Some of you may know that I have been trying to create an alternate variant of the Monk class. Having heard, however, that the new official monk is coming out, I would like to finish this research and show you the results. I would also be happy to have your opinion, whether positive or negative, and advice is always welcome. This decision of mine is also a way of letting go of this research and finally accepting what the new official monk will be, whether it is as I would have liked it to be or even completely different, but hopefully exciting and well designed.
If not I will put each feature here with a little analysis of my choices.
The blue color represents changes to basic monk features.The orange color, on the other hand, describes my simple analysis.
Class Features
Hit Points
Hit Dice: 1d8 per monk level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per monk level after 1st
Proficiencies
Armor: None
Weapons: Simple weapons, and one Martial weapon.
Tools: One type of artisan’s tools or one musical instrument.
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Athletics, History, Insight, Nature, Medicine, Perception, and Stealth.
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 Wisdom modifier.
Martial Arts
At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are any Simple and Martial Weapons, that lack the heavy and special properties. You gain the following benefits when unarmored and not wielding a shield, and are either unarmed or are wielding a monk weapon:
When unarmored, you can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
Once per turn, when you hit a creature with an unarmed strike, you can move it 5 feet to an unoccupied space. You cannot push opponents two sizes larger than you, but you can use the rebound to move 5 feet away without provoking attacks of opportunity.
You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. d6 (2-7th level) / d8 (8-13th level) / d10 (14-19 level) / d12 (20th level). I wanted to keep d4 only for the 1st level of the monk. As if the introduction of ki would allow the monk to empower himself.
When you use the Attack action with an unarmed strike, or a monk weapon on your turn, or you attack with a monk feature that use ki points, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, or you cast a spell or a feature that use Ki points, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.
In this feature I incorporated "Dedicated Weapon", "Ki-Fueled Attack" and incorporated part of the "Crusher" feat because I am convinced that it is an adequate solution to the monk's mobility problem. My question is whether they are incorporated well enough to be acceptable.
Unarmored Movement
Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table. Additionally, you can take the Dash, Disengage, or Dodge actionas as a bonus action on your turn. When you use one of this actions your jump distance is doubled.
At 4th level, when falling, you can use your reaction to reduce your fall damage by an amount equal to five times your monk level.
At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.
In this feature I incorporated "Patient Defense" and "Step of the Wind," making them free of their ki-point cost. Some of you will think that Dodge action is too OP to be without cost, but I am of the opinion that Hide could be even more beneficial. An opponent you don't see cannot hit it, while an opponent who is preparing to dodge can always be hit if the roll to hit is high enough. But maybe I am forgetting something if you have another opinion I will be glad to hear it. In This feature I also added "Slow Fall" being very much in line with the acrobatic movements of a monk.
Ki
Monks make careful study of a magical energy that most monastic traditions call ki. This energy is an element of the magic that suffuses the multiverse-specifically, the element that flows through living bodies.
Ki Cultivation
Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table. You can spend these points to fuel various Ki Techniques. When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.
Ki Techniques
Starting at 2nd level, when you obtain this feature, you learn four Ki Techniques, which you can choose from the Monk Ki Techniques list. As you increase in level, you learn more techniques, as indicated in the Techniques Known column of the monk table. Additionally, when you gain a Monk level, you can exchange any known Ki Technique for another for which you meet the level prerequisites. You cannot repeat the same technique on the same creature in the same turn, and each technique consumes 1 ki point. Some of the Ki Techniques require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
Ki save DC = 8 + your proficiency bonus + your Wisdom modifier
Ki techniques originated as a variation on the fighting styles and spells of the warrior classes. In this feature I wanted to solve the problem of repetitive "Stunning Strikes" by giving the player the concept of combining different martial arts techniques. One example is to combine "Sweep" with "Ki Blocking" or "Pushing Strike" with "Two in One Strike." The combinations can be up to a number equal to the number of the monk's attacks. These techniques are designed to replace the monk's dependence on stunning strikes and thus have an orderly system of techniques that allows it to be customized to the player's liking.
Ki Techniques List
3rd level:
Blocking. When a creature hits you with an attack, as a reaction you can add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.
Grappler. When you try to grapple, you can choose to use Acrobatics instead of Athletics check. Roll one martial arts die and add the number rolled to your Grapple check.
Life Force. As a bonus action you can roll a Martial Arts die and regain a number of hit points equal to the number rolled plus your proficiency bonus.
