As homebrew subclasses seem to be around the corner, I was thinking of trying to get some feedback on an idea that sprung to mind while reading the very good Scholar Monk subclass by Bluebattlebuddy.
I feel there is something lacking in the current Monk options and possibilities, even when considering the already available subclasses: combos. I am well aware that a sort-of combo mechanic is what Flurry of Blows would be intended to cover, and I am not arguing FoB is not a really good feature per-se, I just think having a subclass that would allow for additional effects to be present depending on the amount of hits that actually land on the enemy, as well as a viable strength-based Monk option, could be interesting.
But enough introduction, let’s get to it, shall we?
Way of the Closed Fist
Monks of the tradition of the Closed Fist focus their training on strengthening their body and mind in a more destructive-oriented way than other traditions, and trade grace of movement for explosiveness and power.
Body of steel
Your body has been hardened by your training and past battles, to the point where for you withstanding an attack is as effective as avoiding being hit. At 3rd level when you become part of this tradition, you can use your STR Modifier in place of your DEX modifier to your Armor Class when not wearing armor. You still add your Wisdom Modifier to your AC, as per the Unarmored Defence feature.
Forms of Strength
As part of the Warrior training, you learn different forms and ways to interconnect one to the other while fighting. At 3rd level, as part of your turn when, as part of your Attack action, you can spend 2 Ki points and use your Bonus Action to perform 2 additional unharmed attacks as per the Flurry of Blows feature, but instead using one of the following Forms:
Form of the Tiger: you hit your opponent with furious direct hits, aimed at breaking their guard and possibly their bones; for each connecting hit you deal normal damage, and apply the following affects, depending on the number of landing hits:
First hit - Tiger's Eye: you gain advantage on the next attack in this turn;
Second hit - Shoulder Tackle: you can push the target 10 feet away from you in any direction of your choosing, and can then move 10 feet without provoking opportunity attacks;
Third hit - Prowler: You impose one level of Exhaustion on the target on a failed CON saving throw (normal Ki save DC) until the end of their next turn. If you moved into the threat area of the enemy in this turn, following Shoulder Tackle, you deal additional Force damage equal to your WIS modifier.;
If at least one of the attacks from Form of the Tiger hits, you can use the Form of the Serpent Form option until the end of your next turn.
Form of the Serpent: (at least one hit from the use of Form of the Tiger has landed in the last round) after the TIger has softened the prey, the Serpent strikes from the ground; for each connecting hit, you deal normal damage, and apply the following effects, depending on the number of landing hits:
First hit - Snake's Puncture: you deal additional piercing damage equal to your WIS modifier;
Second hit - Nerve Hit: you reduce the target speed by 10 feet until the start of your next round;
Third hit - Numbing Hit: you grant advantage to the next attack on the target until the end of your next turn and can move away from the target without provoking attacks of opportunity as if you had taken the Disengage action until the end of your turn;
If at least one of the atracks from Form of the Serpent hits, you can use the Form of the Phoenix Form option until the end of your next turn.
Form of the Phoenix: (at least one hit from Form of the Serpent has landed in the last round) once the Serpent has returned in the shadows, the Phoenix is ready to rise; for each connecting hit, you deal normal damage, and apply the following effects, depending on the number of landing hits:
First hit - Phoenix Wings: you deal additional Fire damage equal to your Martial arts damage dice;
Second hit - Phoenix Wind: you make the target Prone on a failed DEX saving throw (normal Ki save DC) until the start of their next turn;
Third hit - Phoenix Tail: you deal additional Fire damage equal to your Monk level, and are healed of a number of Hit Points equal to half the number rolled on your unarmed damage die plus your Monk level.
From level 5, after receiving the Extra Attack feature, should all 4 hits connect, the fourth one would deal normal damage, but lower the cost of the following Form use by 1 Ki points, effectively making it cost 1 Ki instead of 2. Flowing Steel can still be used to jump to the desired Form and still keep this reduced cost for the Form activation.
Combat Rush
Your will to fight pushes you to always find yourself in the tick of battle as quickly as possible. At 6th level you gain the following benefits:
Muscle Memory: Your muscles are so used to fighting, that sometimes they react even before your mind does. You can either add your STR modifier to your initiative value or re-roll your initiative dice once per combat, however you can do so only right after the initiative for a combat encounter has been rolled and before the DM states the initiative order; This ability can be used up to two times per long rest.
Splitting Iron: Thanks to your combat expertise, you are able to intercept melee enemy attacks and reduce their damage, potentially allowing you to return a counter strike. As a Reaction when hit by a melee attack, you can reduce the damage you take from the attack by 1d10 + your STR modifier + your monk level. If you reduce the damage to 0, you can perform a free unarmed attack on the target.
Forged body
After endless battles, your body becomes even more resilient and strong, allowing you to withstand even the most severe punishment and unleash your combinations without setup in the tick of the fight. At 11th level you gain the following benefits:
Tight Muscles: you gainresistance to all forms of bludgeoning damage.
Flowing Steel: as a Reaction on your turn, you can spend 1 Ki point and use the Form of the Serpent or 2 Ki points to use the Form of the Phoenix as if you had fulfilled the normal prerequisites. All other restrictions and costs for the use of Forms still apply. Should you have hit in the previous turn with at least one hit from any Form, you can decide to use this feature to jump a form (Tiger to Phoenix, Serpent to Tiger, Phoenix to Serpent), but spending only 1 Ki point instead of 2 Ki points as stated above.
Final hit
At 17th level, your training is almost at end and you reach peak form. As an action in your turn after you have landed all 3 hits from one or more of your forms you can perform a finishing move at the cost of 1 Ki points, an attack that will produce different effects based on how which form you successfully completed in the turn:
Form of the Tiger: on a hit, you deal normal damage plus one additional Martial Arts dice, as well as apply the effects of Stunning Strike;
Form of the Serpent: you gain advantage on the attack, and it counts as a critical hit;
Form of the Phoenix: you deal Fire damage equal to your Monk level plus your STR modifier (DEX save against normal Ki DC, if successful the damage is halved) and are healed of half the total damage rolled (regardless of the target save).
Should you have performed all three forms in order hitting with all attacks in the previous turns, you can perform a special Final Hit right after the last Form of the Phoenix hit, without any expenditure of Ki points:
Dragon's Tail: On a hit, you deal normal unarmed damage and apply the following additional effects:
Apply one level of Exhaustion on the target on a failed CON saving throw (normal Ki save DC) until the end of their next turn;
The next attack on the target is done with advantage;
The target is engulfed in flames, dealing Fire damage equal to your Martial Arts dice each turn until they succeed a DEX saving throw (normal Ki save DC).
Version 0.1
Way of the Warrior/Way of the Closed Fist
Monks of the tradition of the Warrior/Closed Fist focus their training on strengthening their body and mind in a more destructive-oriented way than other traditions, and trade grace of movement for explosiveness and power.
Body of steel
Your body has been hardened by your training and past battles, to the point where for you withstanding an attack is as effective as avoiding being hit. At 3rd level when you become part of this tradition, you can use your Strenght Modifier in place of your Dexterity modifier to your Armor Class when not wearing armor. You still add your Wisdom Modifier to your AC, as per the Unarmored Defence feature.
