In looking at discussions regarding the fighter compared to the monk, in tandem with looking at ideas for monks with armor, I made it my goal to see what an armored monk could look like designed alongside the 2024 PHB version of the class. And so, the Warrior of the Armaments was born- taking inspiration from a few places across the internet alongside some preexisting pieces of content. I am curious as to what other's thoughts and opinions might be. Text within block quotes is commentary I make on the aforementioned abilities.
Warrior of Armaments
While most monks master some of the simpler weapons and boast nimble aptitude, the Warrior of Armaments takes a step in a different direction. These monks are adept with all weapons and armors, and implement their prior prowess alongside these new arms, training their bodies to take hits just as well as they can avoid them.
The Warrior of Armaments doesn’t necessarily believe their unarmored abilities are inferior, but rather sees these suits and weapons as an extension of themselves. Channeling their focus into these pieces of equipment allows them to truly become one. Some are royal guards, unstoppable mercenaries, immovable walls, and can easily terrify those who underestimate them.
Warrior of Armaments Features
Monk Level
Feature
3rd
Bonus Proficiency, Armaments Training
6th
Mind of Mithral, Bound Equipment
11th
Adamantine Prowess
17th
Mizzium Mastery
Bonus Proficiency
3rd-level Warrior of Armaments feature
At 3rd level, you gain proficiency with leatherworker’s tools, smith’s tools, or weaver’s tools.
This is simply if you want a monk that can make their own armor.
Armaments Training
3rd-level Warrior of Armaments feature
You gain proficiency with Light, Medium, and Heavy armor and shields, and with Martial weapons which count as Monk weapons for you. You ignore the armor and weapon limitations of your Martial Arts, Unarmored Defense, and Unarmored Movement features. Additionally, you can use Dexterity in place of Strength for any armor requirement.
Lastly, shields count as a Monk weapon for you. They also have the Finesse, and Light properties while you wield them.
I kept this ability as the main feature of 3rd level because armored monks do not have to worry about their AC nearly as much as one that doesn't have armor.
The martial weapon proficiency as well is to give the fantasy lots of people have been asking for in regards to martial artists wielding polearms. That said, it could very easily be busted, but the fighter can also use them- earlier even so I feel it's okay.
Regarding the unarmored benefits, I went back and forth on whether or not I wanted them to remain while wearing armor or wielding shields. In the end, I wanted the benefits to remain, as if they hadn't they may have just become a fighter with extra steps- something I wanted to avoid.
The shield bonus I feel is easy to understand, who doesn't want to use their shield as a weapon? Further adds to the fantasy.
Mind of Mithral
6th-level Warrior of Armaments feature
The focused magical properties of the armor upon your body extends to your mind. You have Advantage on saving throws made to prevent or end spells of the divination and enchantment schools of magic on yourself, so long as the spell's level is equal to or less than half your Monk level (rounded down). You must be wearing armor or wielding a shield to benefit from this feature.
Taken from existing pieces of mithral lore, I wanted to further blend the mind, magic, and bodily aspects of the monk together (certainly helps that mithral is something armor can be made from). I required the use of wearing armor or wielding a shield as part of this benefit because these things are an extension of the monk, a part of it, and so it should benefit more than just the monk's AC. As I continued this design, I realized more and more that this was going to be a defensive-oriented monk with bits and pieces of additional combat abilities (though small).
Bound Equipment
6th-level Warrior of Armaments feature
Also at 6th level, you learn a ritual that creates a magical bond between yourself and a series of armaments. You perform the ritual over the course of 1 hour, which can be done during a Short Rest. The set of armor, shield, or weapons must be within your reach throughout the ritual, at the conclusion of which you touch it and forge the bond.
Once you have bonded armaments to yourself, you can summon them as a Bonus Action on your turn, causing it to teleport instantly onto your body, arm, or into your hands.
You can have any combination of a set of armor, shield, and weapons bonded. If you attempt to bond with a fourth set of armaments, you must break the bond with one of the other three.
The imagery of Thor lifting his hammer and lightning striking it to summon his armor is awesome. Not only that, but in situations where, perhaps, you are forced to take off your armor, I wanted this to ensure you were always combat-ready, especially since your abilities in this subclass require the use of armor or a shield (the weapon is an added bonus).
Adamantine Prowess
11th-level Warrior of Armaments feature
Your focus empowers the movement of your attacks in tandem with the armaments upon you. Your armor, shields, weapons, and tools cannot be damaged or destroyed. Additionally, you gain the following benefits while wearing armor or wielding a shield:
Any critical hit against you becomes a normal hit.
Your attacks score a critical hit on a roll of 19 or 20.
Similar to Mithral Mind, I took inspiration from preexisting content in the form of Adamantine. While its application in weapons is questionable (sometimes), the other properties it possesses I felt were just impactful enough to warrant using it in the manner I did. Nothing too strong, nothing too broken.
Mizzium Mastery
17th-level Warrior of Armaments feature
Your armor is exceptionally good at taking incoming damage, and as such, you can stand against powerful blasts. While wearing armor or wielding a shield, when you are subjected to an effect that allows you to make a Strength or Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw.
Looking up mizzium, I felt this was the perfect defensive capstone: What if Evasion worked with Strength and Constitution saving throws? Simple, but powerful, and befitting of mizzium. I considered adding immunity to fire damage as is a property of some mizzium constructs, but thought that may have been a bit much.
This so perfectly encapsulates the people who should be playing a class other than Monk, but instead of playing a different class, they demand that a class other people enjoy should be turned into shallow garbage to cater to them alone.
I can absolutely understand what you mean- there was a good period of time where I thought it best to play rogues over monks if mobility was what you boasted about the monk. Both classes get Evasion, and some form of Bonus Action Dodge and Disengage, though monk's was limited in use (in 2014). I no longer feel that way, especially given the changes to each class in the 2024 PHB, but I feel there is room to explore new avenues: through subclasses.
Want to play a fighter with a bit of wizard? Play the Eldritch Knight. Want to play a ranger that can also act as the face of the party? Play the Fey Wanderer. Want to play a cleric that gets powerful, damaging magic? Play the Divine Soul sorcerer. Some of my favorite subclasses are those that go against type, or add something to the base class that is entirely unique or different. If you want a fighter that is even better at what it does, Battle Master is an excellent choice, or Champion if you're looking for something simpler. School of Evocation is about as standard of a wizard you can get it you want to spam big area damage and it's awesome because of it. If you want to play a character with armor proficiencies, fighter and paladin are right there, even some clerics.
This is not intended to be an idea for the monk class as a whole of course, rather I get lots of enjoyment out of "going against type"; furthermore, I feel every class can and should have a subclass that does that. The College of Swords bard, the War Domain cleric, even the Bladesinger wizard are things that either go against type or add a different playstyle that could be very fun to play. I won't say the Warrior of Armaments is on their level, certainly not, but it's interesting to see what kind of character you could make, or playstyle change to a monk this could provide.
Would people play it? Maybe. Even if there may be other better ways of doing it, maybe someone wants to play a monk specifically that has heavy armor. I don't see any harm in giving players the option, so long as it's well-balanced at the very least.
Its an interesting theme. Sort of off brand for monks but its a fantasy game, Create whatever subclass floats your boat.
Using shield as monk weapons is very cool. I like it.
I dont know that proficiency in heavy armor is necessary. It might be a bit much. Medium armor plus dex and a shield (and potentially magic bonuses) should be plenty. That would also allow you to axe using dex for strength requirements and give another feature instead.
Bound equipment is fine.
Adamantine prowess is fine.
Mind of mithral - no need to have the requirement of the spell being half your level.
Mizzium mastery is too weak for a 17th level feature.
is there anyway you can have subclass features that tie more into monk abilities so this feels more monkish?
This so perfectly encapsulates the people who should be playing a class other than Monk, but instead of playing a different class, they demand that a class other people enjoy should be turned into shallow garbage to cater to them alone.
Constructive criticism is welcome.
Just going off on someone’s post (their 15th post) asking for comments on an idea for homebrew (not demanding a class be rewritten) because you are butt hurt over 2024 5E is not welcome.
Try to be civil next time or don’t bother replying to threads like these.
I like the idea you are going for, but it seems that some things should be affected by wearing armor. You bypassed the armor/shield restrictions on unarmored defense, which I think should have stayed. And since this subclass is focused on weapons and armor then I think the restrictions on Martial Arts and Unarmored Movement should stay, as well.
Flurry of Blows, Patient Defense, and Step of the Wind don’t have restrictions for armor and shields so that still works. Nor do many of the monk’s features, so you’re not losing much. And keeping it then kind of feels like why bother playing another subclass.
And I’m not sure if you need to have shields be light and finesse. They are considered monk weapons in this subclass so I don’t think it is necessary. I’m sure there is a feat, feature, or other things that you are trying to access by doing this but it’s actually enough that it is a monk weapon, imo.
And I agree with Masterofki on their assessments especially on the heavy armor.
Its an interesting theme. Sort of off brand for monks but its a fantasy game, Create whatever subclass floats your boat.
Using shield as monk weapons is very cool. I like it.
I dont know that proficiency in heavy armor is necessary. It might be a bit much. Medium armor plus dex and a shield (and potentially magic bonuses) should be plenty. That would also allow you to axe using dex for strength requirements and give another feature instead.
Bound equipment is fine.
Adamantine prowess is fine.
Mind of mithral - no need to have the requirement of the spell being half your level.
Mizzium mastery is too weak for a 17th level feature.
is there anyway you can have subclass features that tie more into monk abilities so this feels more monkish?
Just food for thought.
Tying the features into the monk abilities is a good idea. One thing I always keep in mind with my design is making sure it doesn't go too much over the other subclasses, I definitely held back more than I usually do with my homebrew, especially with that capstone.
I am considering also adding the Thrown property to the shield as well so you can throw it and re-summon it as the Bound Equipment's Bonus Action, might be fun. The Heavy armor is definitely going as well- though with the current wording, you can use Heavy armor and still gain the features since it only refers to any armor- just need the proficiency to really gain the benefit. Maybe the armor training also gave proficiency in Athletics (coming up with ideas as I type this).
Regarding tying things in to the base class abilities, perhaps you could use your Deflect Attacks/Energy feature on someone else taking damage near you? Could give a kind of guardian role, or as mentioned in the description of being a royal guard.
I like the idea you are going for, but it seems that some things should be affected by wearing armor. You bypassed the armor/shield restrictions on unarmored defense, which I think should have stayed. And since this subclass is focused on weapons and armor then I think the restrictions on Martial Arts and Unarmored Movement should stay, as well.
Flurry of Blows, Patient Defense, and Step of the Wind don’t have restrictions for armor and shields so that still works. Nor do many of the monk’s features, so you’re not losing much. And keeping it then kind of feels like why bother playing another subclass.
And I’m not sure if you need to have shields be light and finesse. They are considered monk weapons in this subclass so I don’t think it is necessary. I’m sure there is a feat, feature, or other things that you are trying to access by doing this but it’s actually enough that it is a monk weapon, imo.
And I agree with Masterofki on their assessments especially on the heavy armor.
The Unarmored Defense aspect is removed, as is the Unarmored Movement- in its place, I am considering making it so you can not only summon the armaments as a Bonus Action (Bound Equipment), but can also doff or drop these armaments as a Bonus Action. In situations where you really need that mobility, I think it'll come in handy. I did also consider some benefit akin to "weighted clothing" and all that entails to the fantasy of doffing it, but I'm not sure it really needs it.
The shields having the properties was in regards to feats and other such features that interact with it, you are correct on that. The Defensive Duelist feat is the one that comes to my mind first, and I think would be pretty decent with this subclass, especially given its more defensive nature. It does feel kind of weird that Slow Fall does still work while wearing armor, but I don't think adding a restriction to it after the fact is necessary.
I appreciate the feedback! I've got more ideas cooking.
Its an interesting theme. Sort of off brand for monks but its a fantasy game, Create whatever subclass floats your boat.
Using shield as monk weapons is very cool. I like it.
I dont know that proficiency in heavy armor is necessary. It might be a bit much. Medium armor plus dex and a shield (and potentially magic bonuses) should be plenty. That would also allow you to axe using dex for strength requirements and give another feature instead.
Bound equipment is fine.
Adamantine prowess is fine.
Mind of mithral - no need to have the requirement of the spell being half your level.
Mizzium mastery is too weak for a 17th level feature.
is there anyway you can have subclass features that tie more into monk abilities so this feels more monkish?
Just food for thought.
Tying the features into the monk abilities is a good idea. One thing I always keep in mind with my design is making sure it doesn't go too much over the other subclasses, I definitely held back more than I usually do with my homebrew, especially with that capstone.
I am considering also adding the Thrown property to the shield as well so you can throw it and re-summon it as the Bound Equipment's Bonus Action, might be fun. The Heavy armor is definitely going as well- though with the current wording, you can use Heavy armor and still gain the features since it only refers to any armor- just need the proficiency to really gain the benefit. Maybe the armor training also gave proficiency in Athletics (coming up with ideas as I type this).
Regarding tying things in to the base class abilities, perhaps you could use your Deflect Attacks/Energy feature on someone else taking damage near you? Could give a kind of guardian role, or as mentioned in the description of being a royal guard.
Appreciate the feedback!
Using the shield as a thrown weapon is fun. Its a good idea. Maybe as a part of bound equipment feature you could include summoning the shield back to you after throwing it. If this monk is suppose to be a tanky guardian then using deflect attacks on a nearby ally fits very well with that theme.
Time has given me more ideas, and so I present this subclass in its current iteration. I am curious as to what you think of its revision! Bonus Proficiency is unmentioned because it is unchanged.
Level 3: Armaments Training
This feature now reads as follows:
You gain training with Light, and Medium armor and Shields, and proficiency with Martial weapons which count as Monk weapons for you. You ignore the armor and weapon limitations of your Martial Arts feature.
Additionally, shields count as a Monk weapon for you. They deal Bludgeoning damage, and have the Finesse, Light, and Thrown (Range 10/20) properties.
The main change is not ignoring the Unarmored Defense and Unarmored Movement features of Monk. As was pointed out above, including Heavy armor would have been a bit much, but as written this feature still works with heavy armor, you just don't get proficiency in it through this feature any longer.
Level 6: Mithral Defense
This feature now reads as follows:
The channeled magical properties of your mind extends to the armor upon your body. While wearing armor or wielding a shield, you gain the following benefits:
You have Advantage on saving throws made to prevent or end spells of the Divination and Enchantment schools of magic on yourself.
You can use your Deflect Attacks feature on creatures targeted within 10 feet of you.
When you use your Step of the Wind feature, the next attack you make this turn deals additional damage equal to one roll of your Martial Arts die.
Previously, the only benefit was the Advantage on saves against Divination and Enchantment spells, but with added feedback above, the addition of Deflect Attacks working on allies further adds to the defensive and tanky benefits of this subclass. The Step of the Wind bonus was just a small bonus I could honestly just remove but meh.
Level 6: Bound Equipment
This feature now now lets you summon the armaments whenever you use your Bonus Action. Not as a Bonus Action, just whenever you use your Bonus Action.
Level 11: Adamantine Prowess
This feature now reads as follows:
Your focus empowers the movement of your attacks in tandem with the armaments upon you. Your armor, shields, weapons, and tools cannot be damaged or destroyed. Additionally, you gain the following benefits while wearing armor or wielding a shield:
Any Critical Hit against you becomes a normal hit.
Your attacks can score a Critical Hit on a roll of 19 or 20.
You can change the damage type of your weapon attacks to Force damage.
Your weapons gain a +1 bonus to their attack and damage rolls, and you gain the same bonus to your AC.
Previously, this feature only negated Critical Hits, and increased your Critical Hit range. Now your weapons can also deal Force damage, which was implemented because your Unarmed Strikes can do the same. Wanted to make sure Unarmed Strikes and weapons had the same power in that regard. The bonus to attack/damage/AC was mainly because it's basically turning your armaments into magical items, but I could see this being a bit much since you just got another attack with Flurry of Blows at 10th level.
Level 17: Mizzium Mastery
This feature now reads as follows:
Your mastery of armaments provides you unique benefits while wearing armor or wielding a shield:
Evasion Expert. When you are subjected to an effect that allows you to make a Strength or Constitution 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.
Resilient Deflection. Whenever you use your Deflect Attacks feature, you gain Resistance to the triggering damage type until the start of your next turn. If you are using Deflect Attacks on another creature, they also gain this benefit.
Evasion Expert is nearly identical to what Mizzium armor provides the wearer, but it doesn't provide the half damage if you fail. I changed it to act more like Evasion so that it's not as confusing. Resilient Deflection is here because its further adds to your defensive an tanky prowess. I did also consider adding immunity to Fire damage as that is another well-known piece of lore regarding Mizzium, but Immunities are incredibly rare for player's to gain access to. I'm not sure it grants enough power as a capstone, but it certainly adds more than previously.
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In looking at discussions regarding the fighter compared to the monk, in tandem with looking at ideas for monks with armor, I made it my goal to see what an armored monk could look like designed alongside the 2024 PHB version of the class. And so, the Warrior of the Armaments was born- taking inspiration from a few places across the internet alongside some preexisting pieces of content. I am curious as to what other's thoughts and opinions might be. Text within block quotes is commentary I make on the aforementioned abilities.
Warrior of Armaments
While most monks master some of the simpler weapons and boast nimble aptitude, the Warrior of Armaments takes a step in a different direction. These monks are adept with all weapons and armors, and implement their prior prowess alongside these new arms, training their bodies to take hits just as well as they can avoid them.
The Warrior of Armaments doesn’t necessarily believe their unarmored abilities are inferior, but rather sees these suits and weapons as an extension of themselves. Channeling their focus into these pieces of equipment allows them to truly become one. Some are royal guards, unstoppable mercenaries, immovable walls, and can easily terrify those who underestimate them.
Warrior of Armaments Features
Bonus Proficiency
3rd-level Warrior of Armaments feature
At 3rd level, you gain proficiency with leatherworker’s tools, smith’s tools, or weaver’s tools.
Armaments Training
3rd-level Warrior of Armaments feature
You gain proficiency with Light, Medium, and Heavy armor and shields, and with Martial weapons which count as Monk weapons for you. You ignore the armor and weapon limitations of your Martial Arts, Unarmored Defense, and Unarmored Movement features. Additionally, you can use Dexterity in place of Strength for any armor requirement.
Lastly, shields count as a Monk weapon for you. They also have the Finesse, and Light properties while you wield them.
Mind of Mithral
6th-level Warrior of Armaments feature
The focused magical properties of the armor upon your body extends to your mind. You have Advantage on saving throws made to prevent or end spells of the divination and enchantment schools of magic on yourself, so long as the spell's level is equal to or less than half your Monk level (rounded down). You must be wearing armor or wielding a shield to benefit from this feature.
Bound Equipment
6th-level Warrior of Armaments feature
Also at 6th level, you learn a ritual that creates a magical bond between yourself and a series of armaments. You perform the ritual over the course of 1 hour, which can be done during a Short Rest. The set of armor, shield, or weapons must be within your reach throughout the ritual, at the conclusion of which you touch it and forge the bond.
