Hello! I have a player who loves to create, role play, and innovate. They've approached me with a proposed monk subclass called Way of the Earth Titan. This player is 1 of my favorites and I want to give them an unbiased judgment. The player explained that they were inspired by Avatar the Last Airbender and wanted to make a monk with cool earth and stone based abilities.
3rd level perks
Rockslide: as a bonus action, make an unarmed strike attack as part of the Dash action. On a hit, deal martial arts damage and the target makes a STR saving throw equal to 8 + proficiency bonus + monk’s STR modifier.
Granted proficiency in Athletics if the monk doesn’t already possess it.
Feature change: Unarmoured Defence is 10 + WIS modifier + STR or CON modifier, instead of DEX modifier.
6th level perks
Earth Hurl: you gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 30/120 feet. You are proficient with it, and you add your Strength modifier to its attack and damage rolls. Its damage is force, and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 ki point to make the special attack twice as a bonus action.
When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.
The Earth Speaks: gain tremorsense out to a range of 10 feet.
11th level perks
Crushing Blow: on a hit, use a ki point to force a target with natural, medium, or heavy armor to make a Dexterity saving throw equal to 8 + proficiency bonus + the monk’s Strength modifier; if unarmored or wearing light armor, make a Constitution saving throw using the same formula. On a fail, reduce the target’s AC or Dexterity score, respectively, by a number equal to the monk’s Strength modifier plus proficiency bonus until the end of the monk’s next turn. The idea that I had here was the monk evaluates the target, either attacking armor to lessen its effectiveness or delivering a crippling blow to a dexterous adversary.
This ability cannot be used in conjunction with Stunning Strike. If a target is already stunned, this ability cannot be used.
Stone’s resilience: gain resistance to nonmagical damage.
17th level perks
Spirit of the Earth Titan: while touching the ground, monk regains 10 hp at the start of their turn, if they have at least 1 hp.
The 17th level perk seems insanely overpowered as written since it seems like a passive effect. It should take a bonus action or action to activate, have a time limit (probably 1 minute), and should be limited to 1 use per long rest, or spend ki (3-4 points) for additional uses.
The 11th level damage as written makes you resistant to all non-magical damage (including elemental damage). If that is the intent it is also overpowered. Consider limiting it to the typical piercing, slashing, and bludgeoning damage only or swapping it with the level 17 CON save advantage. The crushing blow ability seems complicated to run; I'd make the save the same no matter the armor worn and the effect be a general reduction of AC and disadvantage on DEX saves.
The 6th level ability is basically fury of blows but ranged, so that seems fine. I might extend the tremorsense to a larger distance (30 feet?)
I'd change the 3rd ability to allow the use of fury of blows when using the dash action, rather than it being a special attack. There is no effect listed for the saving throw, so is something missing or is that tied to the damage?
The 17th level perk seems insanely overpowered as written since it seems like a passive effect. It should take a bonus action or action to activate, have a time limit (probably 1 minute), and should be limited to 1 use per long rest, or spend ki (3-4 points) for additional uses.
Excellent point! I will make the offer to make it a limited use ability or significant cost of ki.
The 11th level damage as written makes you resistant to all non-magical damage (including elemental damage).... Consider limiting it to the typical piercing, slashing, and bludgeoning damage only or swapping it with the level 17 CON save advantage.
I like the adjustment to resistance to piercing, slashing, and bludgeoning. Reminds me of Stoneskin, and it aligns with the earth and stone theme.
The crushing blow ability seems complicated to run; I'd make the save the same no matter the armor worn and the effect be a general reduction of AC and disadvantage on DEX saves.
Quite true! This looks like a reasonable change.
The 6th level ability is basically fury of blows but ranged, so that seems fine. I might extend the tremorsense to a larger distance (30 feet?)
Cool, cool... I have no reference for tremorsense besides monsters. I didn't know if an adjustment was necessary.
I'd change the 3rd ability to allow the use of fury of blows when using the dash action, rather than it being a special attack. There is no effect listed for the saving throw, so is something missing or is that tied to the damage?
Heh, you're right! Player says that they meant to write a saving throw vs prone. Maybe a contested grapple check instead?
with the additional info on the "Rockslide" abililty, id change it as follows:
When you use the Dash Action, you may expend a ki point to make an unarmed strike as a bonus action, targeting a creature within your reach at any point during your move. On a hit, the target takes normal damage and the target must succeed on a STR saving throw (DC 8 + proficiency + your STR modifier) or fall prone.
or (if you want to make it a little more powerful):
When you use the Dash Action, you may expend a ki point to make up to 2 unarmed strike as a bonus action, targeting any creature within your reach at any point during your move. On a hit, the target must succeed on a STR saving throw (DC 8 + proficiency + your STR mod) or fall prone.