Pushing Strike. When you hit a creature with an unarmed strike, you can attempt to push it back. It must succeed on a Strength saving throw or it can be pushed up to 15 feet away from you.
Quick Strike. Once on each of your turns, when using the bonus action, you can make an unarmed strike. (FoB)
Shocking Strike. When you hit a creature with an unarmed strike, you can block its reaction. The creature cannot use its reaction until the end of its next turn.
Sweep. When you hit a creature with an unarmed strike, you can attempt to knock it down. It must succeed on a Dexterity saving throw or be knocked prone.
5th level:
Blinding Strike. When you hit a creature with an unarmed strike, you can target its eyes with your fingers. It must succeed on a Dexterity saving throw or be blind until the end of your next turn.
Catch Missiles. When you are hit by a ranged weapon attack, you can use your reaction to catch it. The damage is reduced by two Martial Arts die roll + your Dexterity modifier. Additionally, you can make a ranged attack with 20/60 of range using the object you just caught. The missile counts as a monk weapon for this attack. (Deflect Missiles)
Disarming Strike. When you hit a creature with an unarmed strike, you can attempt to disarm the target, forcing it to drop one item that it's holding. It must succeed on a Strength saving throw or drop the chosen object. The object lands at its feet.
Goading Strike. When you hit a creature with an unarmed strike, you can attempt to goad it into attacking you. It must succeed on a Wisdom saving throw or take disadvantage on all attack rolls against targets other than you until the end of your next turn.
Ki Blocking. When you hit a creature with an unarmed strike, you can block it. It must succeed on a Charisma saving throw or its speed becomes 0 until the end of its next turn. If flying it safely descends at 60 feet per round.
Ki Language. As a bonus action you can touch the ki of other minds so that you understand all spoken languages for 2 hours and any creature that can understand a language can understand what you say. (Tongue of the Sun and Moon)
Throat Strike. When you hit a creature with an unarmed strike, you can blow the enemy throat. It must succeed on a Constitution saving throw or not being able to speak until the end of your next turn.
8th level:
Killing Intent. When you hit a creature with an unarmed strike, you can infect its mind with your ki to awaken the sense of mortality. It must succeed on a Wisdom saving throw or be frightened by you until the end of your next turn.
Lightning Step. As a bonus action you can to teleport a distance equal to your walking speed to an unoccupied space that you can see.
Powerful Strike. When you hit a creature with an unarmed strike that have advantage, you can enhance your damage. Roll a Martial Arts die and add it to the attack's damage roll.
Strike Back. When you take damage from a creature in melee, you can use your reaction to make an unarmed attack against it.
Stunning Strike. When you hit another creature with an unarmed strike, you can interfere with the flow of ki in an opponent's body. It must succeed on a Constitution saving throw or be stunned until the end of your next turn.
Two in One Strike. When you hit a creature with an unarmed strike, you can attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target or within your reach. Use the same attack roll to hit the second creature; if it hits, it takes damage equal to a Martial Arts die roll + Wisdom modifier.
12th level:
Backhand Strike. Whenever a creature within your reach attacks an ally, you can use your reaction to make one unarmed attack against it.
Counter Strike. When a creature misses you with a melee attack, you can use your reaction to make an unarmed attack against it.
Dazing Strike. When you hit another creature with an unarmed strike, you can hit it at the enemy's temple. It must succeed on an Intelligence saving throw or it cannot take any reactions until the end of your next turn. Also, on your next turn, it must choose whether to get a move, an action, or a bonus action; it gets only one of the three.
Energy Drain. When you hit a creature with an unarmed strike, you can attempt to drain Energy force from it to reinforce your body. You gain a number of temporary hit points equal to half your damage. If you do this, the damage becomes necrotic.
Ki Waves. As a bonus action, you create three glowing darts of Ki Force. You can summon the Magic Missile spell without providing material components.
Master Soul. Whenever you make a saving throw and fail, you can reroll it and take the second result. (Diamond Soul)
16th level:
Mental Strike. When you hit a creature with an unarmed strike, you can attempt to damage its mind. It must succeed on a Charisma saving throw, or it must roll a d10 and subtract the number rolled from the next saving throw it makes before the end of your next turn.
Nightmare. When a creature beside you is frightened, you can use your reaction to make an unarmed attack on it.
No Mercy. When a creature beside you is prone, you can use your reaction to instantly leap at it, and make an unarmed attack on it.
Trail of Cinders. As you move, your feet leave a trail of fire. All creatures within 5 feet of where you move must succeed on a Dexterity saving throw or takes one Martial Arts die of fire damage from your trail. A creature or object can take this damage only once per turn.
Wall of Ki. As a bonus action, you can summon the Wall of Force spell without providing material components. This summoning is only active for this turn, but you can maintain it by consuming 1 ki point each turn. (ref. Wall of Force spell)
Monastic Tradition
When you reach 3rd level, you commit yourself to a monastic tradition. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.
Each subclass includes other ki techniques specific to them to be added to the list of ki techniques. This allows the monk to expand the ki techniques and create its own original system of techniques equal to the spells of the magical classes. Monk subclasses are designed to be able to save ki points. If interested you can see each subclass in this link: https://homebrewery.naturalcrit.com/share/rtFbrp8l4OZL
Ability Score Increase
When you reach 4th level, and again at 8th, 10th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Ki-Empowered Strikes
Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Evasion
At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Body Cultivation
At 10th level, mastery of the ki flowing through you makes you proficient in Constitution saving throws and immune to diseases and poisons. Additionally, your intense training allows you to empower your Unarmed attacks. Whenever you hit a creature with a Ki Technique, the creature takes one extra Martial Arts die of damage.
Body Cultivation is a damage enhancement through consumption of ki points. This feature makes ki techniques finally comparable to Battle master maneuvers. It could also be compared to Divine Smite of the paladin. This feature also represents the completeness of physically based saving throws and the beginning in the more spiritual pursuit of the monk.
Soul Cultivation
Beginning at 13th level, your long years of meditation and your mastery of ki give you proficiency in all saving throws.
Harmony
At the 14th level, the harmony achieved between body and mind allows your Ki Techniques to be performed more naturally and in balance. Choose two Ki Techniques between the 3rd and 5th levels that you already know. Once per round, you can perform one of these techniques without spending ki points.
At 18th level, you can choose two Ki Techniques between 8th and 12th levels that you already know. Once per round, you can perform two Ki Techniques you chose in this feature without spending ki points.
By spending 8 hours in meditation, it is possible to exchange all the chosen Ki Techniques in this feature for other techniques.
This solution saves ki points and at the same time maintains the monk's identity, or more precisely its function as a battlefield controller in the group, and this even in the absence of resources. Body Cultivation and Harmony allows the monk to do more damage without owing ki points, thus solving its damage power problem. This feature could be comparable to a cross between the paladin's Improved Divine Smite and the wizard's Spell Mastery.
Timeless Body
At 15th level, your ki sustains you so that you suffer none of the frailty of old age, For every 10 years, your body ages only 1 year, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.
Additionally, you can spend 6 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.
Enlightenment
At 20th level, you go beyond the human limit. Your body is so used to certain movements that have become one with your being. You can take an additional reaction between each of your turns. Moreover, you can use both inner ki and the ki of heaven and earth, every time you roll for initiative, you will always have at least 4 ki points.
So many are convinced that the 20th-level feature of the monk very disappointing. The additional reaction combines extremely well with ki techniques that use reaction. Giving the monk an almost additional attack. I also modified the basic feature to make it active even if the monk still has 1-3 ki points.
"This is the way" was taken up by The Mandalorian. (I love this saying of theirs)
I am a huge fan of the Ki Techniques. Personally, I think all of the martial characters should have some form of manoeuvre-type ability to use in combat, and these are exactly what I would like to see :D
One thing I am not so much of a fan of is Soul Cultivation, simply because it is completely passive and very powerful. I personally would allow them to spend x amount of ki points to gain proficiency in a save for 10 minutes as a bonus action, allowing them to get proficiency in what they need, as they need it, without completely nullifying harmful effects. This means that they might get hit by a status effect the first time, but are ready for it next time.
There was something else I wanted to mention as well, but I can't remember it. Maybe I'll edit it in later if I remember.
All in all, pretty cool. Definitely makes the monk the master at imposing and resisting status effects and battlefield control, which is a cool niche that martial options have been lacking
I am a huge fan of the Ki Techniques. Personally, I think all of the martial characters should have some form of manoeuvre-type ability to use in combat, and these are exactly what I would like to see :D
One thing I am not so much of a fan of is Soul Cultivation, simply because it is completely passive and very powerful. I personally would allow them to spend x amount of ki points to gain proficiency in a save for 10 minutes as a bonus action, allowing them to get proficiency in what they need, as they need it, without completely nullifying harmful effects. This means that they might get hit by a status effect the first time, but are ready for it next time.
There was something else I wanted to mention as well, but I can't remember it. Maybe I'll edit it in later if I remember.
All in all, pretty cool. Definitely makes the monk the master at imposing and resisting status effects and battlefield control, which is a cool niche that martial options have been lacking
Thank you DawnShard, I'm glad you like Ki techniques. I too believe that every non-magical class should have techniques. But this could lead to another 4th verion.
For the Ranger I was thinking about the ability to prepare the terrain with traps. A good hunter does not fight in enemy territory, it lures the prey into its territory.
For the Barbarian I was thinking of few but very brutal techniques.
For the fighter, they could be given access to a few more techniques of the Battle Master.
For the Rogue I haven't thought about that yet.
Regarding Soul Cultivation, I can understand your point of view. Perhaps it can be corrected if it was no longer completely passive. For example, if the monk is attacked and has to make a saving throw, as a reaction it could add its wisdom modifier to the throw.
Ah, too bad. As soon as you remember, please tell me. Every piece of advice is important.
For in the meantime I have already made some changes. Someone pointed out to me that Body ****ivation should be at the 11th level being a great enhancement to damage. So I decided to move the following features:
ASI from 10th to 14th level,
Harmony from 14th to 13th level,
Monastic Tradition feature from 11th to 10th level,
For the Ranger I was thinking about the ability to prepare the terrain with traps. A good hunter does not fight in enemy territory, it lures the prey into its territory.
For the Barbarian I was thinking of few but very brutal techniques.
For the fighter, they could be given access to a few more techniques of the Battle Master.
For the Rogue I haven't thought about that yet.
Rangers employing traps is certainly a cool idea. I could definitely see Barbarians getting something simple, like frighten an enemy you hit, or reduce their AC by sundering their armour open with your massive axe. Fighters I think should have access to the Parry, Riposte and Precision Attack manoeuvres (at least) as baseline, and Rogues could possibly impose conditions by giving up a portion of their sneak attack?
Regarding Soul Cultivation, I can understand your point of view. Perhaps it can be corrected if it was no longer completely passive. For example, if the monk is attacked and has to make a saving throw, as a reaction it could add its wisdom modifier to the throw.
That also sounds like a good solution. One thing to keep in mind though is that providing too many reactions can sometimes feel bad, especially if the player is forced to choose one over the other because it is 'better' rather than what is fun. I worry that this feature may cause some frustration against mobs that are heavy on the saving throws, but since I haven't play-tested it myself it is hard to say for certain. One way to avoid this would be to have the reaction trigger when the fail a saving throw, so that it doesn't ever feel wasted, instead feeling positively impactful.
Ah, too bad. As soon as you remember, please tell me. Every piece of advice is important.
I believe I remember what it was; I was going to mention that the additional reaction would be very powerful, especially since the Ki Techniques provide many additional uses, however upon reflection, it is the 20th level feature and so it's power is probably suitable. It would also help to alleviate the above problem, and create some interesting strategies.
For the Ranger I was thinking about the ability to prepare the terrain with traps. A good hunter does not fight in enemy territory, it lures the prey into its territory.
For the Barbarian I was thinking of few but very brutal techniques.
For the fighter, they could be given access to a few more techniques of the Battle Master.
For the Rogue I haven't thought about that yet.
Rangers employing traps is certainly a cool idea. I could definitely see Barbarians getting something simple, like frighten an enemy you hit, or reduce their AC by sundering their armour open with your massive axe. Fighters I think should have access to the Parry, Riposte and Precision Attack manoeuvres (at least) as baseline, and Rogues could possibly impose conditions by giving up a portion of their sneak attack?
There are a lot of interesting ideas. For the fighter, I also agree. For the barbarian I was thinking of basing it on heavy weapons and what a heavy or large weapon could do, like used as a shield or to push or to make brutal attacks. Also the ability to jump long distances and create and Earth tremor (like the Spell). I was thinking of giving the barbarian a free critic like the fighter's action surge. Also perhaps the ability to Taunt and Fear. Maybe it is too much? (I seem to be making a kind of Hulk)
For the rogue I was thinking something about poisons/bleeding, traps and illusion. But there is more to think about.