Once you have bonded armaments to yourself, you can summon them as a Bonus Action on your turn, causing it to teleport instantly onto your body, arm, or into your hands.
You can have any combination of a set of armor, shield, and weapons bonded. If you attempt to bond with a fourth set of armaments, you must break the bond with one of the other three.
Adamantine Prowess
11th-level Warrior of Armaments feature
Your focus empowers the movement of your attacks in tandem with the armaments upon you. Your armor, shields, weapons, and tools cannot be damaged or destroyed. Additionally, you gain the following benefits while wearing armor or wielding a shield:
Mizzium Mastery
17th-level Warrior of Armaments feature
Your armor is exceptionally good at taking incoming damage, and as such, you can stand against powerful blasts. While wearing armor or wielding a shield, when you are subjected to an effect that allows you to make a Strength or Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw.
I can absolutely understand what you mean- there was a good period of time where I thought it best to play rogues over monks if mobility was what you boasted about the monk. Both classes get Evasion, and some form of Bonus Action Dodge and Disengage, though monk's was limited in use (in 2014). I no longer feel that way, especially given the changes to each class in the 2024 PHB, but I feel there is room to explore new avenues: through subclasses.
Want to play a fighter with a bit of wizard? Play the Eldritch Knight. Want to play a ranger that can also act as the face of the party? Play the Fey Wanderer. Want to play a cleric that gets powerful, damaging magic? Play the Divine Soul sorcerer. Some of my favorite subclasses are those that go against type, or add something to the base class that is entirely unique or different. If you want a fighter that is even better at what it does, Battle Master is an excellent choice, or Champion if you're looking for something simpler. School of Evocation is about as standard of a wizard you can get it you want to spam big area damage and it's awesome because of it. If you want to play a character with armor proficiencies, fighter and paladin are right there, even some clerics.
This is not intended to be an idea for the monk class as a whole of course, rather I get lots of enjoyment out of "going against type"; furthermore, I feel every class can and should have a subclass that does that. The College of Swords bard, the War Domain cleric, even the Bladesinger wizard are things that either go against type or add a different playstyle that could be very fun to play. I won't say the Warrior of Armaments is on their level, certainly not, but it's interesting to see what kind of character you could make, or playstyle change to a monk this could provide.
Would people play it? Maybe. Even if there may be other better ways of doing it, maybe someone wants to play a monk specifically that has heavy armor. I don't see any harm in giving players the option, so long as it's well-balanced at the very least.
Its an interesting theme. Sort of off brand for monks but its a fantasy game, Create whatever subclass floats your boat.
Using shield as monk weapons is very cool. I like it.
I dont know that proficiency in heavy armor is necessary. It might be a bit much. Medium armor plus dex and a shield (and potentially magic bonuses) should be plenty. That would also allow you to axe using dex for strength requirements and give another feature instead.
Bound equipment is fine.
Adamantine prowess is fine.
Mind of mithral - no need to have the requirement of the spell being half your level.
Mizzium mastery is too weak for a 17th level feature.
is there anyway you can have subclass features that tie more into monk abilities so this feels more monkish?
Just food for thought.
Constructive criticism is welcome.
Just going off on someone’s post (their 15th post) asking for comments on an idea for homebrew (not demanding a class be rewritten) because you are butt hurt over 2024 5E is not welcome.
Try to be civil next time or don’t bother replying to threads like these.
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
I like the idea you are going for, but it seems that some things should be affected by wearing armor. You bypassed the armor/shield restrictions on unarmored defense, which I think should have stayed. And since this subclass is focused on weapons and armor then I think the restrictions on Martial Arts and Unarmored Movement should stay, as well.
Flurry of Blows, Patient Defense, and Step of the Wind don’t have restrictions for armor and shields so that still works. Nor do many of the monk’s features, so you’re not losing much. And keeping it then kind of feels like why bother playing another subclass.
And I’m not sure if you need to have shields be light and finesse. They are considered monk weapons in this subclass so I don’t think it is necessary. I’m sure there is a feat, feature, or other things that you are trying to access by doing this but it’s actually enough that it is a monk weapon, imo.