Obviously this is for your game and you could restrict this as needed, but essentially replacing DEX with STR on a monk opens it up to some major stat boosting via the Belts of Giant Strength.
Also, you might get more feedback in the homebrew forum.
Hello! I have a player who loves to create, role play, and innovate. They've approached me with a proposed monk subclass called Way of the Earth Titan. This player is 1 of my favorites and I want to give them an unbiased judgment. The player explained that they were inspired by Avatar the Last Airbender and wanted to make a monk with cool earth and stone based abilities.
3rd level perks
Rockslide: as a bonus action, make an unarmed strike attack as part of the Dash action. On a hit, deal martial arts damage and the target makes a STR saving throw equal to 8 + proficiency bonus + monk’s STR modifier.
Granted proficiency in Athletics if the monk doesn’t already possess it.
Feature change: Unarmoured Defence is 10 + WIS modifier + STR or CON modifier, instead of DEX modifier.
6th level perks
Earth Hurl: you gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 30/120 feet. You are proficient with it, and you add your Strength modifier to its attack and damage rolls. Its damage is force, and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 ki point to make the special attack twice as a bonus action.
When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.
The Earth Speaks: gain tremorsense out to a range of 10 feet.
11th level perks
Crushing Blow: on a hit, use a ki point to force a target with natural, medium, or heavy armor to make a Dexterity saving throw equal to 8 + proficiency bonus + the monk’s Strength modifier; if unarmored or wearing light armor, make a Constitution saving throw using the same formula. On a fail, reduce the target’s AC or Dexterity score, respectively, by a number equal to the monk’s Strength modifier plus proficiency bonus until the end of the monk’s next turn. The idea that I had here was the monk evaluates the target, either attacking armor to lessen its effectiveness or delivering a crippling blow to a dexterous adversary.
This ability cannot be used in conjunction with Stunning Strike. If a target is already stunned, this ability cannot be used.
Stone’s resilience: gain resistance to nonmagical damage.
17th level perks
Spirit of the Earth Titan: while touching the ground, monk regains 10 hp at the start of their turn, if they have at least 1 hp.
Immune to petrification.
Gain advantage with Constitution saving throws.
My comments are below:
The 17th level perk seems insanely overpowered as written since it seems like a passive effect. It should take a bonus action or action to activate, have a time limit (probably 1 minute), and should be limited to 1 use per long rest, or spend ki (3-4 points) for additional uses.
The 11th level damage as written makes you resistant to all non-magical damage (including elemental damage). If that is the intent it is also overpowered. Consider limiting it to the typical piercing, slashing, and bludgeoning damage only or swapping it with the level 17 CON save advantage. The crushing blow ability seems complicated to run; I'd make the save the same no matter the armor worn and the effect be a general reduction of AC and disadvantage on DEX saves.
The 6th level ability is basically fury of blows but ranged, so that seems fine. I might extend the tremorsense to a larger distance (30 feet?)
I'd change the 3rd ability to allow the use of fury of blows when using the dash action, rather than it being a special attack. There is no effect listed for the saving throw, so is something missing or is that tied to the damage?
Well that didn't post the way I hoped. Stupid phone
No worries, I was able to read it.
with the additional info on the "Rockslide" abililty, id change it as follows:
When you use the Dash Action, you may expend a ki point to make an unarmed strike as a bonus action, targeting a creature within your reach at any point during your move. On a hit, the target takes normal damage and the target must succeed on a STR saving throw (DC 8 + proficiency + your STR modifier) or fall prone.
or (if you want to make it a little more powerful):
When you use the Dash Action, you may expend a ki point to make up to 2 unarmed strike as a bonus action, targeting any creature within your reach at any point during your move. On a hit, the target must succeed on a STR saving throw (DC 8 + proficiency + your STR mod) or fall prone.
https://images.app.goo.gl/8c6XVnhu4w6P8wQZ9
Obviously this is for your game and you could restrict this as needed, but essentially replacing DEX with STR on a monk opens it up to some major stat boosting via the Belts of Giant Strength.
Also, you might get more feedback in the homebrew forum.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm