quirk earlier)


  

LEVEL 13 - Improved Self Smokescreen (PREREQ - must have unlocked the Smokescreen quirk category) HOMEBREW

 Smokescreen quirk spells cast on self no longer reduce your movement. 


 

LEVEL 16 - Perfect Full Cowl (PREREQ - must have unlocked Fa Jin quirk category) HOMEBREW

The lightning charge attack and damage roll buff increases to +3. Burst damage increases to 3(d8) after building 10 charges. Additionally, you no longer lose 1 charge per turn. lightning attack roll buffs, damage roll buffs, and burst damage only apply to unarmed attacks


 

 LEVEL 15 - Unlock New Quirk 5

Choose a new quirk category to unlock and gain the corresponding spells provided you have the spell levels to cast them. Unlocking a quirk also retroactively grants any abilities that you would have learned if taking that quirk at a lower level (ie unlocking Danger Sense at level 9 also unlocks the passive abilities danger sense (barbarian ability) and quirk awareness which would have been unlocked at level 6 and 7 if you had unlocked the Danger Sense quirk earlier)


 

LEVEL 15 - Improved Parallel Processing HOMEBREW

You can concentrate on 3 quirk spells at once but have a -2 on concentration checks when concentrating on more than 1 spell. Make a different concentration check for each spell active


 

LEVEL 18 - Unlock New Quirk 6

Choose a new quirk category to unlock and gain the corresponding spells provided you have the spell levels to cast them. Unlocking a quirk also retroactively grants any abilities that you would have learned if taking that quirk at a lower level (ie unlocking Danger Sense at level 9 also unlocks the passive abilities danger sense (barbarian ability) and quirk awareness which would have been unlocked at level 6 and 7 if you had unlocked the Danger Sense quirk earlier)


 

LEVEL 20 - Perfect Parallel Processing HOMEBREW

You can concentrate on 4 quirk spells at once and have advantage on concentration checks. Make a different concentration check for each spell active.


 

Thanks for reading all!

The subclass creator required me to put text here as well

If I didn't put text here

then the program wouldn't let me post

that's all

bye!

Previous Versions

Name Date Modified Views Adds Version Actions
11/10/2023 10:38:11 PM
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