Forms of Strenght
As part of the Warrior training, you learn different forms and ways to interconnect one to the other while fighting. At 3rd level, as part of your turn when you use your Attack action, you can spend 2 Ki points and use your Bonus Action to perform 2 additional unharmed attacks as per the Flurry of Blows feature, but instead using one of the following Forms:
Form of the Tiger: you hit your opponent with furious direct hits, aimed at breaking their guard and possibly their bones; for each connecting hit you deal normal damage, and apply the following affects, depending on the number of landing hits:
First hit - Tiger's Eye: you gain advantage on the next attack;
Second hit - Shoulder tackle: you can push the target 10 feet away from you in any direction of your choosing, and can then move 10 feet;
Third hit - Prowler: if you moved into the threat area of the enemy in this turn, you deal additional Force damage equal to your Monk level and impose one level of EXhaustion on the target on a failed CON saving throw (normal Ki save DC) until the end of their next turn, otherwise you impose one level of EXhaustion on the target on a failed CON saving throw (normal Ki save DC) until the end of their next turn;
If at least one of the atracks from Form of the Tiger hits, you can use the Form of the Serpent Form option until the end of your next turn.
Form of the Serpent: (at least one hit from the use of Form of the Tiger has landed in the last round) after the TIger has softened the prey, the Serpent strikes from the ground; for each connecting hit, you deal normal damage, and apply the following effects, depending on the number of landing hits:
First hit - Snake's Puncture: you deal additional piercing damage equal to your Monk level;
Second hit - Nerve hit: you reduce the target speed by 10 feet until the start of your next round;
Third hit - Numbling hit: you grant advantage to the next attack on the target until the end of your next turn and can move away from the target without provoking attacks of opportunity as if you had taken the Disengage action until the end of your turn;
If at least one of the atracks from Form of the Serpent hits, you can use the Form of the Phoenix Form option until the end of your next turn.
Form of the Phoenix: (at least one hit from Form of the Serpent has landed in the last round) once the Serpent has returned in the shadows, the Phoenix is ready to rise; for each connecting hit, you deal normal damage, and apply the following effects, depending on the number of landing hits:
First hit - Phoenix Wings: you deal additional Fire damage equal to your Monk level;
Second hit - Phoenix Wind: you make the target Prone on a failed DEX saving throw (normal Ki save DC) until the start of their next turn;
Third hit - Phoenix Tail: you deal additional Fire damage equal to your Martial arts damage dice, and are healed of a number of Hit Points equal to the number rolled on this additional die plus your Monk level.
Combat Rush
Your will to fight pushes you to always find yourself in the tick of battle as quickly as possible. At 6th level you can decide to add your STR modifier to your initiative value once per short rest, but you can do so only right after the initiative for a combat encounter has been rolled, but before the DM states the initiative order. Additionally, you gain the Charger feat if you do not already have it.
Forged body
After endless battles, your body becomes even more resilient and strong, allowing you to withstand even the most severe punishment and unleash your combinations without setup in the tick of the fight. At 11th level you gain the following benefits:
Tight Muscles: you gain resistance to all forms of bludgeoning damage (normal or magical) as well as resistance to normal piercing and slashing damage.
Flowing Steel: as a reaction in your turn, you can spend 3 Ki points and use the Form of the Serpent or the Form of the Phoenix as if you had fulfilled the normal prerequisites.
Final hit
At 17th level, your training is almost at end and you reach peak form. As an action in your turn after you have landed all 3 hits from one or more of your forms you can perform a finishing move at the cost of 3 Ki points, an attack that will produce different effects based on how many form you successfully completed in the fight:
one form: on a hit, you deal normal damage plus additional damage equal to you Monk level and apply the effects of Stunning Strike without the need to spend additional Ki points;
two forms: you gain advantage on the attack, and it counts as a critical hit;
three forms: you unleash a three-part Attack, with each landing hit producing the same effects of the third hit of one of your forms (first Final hit - Tiger, second Final hit - Serpent, third Final hit - Phoenix), all of them dealing maximum damage on a hit.
There undoubtly are any number of things to modify/balance/change, and I’d be extremely grateful to anyone willing to take the time to review this and give me feedback :)
I realise now I made a wording mistake in Form of the Serpent and Form of the Phoenix that might be misinterpreted (fixed now in the original post, but I prefer leaving trace of the change here): each form would grant the additional effect of all connecting hits (so 1°+2°+3° if all hit), not just one of them as it might have been interpreted before.
Little bump in hopes of getting feedback and a question:
I am considering changing the name of this subclass to "Way of the Closed Fist". It is not in direct contrast thematically with the Way of the Open Hand, but I also feel that "Way of the Warrior" is a bit too generic and doesn't really convey the right idea.
What do you guys think?
Edit1: Also, I am finally watching last week's Livestream and I just got to the part where Adam says he'd like a STR based unharmed subclass. This might not be exactly what he meant, but if a mod could give him a nudge over here I'd really appreciate his input :)
Edit2: Modifying the name already in the main post and thread title to include both name options for the sake of it.
I am currently toying with the possibility of adding a "Counter" mechanic. The idea would be to apply the same mechanic as Deflect Missile to melee attacks, allowing to reduce the damage of a hitting enemy melee attack and to perform a single unarmed attack as part of the reaction should the damage be reduced to 0 (same roll as Deflect Missiles).
Now the thing is (should this be indeed a good idea): where/how to put this in? I can think of 3 options:
Adding it as an additional feature at lvl 6;
Adding it in place of the lvl 6 free Charge feat;
Adding it as an additional feature at lvl 11
Lvl 11 seems somewhat late to get this, imho, but adding it on top of what is already granted at lvl 6 seems a bit much, so I am currently inclined to go with the option of taking out Charger and introducing this instead. Then again, though, Charger is really fitting the flavor and idea of this subclass, so I am in quite the conundrum...
Feedback/opinions/impressions are, as always, very much appreciated :)
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Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
I like the modification to use strength as the primary defense/offense stat for the monk rather than dex. Though there may not be as many str based saving throws they would be the rock when it comes to things attempting to push them around.
Form of Tiger - I really like the idea of slightly different follow up attacks, the second step should also mention not triggering attacks of opportunity when you follow through with the enemy. I think extra damage might be too much for the third hit since exhaustion is a pretty useful disability to impose on an enemy, I would probably say you just add your wisdom modifier so it doesn't get as large of a bonus damage. I say that because this is just the first step of the ramp up, leave room for the rest.
Form of Serpent - Again for the extra damage I would say just add your Strength modifier for the additional piercing damage to avoid the huge ramp at later levels. Second and third look good to my eye. Additional thought, lifesteal on hit two or three probably just the damage dealt by the martial arts die roll (no modifier).
Form of the Phoenix - I would switch part of the third step and the first, First hit you deal an extra martial arts damage die of fire. Third hit you deal fire damage equal to your monk level and regen health equal to half the damage dealt. (Martial arts damage + Monk level)/2. I realize that you must be making a huge investment in continuous use of the flurry of blows but those are already some sweet benefits.