And I agree with Masterofki on their assessments especially on the heavy armor.
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
Tying the features into the monk abilities is a good idea. One thing I always keep in mind with my design is making sure it doesn't go too much over the other subclasses, I definitely held back more than I usually do with my homebrew, especially with that capstone.
I am considering also adding the Thrown property to the shield as well so you can throw it and re-summon it as the Bound Equipment's Bonus Action, might be fun. The Heavy armor is definitely going as well- though with the current wording, you can use Heavy armor and still gain the features since it only refers to any armor- just need the proficiency to really gain the benefit. Maybe the armor training also gave proficiency in Athletics (coming up with ideas as I type this).
Regarding tying things in to the base class abilities, perhaps you could use your Deflect Attacks/Energy feature on someone else taking damage near you? Could give a kind of guardian role, or as mentioned in the description of being a royal guard.
Appreciate the feedback!
The Unarmored Defense aspect is removed, as is the Unarmored Movement- in its place, I am considering making it so you can not only summon the armaments as a Bonus Action (Bound Equipment), but can also doff or drop these armaments as a Bonus Action. In situations where you really need that mobility, I think it'll come in handy. I did also consider some benefit akin to "weighted clothing" and all that entails to the fantasy of doffing it, but I'm not sure it really needs it.
The shields having the properties was in regards to feats and other such features that interact with it, you are correct on that. The Defensive Duelist feat is the one that comes to my mind first, and I think would be pretty decent with this subclass, especially given its more defensive nature. It does feel kind of weird that Slow Fall does still work while wearing armor, but I don't think adding a restriction to it after the fact is necessary.
I appreciate the feedback! I've got more ideas cooking.
Using the shield as a thrown weapon is fun. Its a good idea. Maybe as a part of bound equipment feature you could include summoning the shield back to you after throwing it. If this monk is suppose to be a tanky guardian then using deflect attacks on a nearby ally fits very well with that theme.
Time has given me more ideas, and so I present this subclass in its current iteration. I am curious as to what you think of its revision! Bonus Proficiency is unmentioned because it is unchanged.
Level 3: Armaments Training
This feature now reads as follows:
The main change is not ignoring the Unarmored Defense and Unarmored Movement features of Monk. As was pointed out above, including Heavy armor would have been a bit much, but as written this feature still works with heavy armor, you just don't get proficiency in it through this feature any longer.
Level 6: Mithral Defense
This feature now reads as follows:
Previously, the only benefit was the Advantage on saves against Divination and Enchantment spells, but with added feedback above, the addition of Deflect Attacks working on allies further adds to the defensive and tanky benefits of this subclass. The Step of the Wind bonus was just a small bonus I could honestly just remove but meh.
Level 6: Bound Equipment
This feature now now lets you summon the armaments whenever you use your Bonus Action. Not as a Bonus Action, just whenever you use your Bonus Action.
Level 11: Adamantine Prowess
This feature now reads as follows:
Previously, this feature only negated Critical Hits, and increased your Critical Hit range. Now your weapons can also deal Force damage, which was implemented because your Unarmed Strikes can do the same. Wanted to make sure Unarmed Strikes and weapons had the same power in that regard. The bonus to attack/damage/AC was mainly because it's basically turning your armaments into magical items, but I could see this being a bit much since you just got another attack with Flurry of Blows at 10th level.
Level 17: Mizzium Mastery
This feature now reads as follows:
Evasion Expert is nearly identical to what Mizzium armor provides the wearer, but it doesn't provide the half damage if you fail. I changed it to act more like Evasion so that it's not as confusing. Resilient Deflection is here because its further adds to your defensive an tanky prowess. I did also consider adding immunity to Fire damage as that is another well-known piece of lore regarding Mizzium, but Immunities are incredibly rare for player's to gain access to. I'm not sure it grants enough power as a capstone, but it certainly adds more than previously.