Regarding Soul Cultivation, I can understand your point of view. Perhaps it can be corrected if it was no longer completely passive. For example, if the monk is attacked and has to make a saving throw, as a reaction it could add its wisdom modifier to the throw.
That also sounds like a good solution. One thing to keep in mind though is that providing too many reactions can sometimes feel bad, especially if the player is forced to choose one over the other because it is 'better' rather than what is fun. I worry that this feature may cause some frustration against mobs that are heavy on the saving throws, but since I haven't play-tested it myself it is hard to say for certain. One way to avoid this would be to have the reaction trigger when the fail a saving throw, so that it doesn't ever feel wasted, instead feeling positively impactful.
I thought of another solution. Among the 12th level ki techniques is Mantra which performs exactly what you said:
Mantra: Whenever you make a saving throw and fail, you can reroll it and take the second result.
So to weaken the Soul Cultivation feature I could simply do that:
Soul Cultivation: Starting at the 13th level, long years of meditation and ki mastery confer competence in one of the saving throws of your choice.
Ah, too bad. As soon as you remember, please tell me. Every piece of advice is important.
I believe I remember what it was; I was going to mention that the additional reaction would be very powerful, especially since the Ki Techniques provide many additional uses, however upon reflection, it is the 20th level feature and so it's power is probably suitable. It would also help to alleviate the above problem, and create some interesting strategies.
I think the additional reaction suits a martial arts master. Like the concept of muscle reflex, where the body reacts before the mind gives the signal.
Hello everyone.
Some of you may know that I have been trying to create an alternate variant of the Monk class. Having heard, however, that the new official monk is coming out, I would like to finish this research and show you the results. I would also be happy to have your opinion, whether positive or negative, and advice is always welcome. This decision of mine is also a way of letting go of this research and finally accepting what the new official monk will be, whether it is as I would have liked it to be or even completely different, but hopefully exciting and well designed.
If you are interested here is the link : https://homebrewery.naturalcrit.com/share/rtFbrp8l4OZL
If not I will put each feature here with a little analysis of my choices.
The blue color represents changes to basic monk features. The orange color, on the other hand, describes my simple analysis.
Class Features
Hit Points
Proficiencies
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 Wisdom modifier.
Martial Arts
At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are any Simple and Martial Weapons, that lack the heavy and special properties. You gain the following benefits when unarmored and not wielding a shield, and are either unarmed or are wielding a monk weapon:
When unarmored, you can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
Once per turn, when you hit a creature with an unarmed strike, you can move it 5 feet to an unoccupied space. You cannot push opponents two sizes larger than you, but you can use the rebound to move 5 feet away without provoking attacks of opportunity.
You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. d6 (2-7th level) / d8 (8-13th level) / d10 (14-19 level) / d12 (20th level). I wanted to keep d4 only for the 1st level of the monk. As if the introduction of ki would allow the monk to empower himself.
When you use the Attack action with an unarmed strike, or a monk weapon on your turn, or you attack with a monk feature that use ki points, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, or you cast a spell or a feature that use Ki points, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.
In this feature I incorporated "Dedicated Weapon", "Ki-Fueled Attack" and incorporated part of the "Crusher" feat because I am convinced that it is an adequate solution to the monk's mobility problem. My question is whether they are incorporated well enough to be acceptable.
Unarmored Movement
Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table. Additionally, you can take the Dash, Disengage, or Dodge actionas as a bonus action on your turn. When you use one of this actions your jump distance is doubled.
At 4th level, when falling, you can use your reaction to reduce your fall damage by an amount equal to five times your monk level.
At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.
In this feature I incorporated "Patient Defense" and "Step of the Wind," making them free of their ki-point cost. Some of you will think that Dodge action is too OP to be without cost, but I am of the opinion that Hide could be even more beneficial. An opponent you don't see cannot hit it, while an opponent who is preparing to dodge can always be hit if the roll to hit is high enough. But maybe I am forgetting something if you have another opinion I will be glad to hear it. In This feature I also added "Slow Fall" being very much in line with the acrobatic movements of a monk.
Ki
Monks make careful study of a magical energy that most monastic traditions call ki. This energy is an element of the magic that suffuses the multiverse-specifically, the element that flows through living bodies.
Ki Cultivation
Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table. You can spend these points to fuel various Ki Techniques. When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.