Level 6 - I absolutely think the Counter Blow would be much more enjoyable than having charger (and I like charger, call me strange) so I think dropping charger for the Counter Blow would be a good choice.. That in conjunction with the occasional initiative bonus seems ok for relative power. I might argue you should add the wisdom modifier for Combat Rush but it is a super minor thing (I think of it as being always ready for combat and your wisdom lets you see the combat that is coming). Maybe even just give advantage on one initiative roll per short rest.
Forged Body - The resistance to both magical and non-magical bludgeoning seems slightly too much even though I understand exactly what you are going for. Personal opinion with no basis in balance is either go with bludgeoning resistance from any source, or just give resistance to the three mundanes (slash, pierce, bludgeon). For Flowing Steel make it so it advances the combo by one step (this may have been your intent) So if they have not flurried yet they can start on Serpent or if they successfully hit with Tiger on the previous round they can skip to Phoenix. I would say leave it at 2 ki points, you already don't get the damage from the actual flurry itself which would make it more useful.
Final Strike - Sweet idea but incredibly potent. Thoughts about what you want from this, effects that reflect the most recent flurry you used, or huge explosive strike. For the former I would say have it trigger for free if you land all three of your hits in any form, or make it a small amount like 1 ki. Tiger gives you a free stunning strike and an additional martial arts die worth of damage. Serpent grants a critical hit with your martial arts die. Phoenix would have a Backdraft effect dealing your Monk level in fire damage and regaining half the damage dealt as health.
Or alternatively make it a combination of effects from all three (I will call it Dragon's Tail, because D2). Apply a level of exhaustion (Con save vs Ki DC), grant advantage to next attack against the target, and set the enemy on fire dealing martial arts damage when the enemy fails to put themselves out with (Dex save vs Ki DC).
"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."
Way of the Closed Fist, or Iron Fist. Trying to come up with some phrase that implies the flow of combat, or combination attacks in general (something to do with a wheel or something without end). Crashing Flow, Flowing Fist... I dunno just throwing stuff out there.
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"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."
I will carefully review your feedback and post a proper reply to each as soon as I can, but I think generally you got the idea of the class and most suggestions seems to be in line with my initial idea, so I might actually implement most of them (especially the swap of charger and counter, thanks for confirming my idea, I like charger as well usually :p).
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Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
Form of Tiger - I really like the idea of slightly different follow up attacks, the second step should also mention not triggering attacks of opportunity when you follow through with the enemy. I think extra damage might be too much for the third hit since exhaustion is a pretty useful disability to impose on an enemy, I would probably say you just add your wisdom modifier so it doesn't get as large of a bonus damage. I say that because this is just the first step of the ramp up, leave room for the rest.
I was actually unsure what to use for the additional damage, and I think the WIS modifier actually works well, thinking of a sort of innate ability to know where it hurts more at the right moment. Regarding the proposed addition to the 2° hit: don't forced movement not grant opportunity attacks? Should the case not be that, I'll definitely include the note about the opportunity attacks, thanks :)
Form of Serpent - Again for the extra damage I would say just add your Strength modifier for the additional piercing damage to avoid the huge ramp at later levels. Second and third look good to my eye. Additional thought, lifesteal on hit two or three probably just the damage dealt by the martial arts die roll (no modifier).
Again, thanks for the extra damage suggestion (I guess you meant WIS here as well). The lifesteal addition seems a bit out of the flavor I wanted for this, and would prefer keeping it just for the Phoenix Form, which in my mind is more appropriate to grant healing rather than Serpent (call me classic :P).
Form of the Phoenix - I would switch part of the third step and the first, First hit you deal an extra martial arts damage die of fire. Third hit you deal fire damage equal to your monk level and regen health equal to half the damage dealt. (Martial arts damage + Monk level)/2. I realize that you must be making a huge investment in continuous use of the flurry of blows but those are already some sweet benefits.
I definitely see your point in switching the two additional damages and changing how the healing is calculated, thank you, it makes more sense the way you suggest!
Level 6 - I absolutely think the Counter Blow would be much more enjoyable than having charger (and I like charger, call me strange) so I think dropping charger for the Counter Blow would be a good choice.. That in conjunction with the occasional initiative bonus seems ok for relative power. I might argue you should add the wisdom modifier for Combat Rush but it is a super minor thing (I think of it as being always ready for combat and your wisdom lets you see the combat that is coming). Maybe even just give advantage on one initiative roll per short rest.
As said in my preliminary reply to this specific point, I will now definitely take out Charger and put in the Counter mechanic (will do an updated version soon). As for the Initiative Bonus, I went for STR to try and infer the sense of the muscles being iper-reactive and granting an added boost of reflex on top of dexterity, what do you think? The advantage on initiative every short rest is something I might consider, but seems a bit overkill (thinking also at talents like Alert) :P Maybe I can allow the addition of STR twice every short rest.
Forged Body - The resistance to both magical and non-magical bludgeoning seems slightly too much even though I understand exactly what you are going for. Personal opinion with no basis in balance is either go with bludgeoning resistance from any source, or just give resistance to the three mundanes (slash, pierce, bludgeon). For Flowing Steel make it so it advances the combo by one step (this may have been your intent) So if they have not flurried yet they can start on Serpent or if they successfully hit with Tiger on the previous round they can skip to Phoenix. I would say leave it at 2 ki points, you already don't get the damage from the actual flurry itself which would make it more useful.
This one was an unsure one for me as well. I felt it might be too powerful as I wrote it, but also "just" granting resistance to the three mundane seemed a bit weak. I'll probably go with the single bludgeoning resistance from any source, as it it's the most thematically correct, imho. My intent for Flowing Steel was actually to allow use of any of the two, regardless of other factors, but it does indeed make sense to just advance the form the way you propose, and maybe instead of lowering the price I could allow for it to actually trigger that form directly, instead of having to wait the following turn to be able to actually use it.
Final Strike - Sweet idea but incredibly potent. Thoughts about what you want from this, effects that reflect the most recent flurry you used, or huge explosive strike. For the former I would say have it trigger for free if you land all three of your hits in any form, or make it a small amount like 1 ki. Tiger gives you a free stunning strike and an additional martial arts die worth of damage. Serpent grants a critical hit with your martial arts die. Phoenix would have a Backdraft effect dealing your Monk level in fire damage and regaining half the damage dealt as health.
Or alternatively make it a combination of effects from all three (I will call it Dragon's Tail, because D2). Apply a level of exhaustion (Con save vs Ki DC), grant advantage to next attack against the target, and set the enemy on fire dealing martial arts damage when the enemy fails to put themselves out with (Dex save vs Ki DC).
Final Strike was the trickiest one, and I might have actually gone a bit overboard with it :P I think I like your first suggestion the most, as it would be more thematically akin to what I was looking for, so I'll see how best to weave it in the subclass.
Again, thank you very much for your feedback! I'll post an updated version soon enough (and also edit the original post with a link to the updated version, as I still prefer to keep each iteration separate as a backlog).
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Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
Serpent having a life steal was a last minute thing I added on there. The initiative bonus 1 per long rest to start with and advance to 2 uses at level 11 or 12 would probably be good. I was not sure for the flowing steel, but yes it would make sense for it to be more expensive if it is a way to jump straight to the style of choice.
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"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."
Version 0.2 - Implemented some changes thanks to HeroZero suggestions and corrected a few typos here and there.
Way of the Closed Fist
Monks of the tradition of the Closed Fist focus their training on strengthening their body and mind in a more destructive-oriented way than other traditions, and trade grace of movement for explosiveness and power.
Body of steel
Your body has been hardened by your training and past battles, to the point where for you withstanding an attack is as effective as avoiding being hit. At 3rd level when you become part of this tradition, you can use your STR Modifier in place of your DEX modifier to your Armor Class when not wearing armor. You still add your Wisdom Modifier to your AC, as per the Unarmored Defence feature.
Forms of Strenght
As part of the Warrior training, you learn different forms and ways to interconnect one to the other while fighting. At 3rd level, as part of your turn when, as part of your Attack action, you can spend 2 Ki points and use your Bonus Action to perform 2 additional unharmed attacks as per the Flurry of Blows feature, but instead using one of the following Forms:
Form of the Tiger: you hit your opponent with furious direct hits, aimed at breaking their guard and possibly their bones; for each connecting hit you deal normal damage, and apply the following affects, depending on the number of landing hits:
First hit - Tiger's Eye: you gain advantage on the next attack;
Second hit - Shoulder tackle: you can push the target 10 feet away from you in any direction of your choosing, and can then move 10 feet without provoking opportunity attacks;
Third hit - Prowler: if you moved into the threat area of the enemy in this turn, you deal additional Force damage equal to your WIS modifier and impose one level of Exhaustion on the target on a failed CON saving throw (normal Ki save DC) until the end of their next turn, otherwise you impose one level ofExhaustionon the target on a failed CON saving throw (normal Ki save DC) until the end of their next turn;
If at least one of the attacks from Form of the Tiger hits, you can use the Form of the Serpent Form option until the end of your next turn.
Form of the Serpent: (at least one hit from the use of Form of the Tiger has landed in the last round) after the TIger has softened the prey, the Serpent strikes from the ground; for each connecting hit, you deal normal damage, and apply the following effects, depending on the number of landing hits:
First hit - Snake's Puncture: you deal additional piercing damage equal to your WIS modifier;
Second hit - Nerve hit: you reduce the target speed by 10 feet until the start of your next round;
Third hit - Numbling hit: you grant advantage to the next attack on the target until the end of your next turn and can move away from the target without provoking attacks of opportunity as if you had taken the Disengage action until the end of your turn;
If at least one of the atracks from Form of the Serpent hits, you can use the Form of the Phoenix Form option until the end of your next turn.
Form of the Phoenix: (at least one hit from Form of the Serpent has landed in the last round) once the Serpent has returned in the shadows, the Phoenix is ready to rise; for each connecting hit, you deal normal damage, and apply the following effects, depending on the number of landing hits:
First hit - Phoenix Wings: you deal additional Fire damage equal to your Martial arts damage dice;
Second hit - Phoenix Wind: you make the target Prone on a failed DEX saving throw (normal Ki save DC) until the start of their next turn;
Third hit - Phoenix Tail: you deal additional Fire damage equal to your Monk level, and are healed of a number of Hit Points equal to half the number rolled on your unarmed damage die plus your Monk level.
From level 5, after receiving the Extra Attack feature, should all 4 hits connect, the fourth one would deal normal damage, but lower the cost of the following Form use by 1 Ki points, effectively making it cost 1 Ki instead of 2. Flowing Steel can still be used to jump to the desired Form and still keep this reduced cost for the Form activation.
Combat Rush
Your will to fight pushes you to always find yourself in the tick of battle as quickly as possible. At 6th level you gain the following benefits:
Muscle Memory: Your muscles are so used to fighting, that sometimes they react even before your mind does. You can decide to add your STR modifier to your initiative value or roll again your initiative dice up to two times per long rest, but you can do so only right after the initiative for a combat encounter has been rolled, but before the DM states the initiative order;
Counter Hit: Thanks to your combat expertise, you are able to intercept melee enemy attacks and reduce their damage, potentially allowing you to return a counter attack. As a Reaction when hit by a melee attack, you can reduce the damage you take from the attack by 1d10 + your STR modifier + your monk level. If you reduce the damage to 0, you can perform a free unarmed attack on the target.
Forged body
After endless battles, your body becomes even more resilient and strong, allowing you to withstand even the most severe punishment and unleash your combinations without setup in the tick of the fight. At 11th level you gain the following benefits:
Tight Muscles: you gainresistance to all forms of bludgeoning damage.
Flowing Steel: as a Reaction in your turn, you can spend 1 Ki point and use the Form of the Serpent or 2 Ki points to use the Form of the Phoenix as if you had fulfilled the normal prerequisites. You would still need to spend the normal 2 Ki points to activate the Form attack as your Action. Should you have hit in the previous turn with at least one hit from Form of the Tiger, you can decide to use this feature to use Form of the Phoenix instead of Form of the Serpent, but spending only 1 Ki point instead of 2 Ki points as stated above.
Final hit
At 17th level, your training is almost at end and you reach peak form. As an action in your turn after you have landed all 3 hits from one or more of your forms you can perform a finishing move at the cost of 1 Ki points, an attack that will produce different effects based on how which form you successfully completed in the turn:
Form of the Tiger: on a hit, you deal normal damage plus one additional Martial Arts dice, as well as apply the effects of Stunning Strike;
Form of the Serpent: you gain advantage on the attack, and it counts as a critical hit;
Form of the Phoenix: you deal Fire damage equal to your Monk level plus your STR modifier (DEX save against normal Ki DC, if successful the damage is halved) and are healed of half the total damage rolled (regardless of the target save).
Should you have performed all three forms in order hitting with all attacks in the previous turns, you can perform a special Final Hit right after the last Form of the Phoenix hit, without any expenditure of Ki points:
Dragon's Tail: On a hit, you deal normal unarmed damage and apply the following additional effects:
Apply one level of Exhaustion on the target on a failed CON saving throw (normal Ki save DC) until the end of their next turn;
The next attack on the target is granted advantage;
Thew target is engulfed in flames, dealing Fire damage equal to your Martial Arts dice each turn until they succeed a DEX saving throw (normal Ki save DC).
Edit 1: Clarified Forms being part of the Attack action. Edit 2: Added new effect for after lvl 5 for the possible 4th connecting hit; confirmed the name of the Tradition to just "Way of the Closed Fist".
I love this a lot. A strength based Monk also means a grapple monk, which could end up giving tons of advatages to these awesome form attacks.
My only question is when can the form attacks be used? Its clear you have to spend 2 ki and use flurry of blows to use the forms, but are they only on the two bonus attacks? Or does it count for the attack action as well?
I love this a lot. A strength based Monk also means a grapple monk, which could end up giving tons of advatages to these awesome form attacks.
My only question is when can the form attacks be used? Its clear you have to spend 2 ki and use flurry of blows to use the forms, but are they only on the two bonus attacks? Or does it count for the attack action as well?
Thank you KageAcuma, glad you like it :) (I have seen around a specific Grappler Monk subcalss homebrew here in the forums, if you are interested)
The idea is that they are part of the Attack Action (I should probably clarify the wording), so basically you use your normal attacks AND the 2 Bonus ones from the flurry for the Form, that means that until lvl 5 you do 3 attacks, and the ones that land get the bonus effects, and from lvl 5 you sort-of have one more chance to land all 3, as they do not necessarily need to hit all in a row, but they can be hit-hit-miss-hit or the like and the three hits would trigger the respective effects. It goes without saying that, should you hit with all 4 hits, the fourth one would not have any special effect. I'll make sure to clarify the part about the Form being part of the attack action.
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Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
I've seen a couple of the grapple ones, but id rather play this one. Thematically it already fits a type of monk that hasn't been represented. There's definetly a lot of Ki usage, and at level 3 you would only be able to use tiger, 4-5 you could use serpent, and finally at 6 you could use phoenix, but at the cost of all your Ki till higher levels.
Not that there's anything wrong with that. The next time I make a monk I'll see if the DM will let me use this for some play testing.
I've seen a couple of the grapple ones, but id rather play this one. Thematically it already fits a type of monk that hasn't been represented. There's definetly a lot of Ki usage, and at level 3 you would only be able to use tiger, 4-5 you could use serpent, and finally at 6 you could use phoenix, but at the cost of all your Ki till higher levels.
Not that there's anything wrong with that. The next time I make a monk I'll see if the DM will let me use this for some play testing.
Wow, thank you Kage, I am really happy you already want to try it out at the table :D
The idea behind the cost was exactly as you described, in order to have them unlocked as a 3rd level feature, but allow the natural progression to limit their use organically with the growth of the character. A side-reason was to also allow for possibly really cool exceptions, for example the DM allowing the player to recover their Ki points for some reason, and therefore allow the use of a further Form as an exceptional occurrence at lower levels. I also feel that Ki is somewhat underused in the base Monk features, so I wanted to give something cool if you decide to use A LOT of Ki :)
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Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
Maybe that's something to consider for the class. A lot of the features involve a lot of Ki usage. You said if all four attacks hit only three use the form and the fourth is just a regular attack. What if a feature made use of the fourth attack?
My idea is this. You use 2 ki, make four attacks, all four hit. Three of them are tiger going through the stages. Then we come to the fourth hit. A transition hit.
On a fourth hit in any form reduce the cost of the next form by 1 ki until the end of your next turn.
Making use of the fourth hit and adding to the idea you're chaining together these attacks.
It could stack with flowing steel, having you go from tiger to phoenix for only 2 ki instead of three, or going snake for 1 ki instead of two.
Maybe that's something to consider for the class. A lot of the features involve a lot of Ki usage. You said if all four attacks hit only three use the form and the fourth is just a regular attack. What if a feature made use of the fourth attack?
My idea is this. You use 2 ki, make four attacks, all four hit. Three of them are tiger going through the stages. Then we come to the fourth hit. A transition hit.
On a fourth hit in any form reduce the cost of the next form by 1 ki until the end of your next turn.
Making use of the fourth hit and adding to the idea you're chaining together these attacks.
It could stack with flowing steel, having you go from tiger to phoenix for only 2 ki instead of three, or going snake for 1 ki instead of two.
The idea is actually not a bad one at all, I have to admit. I had revised the cost of Flowing Steel in version 0.2, so now it costs, so the actual costs taking into consideration this bonus would be 2 Ki, just the cost of the Form activation, basically (thinking of shifts from Tiger to Phoenix and/or from Phoenix to Serpent).
Good idea, thank you! I'll add the text in the current Version 0.2 (and maybe put that version directly in the first post, with Version 0.1 hidden under a "spoiler" thing).
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Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
I am definitively trying out this homebrew subclass once you get it added to the site :)
I would change the wording of
--
Third hit - Prowler: if you moved into the threat area of the enemy in this turn, you deal additional Force damage equal to your WIS modifier and impose one level of Exhaustion on the target on a failed CON saving throw (normal Ki save DC) until the end of their next turn, otherwise you impose one level ofExhaustionon the target on a failed CON saving throw (normal Ki save DC) until the end of their next turn;
--
To
Third hit - Prowler: You impose one level of Exhaustion on the target on a failed CON saving throw (normal Ki save DC) until the end of their next turn: If you moved into the threat area of the enemy in this turn, following strike Two, you deal additional Force damage equal to your WIS modifier.
I am definitively trying out this homebrew subclass once you get it added to the site :)
I would change the wording of
--
Third hit - Prowler: if you moved into the threat area of the enemy in this turn, you deal additional Force damage equal to your WIS modifier and impose one level of Exhaustion on the target on a failed CON saving throw (normal Ki save DC) until the end of their next turn, otherwise you impose one level ofExhaustionon the target on a failed CON saving throw (normal Ki save DC) until the end of their next turn;
--
To
Third hit - Prowler: You impose one level of Exhaustion on the target on a failed CON saving throw (normal Ki save DC) until the end of their next turn: If you moved into the threat area of the enemy in this turn, following strike Two, you deal additional Force damage equal to your WIS modifier.
--
This makes it much clearer.
Hi Addlcove! Thank you for your appreciation! Can't wait to be able to put into DDB as an integrated Homebrew Subclass! :)
You indeed have a point on the wording of Prowler, thank you for the rework, I'll implement it! :)
That looks complex! It certainly reads like combat should play out. This just begs for combat cards listing the options after every attack phase.
I wonder why there is no Ki cost for counter hit? Mechanically and thematically it is similar to deflecting arrows. Adding the monks level to the damage reduction also seems a bit generous.
Counter hit is also a terrible name. :) It should be Reflection on the Lake, or Grasp the Tide, or Step into the Dragon's Shadow. Something truly inspiring (and corny.)
It's looking good. Is there a kensei version on the way next? (Diabolic grin)
Looking good? I meant, forget plot and stuff, I just want to have a few one on one battles in the temple now!
That looks complex! It certainly reads like combat should play out. This just begs for combat cards listing the options after every attack phase.
I wonder why there is no Ki cost for counter hit? Mechanically and thematically it is similar to deflecting arrows. Adding the monks level to the damage reduction also seems a bit generous.
Counter hit is also a terrible name. :) It should be Reflection on the Lake, or Grasp the Tide, or Step into the Dragon's Shadow. Something truly inspiring (and corny.)
It's looking good. Is there a kensei version on the way next? (Diabolic grin)
Looking good? I meant, forget plot and stuff, I just want to have a few one on one battles in the temple now!
Plundered, have you been scrying on me again?
The Kensei version will be coming, it was actually the first version I thought of, but the decided to make an unarmed version first.
Counter Hit is indeed a terrible name, that will change as soon as I have time to think of a better one. On its function, it is exactly the same as Deflect Missiles, same bonus and all. It is undeniable, though, that it could be used basically every turn, so I'lI probably limit it to WIS modifier times per long rest.
Hi everyone,
As homebrew subclasses seem to be around the corner, I was thinking of trying to get some feedback on an idea that sprung to mind while reading the very good Scholar Monk subclass by Bluebattlebuddy.
I feel there is something lacking in the current Monk options and possibilities, even when considering the already available subclasses: combos. I am well aware that a sort-of combo mechanic is what Flurry of Blows would be intended to cover, and I am not arguing FoB is not a really good feature per-se, I just think having a subclass that would allow for additional effects to be present depending on the amount of hits that actually land on the enemy, as well as a viable strength-based Monk option, could be interesting.
But enough introduction, let’s get to it, shall we?
Way of the Closed Fist
Monks of the tradition of the Closed Fist focus their training on strengthening their body and mind in a more destructive-oriented way than other traditions, and trade grace of movement for explosiveness and power.
Body of steel
Your body has been hardened by your training and past battles, to the point where for you withstanding an attack is as effective as avoiding being hit. At 3rd level when you become part of this tradition, you can use your STR Modifier in place of your DEX modifier to your Armor Class when not wearing armor. You still add your Wisdom Modifier to your AC, as per the Unarmored Defence feature.
Forms of Strength
As part of the Warrior training, you learn different forms and ways to interconnect one to the other while fighting. At 3rd level, as part of your turn when, as part of your Attack action, you can spend 2 Ki points and use your Bonus Action to perform 2 additional unharmed attacks as per the Flurry of Blows feature, but instead using one of the following Forms:
Form of the Tiger: you hit your opponent with furious direct hits, aimed at breaking their guard and possibly their bones; for each connecting hit you deal normal damage, and apply the following affects, depending on the number of landing hits:
If at least one of the attacks from Form of the Tiger hits, you can use the Form of the Serpent Form option until the end of your next turn.
Form of the Serpent: (at least one hit from the use of Form of the Tiger has landed in the last round) after the TIger has softened the prey, the Serpent strikes from the ground; for each connecting hit, you deal normal damage, and apply the following effects, depending on the number of landing hits:
If at least one of the atracks from Form of the Serpent hits, you can use the Form of the Phoenix Form option until the end of your next turn.
Form of the Phoenix: (at least one hit from Form of the Serpent has landed in the last round) once the Serpent has returned in the shadows, the Phoenix is ready to rise; for each connecting hit, you deal normal damage, and apply the following effects, depending on the number of landing hits:
From level 5, after receiving the Extra Attack feature, should all 4 hits connect, the fourth one would deal normal damage, but lower the cost of the following Form use by 1 Ki points, effectively making it cost 1 Ki instead of 2. Flowing Steel can still be used to jump to the desired Form and still keep this reduced cost for the Form activation.
Combat Rush
Your will to fight pushes you to always find yourself in the tick of battle as quickly as possible. At 6th level you gain the following benefits:
Muscle Memory: Your muscles are so used to fighting, that sometimes they react even before your mind does. You can either add your STR modifier to your initiative value or re-roll your initiative dice once per combat, however you can do so only right after the initiative for a combat encounter has been rolled and before the DM states the initiative order; This ability can be used up to two times per long rest.
Splitting Iron: Thanks to your combat expertise, you are able to intercept melee enemy attacks and reduce their damage, potentially allowing you to return a counter strike. As a Reaction when hit by a melee attack, you can reduce the damage you take from the attack by 1d10 + your STR modifier + your monk level. If you reduce the damage to 0, you can perform a free unarmed attack on the target.
Forged body
After endless battles, your body becomes even more resilient and strong, allowing you to withstand even the most severe punishment and unleash your combinations without setup in the tick of the fight. At 11th level you gain the following benefits:
Tight Muscles: you gain resistance to all forms of bludgeoning damage.
Flowing Steel: as a Reaction on your turn, you can spend 1 Ki point and use the Form of the Serpent or 2 Ki points to use the Form of the Phoenix as if you had fulfilled the normal prerequisites. All other restrictions and costs for the use of Forms still apply.
Should you have hit in the previous turn with at least one hit from any Form, you can decide to use this feature to jump a form (Tiger to Phoenix, Serpent to Tiger, Phoenix to Serpent), but spending only 1 Ki point instead of 2 Ki points as stated above.
Final hit
At 17th level, your training is almost at end and you reach peak form. As an action in your turn after you have landed all 3 hits from one or more of your forms you can perform a finishing move at the cost of 1 Ki points, an attack that will produce different effects based on how which form you successfully completed in the turn:
Should you have performed all three forms in order hitting with all attacks in the previous turns, you can perform a special Final Hit right after the last Form of the Phoenix hit, without any expenditure of Ki points:
Dragon's Tail: On a hit, you deal normal unarmed damage and apply the following additional effects:
Version 0.1
Way of the Warrior/Way of the Closed Fist
Monks of the tradition of the Warrior/Closed Fist focus their training on strengthening their body and mind in a more destructive-oriented way than other traditions, and trade grace of movement for explosiveness and power.
Body of steel
Your body has been hardened by your training and past battles, to the point where for you withstanding an attack is as effective as avoiding being hit. At 3rd level when you become part of this tradition, you can use your Strenght Modifier in place of your Dexterity modifier to your Armor Class when not wearing armor. You still add your Wisdom Modifier to your AC, as per the Unarmored Defence feature.
Forms of Strenght
As part of the Warrior training, you learn different forms and ways to interconnect one to the other while fighting. At 3rd level, as part of your turn when you use your Attack action, you can spend 2 Ki points and use your Bonus Action to perform 2 additional unharmed attacks as per the Flurry of Blows feature, but instead using one of the following Forms:
Form of the Tiger: you hit your opponent with furious direct hits, aimed at breaking their guard and possibly their bones; for each connecting hit you deal normal damage, and apply the following affects, depending on the number of landing hits:
If at least one of the atracks from Form of the Tiger hits, you can use the Form of the Serpent Form option until the end of your next turn.
Form of the Serpent: (at least one hit from the use of Form of the Tiger has landed in the last round) after the TIger has softened the prey, the Serpent strikes from the ground; for each connecting hit, you deal normal damage, and apply the following effects, depending on the number of landing hits:
If at least one of the atracks from Form of the Serpent hits, you can use the Form of the Phoenix Form option until the end of your next turn.
Form of the Phoenix: (at least one hit from Form of the Serpent has landed in the last round) once the Serpent has returned in the shadows, the Phoenix is ready to rise; for each connecting hit, you deal normal damage, and apply the following effects, depending on the number of landing hits:
Combat Rush
Your will to fight pushes you to always find yourself in the tick of battle as quickly as possible. At 6th level you can decide to add your STR modifier to your initiative value once per short rest, but you can do so only right after the initiative for a combat encounter has been rolled, but before the DM states the initiative order. Additionally, you gain the Charger feat if you do not already have it.
Forged body
After endless battles, your body becomes even more resilient and strong, allowing you to withstand even the most severe punishment and unleash your combinations without setup in the tick of the fight. At 11th level you gain the following benefits:
Tight Muscles: you gain resistance to all forms of bludgeoning damage (normal or magical) as well as resistance to normal piercing and slashing damage.
Flowing Steel: as a reaction in your turn, you can spend 3 Ki points and use the Form of the Serpent or the Form of the Phoenix as if you had fulfilled the normal prerequisites.
Final hit
At 17th level, your training is almost at end and you reach peak form. As an action in your turn after you have landed all 3 hits from one or more of your forms you can perform a finishing move at the cost of 3 Ki points, an attack that will produce different effects based on how many form you successfully completed in the fight:
There undoubtly are any number of things to modify/balance/change, and I’d be extremely grateful to anyone willing to take the time to review this and give me feedback :)
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
I realise now I made a wording mistake in Form of the Serpent and Form of the Phoenix that might be misinterpreted (fixed now in the original post, but I prefer leaving trace of the change here): each form would grant the additional effect of all connecting hits (so 1°+2°+3° if all hit), not just one of them as it might have been interpreted before.
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
Little bump in hopes of getting feedback and a question:
I am considering changing the name of this subclass to "Way of the Closed Fist". It is not in direct contrast thematically with the Way of the Open Hand, but I also feel that "Way of the Warrior" is a bit too generic and doesn't really convey the right idea.
What do you guys think?
Edit1: Also, I am finally watching last week's Livestream and I just got to the part where Adam says he'd like a STR based unharmed subclass. This might not be exactly what he meant, but if a mod could give him a nudge over here I'd really appreciate his input :)
Edit2: Modifying the name already in the main post and thread title to include both name options for the sake of it.
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
I am currently toying with the possibility of adding a "Counter" mechanic.
The idea would be to apply the same mechanic as Deflect Missile to melee attacks, allowing to reduce the damage of a hitting enemy melee attack and to perform a single unarmed attack as part of the reaction should the damage be reduced to 0 (same roll as Deflect Missiles).
Now the thing is (should this be indeed a good idea): where/how to put this in?
I can think of 3 options:
Lvl 11 seems somewhat late to get this, imho, but adding it on top of what is already granted at lvl 6 seems a bit much, so I am currently inclined to go with the option of taking out Charger and introducing this instead. Then again, though, Charger is really fitting the flavor and idea of this subclass, so I am in quite the conundrum...
Feedback/opinions/impressions are, as always, very much appreciated :)
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
I like the modification to use strength as the primary defense/offense stat for the monk rather than dex. Though there may not be as many str based saving throws they would be the rock when it comes to things attempting to push them around.
Form of Tiger - I really like the idea of slightly different follow up attacks, the second step should also mention not triggering attacks of opportunity when you follow through with the enemy. I think extra damage might be too much for the third hit since exhaustion is a pretty useful disability to impose on an enemy, I would probably say you just add your wisdom modifier so it doesn't get as large of a bonus damage. I say that because this is just the first step of the ramp up, leave room for the rest.
Form of Serpent - Again for the extra damage I would say just add your Strength modifier for the additional piercing damage to avoid the huge ramp at later levels. Second and third look good to my eye. Additional thought, lifesteal on hit two or three probably just the damage dealt by the martial arts die roll (no modifier).
Form of the Phoenix - I would switch part of the third step and the first, First hit you deal an extra martial arts damage die of fire. Third hit you deal fire damage equal to your monk level and regen health equal to half the damage dealt. (Martial arts damage + Monk level)/2.
I realize that you must be making a huge investment in continuous use of the flurry of blows but those are already some sweet benefits.
Level 6 - I absolutely think the Counter Blow would be much more enjoyable than having charger (and I like charger, call me strange) so I think dropping charger for the Counter Blow would be a good choice.. That in conjunction with the occasional initiative bonus seems ok for relative power. I might argue you should add the wisdom modifier for Combat Rush but it is a super minor thing (I think of it as being always ready for combat and your wisdom lets you see the combat that is coming). Maybe even just give advantage on one initiative roll per short rest.
Forged Body - The resistance to both magical and non-magical bludgeoning seems slightly too much even though I understand exactly what you are going for. Personal opinion with no basis in balance is either go with bludgeoning resistance from any source, or just give resistance to the three mundanes (slash, pierce, bludgeon). For Flowing Steel make it so it advances the combo by one step (this may have been your intent) So if they have not flurried yet they can start on Serpent or if they successfully hit with Tiger on the previous round they can skip to Phoenix. I would say leave it at 2 ki points, you already don't get the damage from the actual flurry itself which would make it more useful.
Final Strike - Sweet idea but incredibly potent. Thoughts about what you want from this, effects that reflect the most recent flurry you used, or huge explosive strike. For the former I would say have it trigger for free if you land all three of your hits in any form, or make it a small amount like 1 ki. Tiger gives you a free stunning strike and an additional martial arts die worth of damage. Serpent grants a critical hit with your martial arts die. Phoenix would have a Backdraft effect dealing your Monk level in fire damage and regaining half the damage dealt as health.
Or alternatively make it a combination of effects from all three (I will call it Dragon's Tail, because D2). Apply a level of exhaustion (Con save vs Ki DC), grant advantage to next attack against the target, and set the enemy on fire dealing martial arts damage when the enemy fails to put themselves out with (Dex save vs Ki DC).
"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."
Way of the Closed Fist, or Iron Fist. Trying to come up with some phrase that implies the flow of combat, or combination attacks in general (something to do with a wheel or something without end). Crashing Flow, Flowing Fist... I dunno just throwing stuff out there.
"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."
Thank you very much Hero :)
I will carefully review your feedback and post a proper reply to each as soon as I can, but I think generally you got the idea of the class and most suggestions seems to be in line with my initial idea, so I might actually implement most of them (especially the swap of charger and counter, thanks for confirming my idea, I like charger as well usually :p).
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
The advantage on initiative every short rest is something I might consider, but seems a bit overkill (thinking also at talents like Alert) :P Maybe I can allow the addition of STR twice every short rest.
My intent for Flowing Steel was actually to allow use of any of the two, regardless of other factors, but it does indeed make sense to just advance the form the way you propose, and maybe instead of lowering the price I could allow for it to actually trigger that form directly, instead of having to wait the following turn to be able to actually use it.
I think I like your first suggestion the most, as it would be more thematically akin to what I was looking for, so I'll see how best to weave it in the subclass.
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
Serpent having a life steal was a last minute thing I added on there. The initiative bonus 1 per long rest to start with and advance to 2 uses at level 11 or 12 would probably be good. I was not sure for the flowing steel, but yes it would make sense for it to be more expensive if it is a way to jump straight to the style of choice.
"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."
Version 0.2 - Implemented some changes thanks to HeroZero suggestions and corrected a few typos here and there.
Way of the Closed Fist
Monks of the tradition of the Closed Fist focus their training on strengthening their body and mind in a more destructive-oriented way than other traditions, and trade grace of movement for explosiveness and power.
Body of steel
Your body has been hardened by your training and past battles, to the point where for you withstanding an attack is as effective as avoiding being hit. At 3rd level when you become part of this tradition, you can use your STR Modifier in place of your DEX modifier to your Armor Class when not wearing armor. You still add your Wisdom Modifier to your AC, as per the Unarmored Defence feature.
Forms of Strenght
As part of the Warrior training, you learn different forms and ways to interconnect one to the other while fighting. At 3rd level, as part of your turn when, as part of your Attack action, you can spend 2 Ki points and use your Bonus Action to perform 2 additional unharmed attacks as per the Flurry of Blows feature, but instead using one of the following Forms:
Form of the Tiger: you hit your opponent with furious direct hits, aimed at breaking their guard and possibly their bones; for each connecting hit you deal normal damage, and apply the following affects, depending on the number of landing hits:
If at least one of the attacks from Form of the Tiger hits, you can use the Form of the Serpent Form option until the end of your next turn.
Form of the Serpent: (at least one hit from the use of Form of the Tiger has landed in the last round) after the TIger has softened the prey, the Serpent strikes from the ground; for each connecting hit, you deal normal damage, and apply the following effects, depending on the number of landing hits:
If at least one of the atracks from Form of the Serpent hits, you can use the Form of the Phoenix Form option until the end of your next turn.
Form of the Phoenix: (at least one hit from Form of the Serpent has landed in the last round) once the Serpent has returned in the shadows, the Phoenix is ready to rise; for each connecting hit, you deal normal damage, and apply the following effects, depending on the number of landing hits:
From level 5, after receiving the Extra Attack feature, should all 4 hits connect, the fourth one would deal normal damage, but lower the cost of the following Form use by 1 Ki points, effectively making it cost 1 Ki instead of 2. Flowing Steel can still be used to jump to the desired Form and still keep this reduced cost for the Form activation.
Combat Rush
Your will to fight pushes you to always find yourself in the tick of battle as quickly as possible. At 6th level you gain the following benefits:
Muscle Memory: Your muscles are so used to fighting, that sometimes they react even before your mind does. You can decide to add your STR modifier to your initiative value or roll again your initiative dice up to two times per long rest, but you can do so only right after the initiative for a combat encounter has been rolled, but before the DM states the initiative order;
Counter Hit: Thanks to your combat expertise, you are able to intercept melee enemy attacks and reduce their damage, potentially allowing you to return a counter attack. As a Reaction when hit by a melee attack, you can reduce the damage you take from the attack by 1d10 + your STR modifier + your monk level. If you reduce the damage to 0, you can perform a free unarmed attack on the target.
Forged body
After endless battles, your body becomes even more resilient and strong, allowing you to withstand even the most severe punishment and unleash your combinations without setup in the tick of the fight. At 11th level you gain the following benefits:
Tight Muscles: you gain resistance to all forms of bludgeoning damage.
Flowing Steel: as a Reaction in your turn, you can spend 1 Ki point and use the Form of the Serpent or 2 Ki points to use the Form of the Phoenix as if you had fulfilled the normal prerequisites. You would still need to spend the normal 2 Ki points to activate the Form attack as your Action.
Should you have hit in the previous turn with at least one hit from Form of the Tiger, you can decide to use this feature to use Form of the Phoenix instead of Form of the Serpent, but spending only 1 Ki point instead of 2 Ki points as stated above.
Final hit
At 17th level, your training is almost at end and you reach peak form. As an action in your turn after you have landed all 3 hits from one or more of your forms you can perform a finishing move at the cost of 1 Ki points, an attack that will produce different effects based on how which form you successfully completed in the turn:
Should you have performed all three forms in order hitting with all attacks in the previous turns, you can perform a special Final Hit right after the last Form of the Phoenix hit, without any expenditure of Ki points:
Dragon's Tail: On a hit, you deal normal unarmed damage and apply the following additional effects:
Edit 1: Clarified Forms being part of the Attack action.
Edit 2: Added new effect for after lvl 5 for the possible 4th connecting hit; confirmed the name of the Tradition to just "Way of the Closed Fist".
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
I love this a lot. A strength based Monk also means a grapple monk, which could end up giving tons of advatages to these awesome form attacks.
My only question is when can the form attacks be used? Its clear you have to spend 2 ki and use flurry of blows to use the forms, but are they only on the two bonus attacks? Or does it count for the attack action as well?
I'll make sure to clarify the part about the Form being part of the attack action.
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
I've seen a couple of the grapple ones, but id rather play this one. Thematically it already fits a type of monk that hasn't been represented. There's definetly a lot of Ki usage, and at level 3 you would only be able to use tiger, 4-5 you could use serpent, and finally at 6 you could use phoenix, but at the cost of all your Ki till higher levels.
Not that there's anything wrong with that. The next time I make a monk I'll see if the DM will let me use this for some play testing.
I also feel that Ki is somewhat underused in the base Monk features, so I wanted to give something cool if you decide to use A LOT of Ki :)
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
Maybe that's something to consider for the class. A lot of the features involve a lot of Ki usage. You said if all four attacks hit only three use the form and the fourth is just a regular attack. What if a feature made use of the fourth attack?
My idea is this. You use 2 ki, make four attacks, all four hit. Three of them are tiger going through the stages. Then we come to the fourth hit. A transition hit.
On a fourth hit in any form reduce the cost of the next form by 1 ki until the end of your next turn.
Making use of the fourth hit and adding to the idea you're chaining together these attacks.
It could stack with flowing steel, having you go from tiger to phoenix for only 2 ki instead of three, or going snake for 1 ki instead of two.
I'll add the text in the current Version 0.2 (and maybe put that version directly in the first post, with Version 0.1 hidden under a "spoiler" thing).
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
I am definitively trying out this homebrew subclass once you get it added to the site :)
I would change the wording of
--
Third hit - Prowler: if you moved into the threat area of the enemy in this turn, you deal additional Force damage equal to your WIS modifier and impose one level of Exhaustion on the target on a failed CON saving throw (normal Ki save DC) until the end of their next turn, otherwise you impose one level ofExhaustionon the target on a failed CON saving throw (normal Ki save DC) until the end of their next turn;
--
To
Third hit - Prowler: You impose one level of Exhaustion on the target on a failed CON saving throw (normal Ki save DC) until the end of their next turn: If you moved into the threat area of the enemy in this turn, following strike Two, you deal additional Force damage equal to your WIS modifier.
--
This makes it much clearer.
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
Wow!
That looks complex!
It certainly reads like combat should play out. This just begs for combat cards listing the options after every attack phase.
I wonder why there is no Ki cost for counter hit? Mechanically and thematically it is similar to deflecting arrows. Adding the monks level to the damage reduction also seems a bit generous.
Counter hit is also a terrible name. :)
It should be Reflection on the Lake, or Grasp the Tide, or Step into the Dragon's Shadow. Something truly inspiring (and corny.)
It's looking good. Is there a kensei version on the way next? (Diabolic grin)
Looking good? I meant, forget plot and stuff, I just want to have a few one on one battles in the temple now!
Roleplaying since Runequest.
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games