Ki Techniques
Starting at 2nd level, when you obtain this feature, you learn four Ki Techniques, which you can choose from the Monk Ki Techniques list. As you increase in level, you learn more techniques, as indicated in the Techniques Known column of the monk table. Additionally, when you gain a Monk level, you can exchange any known Ki Technique for another for which you meet the level prerequisites. You cannot repeat the same technique on the same creature in the same turn, and each technique consumes 1 ki point. Some of the Ki Techniques require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
2nd level 4 Ki Techniques / 5th level 6 KT / 8th level 8 KT / 12th Level 10 KT / 16th level 12 KT / 20th level 14 KT
Ki save DC = 8 + your proficiency bonus + your Wisdom modifier
Ki techniques originated as a variation on the fighting styles and spells of the warrior classes. In this feature I wanted to solve the problem of repetitive "Stunning Strikes" by giving the player the concept of combining different martial arts techniques. One example is to combine "Sweep" with "Ki Blocking" or "Pushing Strike" with "Two in One Strike." The combinations can be up to a number equal to the number of the monk's attacks. These techniques are designed to replace the monk's dependence on stunning strikes and thus have an orderly system of techniques that allows it to be customized to the player's liking.
Ki Techniques List
3rd level:
Blocking. When a creature hits you with an attack, as a reaction you can add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.
Grappler. When you try to grapple, you can choose to use Acrobatics instead of Athletics check. Roll one martial arts die and add the number rolled to your Grapple check.
Life Force. As a bonus action you can roll a Martial Arts die and regain a number of hit points equal to the number rolled plus your proficiency bonus.
Pushing Strike. When you hit a creature with an unarmed strike, you can attempt to push it back. It must succeed on a Strength saving throw or it can be pushed up to 15 feet away from you.
Quick Strike. Once on each of your turns, when using the bonus action, you can make an unarmed strike. (FoB)
Shocking Strike. When you hit a creature with an unarmed strike, you can block its reaction. The creature cannot use its reaction until the end of its next turn.
Sweep. When you hit a creature with an unarmed strike, you can attempt to knock it down. It must succeed on a Dexterity saving throw or be knocked prone.
5th level:
Blinding Strike. When you hit a creature with an unarmed strike, you can target its eyes with your fingers. It must succeed on a Dexterity saving throw or be blind until the end of your next turn.
Catch Missiles. When you are hit by a ranged weapon attack, you can use your reaction to catch it. The damage is reduced by two Martial Arts die roll + your Dexterity modifier. Additionally, you can make a ranged attack with 20/60 of range using the object you just caught. The missile counts as a monk weapon for this attack. (Deflect Missiles)
Disarming Strike. When you hit a creature with an unarmed strike, you can attempt to disarm the target, forcing it to drop one item that it's holding. It must succeed on a Strength saving throw or drop the chosen object. The object lands at its feet.
Goading Strike. When you hit a creature with an unarmed strike, you can attempt to goad it into attacking you. It must succeed on a Wisdom saving throw or take disadvantage on all attack rolls against targets other than you until the end of your next turn.
Ki Blocking. When you hit a creature with an unarmed strike, you can block it. It must succeed on a Charisma saving throw or its speed becomes 0 until the end of its next turn. If flying it safely descends at 60 feet per round.
Ki Language. As a bonus action you can touch the ki of other minds so that you understand all spoken languages for 2 hours and any creature that can understand a language can understand what you say. (Tongue of the Sun and Moon)
Throat Strike. When you hit a creature with an unarmed strike, you can blow the enemy throat. It must succeed on a Constitution saving throw or not being able to speak until the end of your next turn.
8th level:
Killing Intent. When you hit a creature with an unarmed strike, you can infect its mind with your ki to awaken the sense of mortality. It must succeed on a Wisdom saving throw or be frightened by you until the end of your next turn.
Lightning Step. As a bonus action you can to teleport a distance equal to your walking speed to an unoccupied space that you can see.
Powerful Strike. When you hit a creature with an unarmed strike that have advantage, you can enhance your damage. Roll a Martial Arts die and add it to the attack's damage roll.
Strike Back. When you take damage from a creature in melee, you can use your reaction to make an unarmed attack against it.
Stunning Strike. When you hit another creature with an unarmed strike, you can interfere with the flow of ki in an opponent's body. It must succeed on a Constitution saving throw or be stunned until the end of your next turn.
Two in One Strike. When you hit a creature with an unarmed strike, you can attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target or within your reach. Use the same attack roll to hit the second creature; if it hits, it takes damage equal to a Martial Arts die roll + Wisdom modifier.
12th level:
Backhand Strike. Whenever a creature within your reach attacks an ally, you can use your reaction to make one unarmed attack against it.
Counter Strike. When a creature misses you with a melee attack, you can use your reaction to make an unarmed attack against it.
Dazing Strike. When you hit another creature with an unarmed strike, you can hit it at the enemy's temple. It must succeed on an Intelligence saving throw or it cannot take any reactions until the end of your next turn. Also, on your next turn, it must choose whether to get a move, an action, or a bonus action; it gets only one of the three.
Energy Drain. When you hit a creature with an unarmed strike, you can attempt to drain Energy force from it to reinforce your body. You gain a number of temporary hit points equal to half your damage. If you do this, the damage becomes necrotic.
Ki Waves. As a bonus action, you create three glowing darts of Ki Force. You can summon the Magic Missile spell without providing material components.
Master Soul. Whenever you make a saving throw and fail, you can reroll it and take the second result. (Diamond Soul)
16th level:
Mental Strike. When you hit a creature with an unarmed strike, you can attempt to damage its mind. It must succeed on a Charisma saving throw, or it must roll a d10 and subtract the number rolled from the next saving throw it makes before the end of your next turn.
Nightmare. When a creature beside you is frightened, you can use your reaction to make an unarmed attack on it.
No Mercy. When a creature beside you is prone, you can use your reaction to instantly leap at it, and make an unarmed attack on it.
Trail of Cinders. As you move, your feet leave a trail of fire. All creatures within 5 feet of where you move must succeed on a Dexterity saving throw or takes one Martial Arts die of fire damage from your trail. A creature or object can take this damage only once per turn.
Wall of Ki. As a bonus action, you can summon the Wall of Force spell without providing material components. This summoning is only active for this turn, but you can maintain it by consuming 1 ki point each turn. (ref. Wall of Force spell)
Monastic Tradition
When you reach 3rd level, you commit yourself to a monastic tradition. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.
Each subclass includes other ki techniques specific to them to be added to the list of ki techniques. This allows the monk to expand the ki techniques and create its own original system of techniques equal to the spells of the magical classes. Monk subclasses are designed to be able to save ki points. If interested you can see each subclass in this link: https://homebrewery.naturalcrit.com/share/rtFbrp8l4OZL
Ability Score Increase
When you reach 4th level, and again at 8th, 10th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Ki-Empowered Strikes
Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Evasion
At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Body Cultivation
At 10th level, mastery of the ki flowing through you makes you proficient in Constitution saving throws and immune to diseases and poisons. Additionally, your intense training allows you to empower your Unarmed attacks. Whenever you hit a creature with a Ki Technique, the creature takes one extra Martial Arts die of damage.
Body Cultivation is a damage enhancement through consumption of ki points. This feature makes ki techniques finally comparable to Battle master maneuvers. It could also be compared to Divine Smite of the paladin. This feature also represents the completeness of physically based saving throws and the beginning in the more spiritual pursuit of the monk.
Soul Cultivation
Beginning at 13th level, your long years of meditation and your mastery of ki give you proficiency in all saving throws.
Harmony
At the 14th level, the harmony achieved between body and mind allows your Ki Techniques to be performed more naturally and in balance. Choose two Ki Techniques between the 3rd and 5th levels that you already know. Once per round, you can perform one of these techniques without spending ki points.
At 18th level, you can choose two Ki Techniques between 8th and 12th levels that you already know. Once per round, you can perform two Ki Techniques you chose in this feature without spending ki points.
By spending 8 hours in meditation, it is possible to exchange all the chosen Ki Techniques in this feature for other techniques.
This solution saves ki points and at the same time maintains the monk's identity, or more precisely its function as a battlefield controller in the group, and this even in the absence of resources. Body Cultivation and Harmony allows the monk to do more damage without owing ki points, thus solving its damage power problem. This feature could be comparable to a cross between the paladin's Improved Divine Smite and the wizard's Spell Mastery.
Timeless Body
At 15th level, your ki sustains you so that you suffer none of the frailty of old age, For every 10 years, your body ages only 1 year, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.
Additionally, you can spend 6 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.
Enlightenment
At 20th level, you go beyond the human limit. Your body is so used to certain movements that have become one with your being. You can take an additional reaction between each of your turns. Moreover, you can use both inner ki and the ki of heaven and earth, every time you roll for initiative, you will always have at least 4 ki points.
So many are convinced that the 20th-level feature of the monk very disappointing. The additional reaction combines extremely well with ki techniques that use reaction. Giving the monk an almost additional attack. I also modified the basic feature to make it active even if the monk still has 1-3 ki points.
"This is the way" was taken up by The Mandalorian. (I love this saying of theirs)
There was a problem with the link. It has now been resolved.
If you are interested here is the link : https://homebrewery.naturalcrit.com/share/rtFbrp8l4OZL
I am a huge fan of the Ki Techniques. Personally, I think all of the martial characters should have some form of manoeuvre-type ability to use in combat, and these are exactly what I would like to see :D
One thing I am not so much of a fan of is Soul Cultivation, simply because it is completely passive and very powerful. I personally would allow them to spend x amount of ki points to gain proficiency in a save for 10 minutes as a bonus action, allowing them to get proficiency in what they need, as they need it, without completely nullifying harmful effects. This means that they might get hit by a status effect the first time, but are ready for it next time.
There was something else I wanted to mention as well, but I can't remember it. Maybe I'll edit it in later if I remember.
All in all, pretty cool. Definitely makes the monk the master at imposing and resisting status effects and battlefield control, which is a cool niche that martial options have been lacking
Thank you DawnShard, I'm glad you like Ki techniques. I too believe that every non-magical class should have techniques. But this could lead to another 4th verion.
For in the meantime I have already made some changes. Someone pointed out to me that Body ****ivation should be at the 11th level being a great enhancement to damage. So I decided to move the following features:
https://homebrewery.naturalcrit.com/share/rtFbrp8l4OZL
Another solution would be:
What do you think is the best option?
Rangers employing traps is certainly a cool idea. I could definitely see Barbarians getting something simple, like frighten an enemy you hit, or reduce their AC by sundering their armour open with your massive axe. Fighters I think should have access to the Parry, Riposte and Precision Attack manoeuvres (at least) as baseline, and Rogues could possibly impose conditions by giving up a portion of their sneak attack?
That also sounds like a good solution. One thing to keep in mind though is that providing too many reactions can sometimes feel bad, especially if the player is forced to choose one over the other because it is 'better' rather than what is fun. I worry that this feature may cause some frustration against mobs that are heavy on the saving throws, but since I haven't play-tested it myself it is hard to say for certain. One way to avoid this would be to have the reaction trigger when the fail a saving throw, so that it doesn't ever feel wasted, instead feeling positively impactful.
I believe I remember what it was; I was going to mention that the additional reaction would be very powerful, especially since the Ki Techniques provide many additional uses, however upon reflection, it is the 20th level feature and so it's power is probably suitable. It would also help to alleviate the above problem, and create some interesting strategies.
I think this one is my preferred option; getting the subclass feature out earlier seems like a good thing to me.
There are a lot of interesting ideas. For the fighter, I also agree. For the barbarian I was thinking of basing it on heavy weapons and what a heavy or large weapon could do, like used as a shield or to push or to make brutal attacks. Also the ability to jump long distances and create and Earth tremor (like the Spell). I was thinking of giving the barbarian a free critic like the fighter's action surge. Also perhaps the ability to Taunt and Fear. Maybe it is too much? (I seem to be making a kind of Hulk)
For the rogue I was thinking something about poisons/bleeding, traps and illusion. But there is more to think about.
I thought of another solution. Among the 12th level ki techniques is Mantra which performs exactly what you said:
Mantra: Whenever you make a saving throw and fail, you can reroll it and take the second result.
So to weaken the Soul Cultivation feature I could simply do that:
Soul Cultivation: Starting at the 13th level, long years of meditation and ki mastery confer competence in one of the saving throws of your choice.
I think the additional reaction suits a martial arts master. Like the concept of muscle reflex, where the body reacts before the mind gives the signal.
Thanks for the advice.
Maybe I should jump this thread in Homebrew & House Rules?
That might be a good idea, might get more traffic there
I thought I could move the whole thread, but I couldn't, so I created a new one.
https://www.dndbeyond.com/forums/dungeons-dragons-discussion/homebrew-house-rules/169891-monk-gradual-cultivation-and-sudden-enlightenment