Hello everyone. I just created a new monk subclass. Way of the Eart should be a tank that likes heavy metal .... hehe no, let me rephrase it. these monks through their studies on land have created a new style of fighting by making their bodies hard as metal... If you are interested below you can continue reading.
I would be happy to hear your opinion and if you have any advice (or if you see any grammatical error) ....
It is well known that monks train in the arts of combat to gain their connection with nature and ki power. The monks of the style of the earth have studied the nature of the earth and have created a technique they called "Heavy Metal". The monk can make his body hard as metal, thereby increasing his mass and allowing them to use the resulting increased gravitational force in attacks and defence. This power is strongly connected to the power of the earth, the stronger the bond with it the stronger the skill of the earth style monk will be.
Earth Martial Art
Starting when you choose this tradition at 3rd level, you learn to exploit the element of earth to enhance your attacks and protect yourself. Whenever you make a Flurry of Blows, you can choose one of the following.
Earth Hammer: It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
Earth Dance: You gain the benefit of the Dodge action until the start of your next turn.
Heavy Metal
At 6th level, you can make yourself hard as metal, causing your blows to become devastating. As a bonus action, you can gain the following for the next minute.
Your melee attacks deal an extra damage equal to your Wisdom modifier.
You have advantage on Strength checks and saving throws.
You become resistant to bludgeoning, piercing, and slashing damage.
You can do this an amount of times equal to your Proficiency bonus, regaining all uses after finishing a long rest.
One with the Earth
Starting at 11th level, you become capable of transferring the energy of just about any blow. When you are hit by an attack of any kind, you may use Deflect Missiles. When used in this way, it only has a reach of 5 feet if it was not a ranged attack.
Additionally, you gain tremorsense out to 25 feet.
Earth Outburst
At 17th level, your blows become so powerful, they shake even the strongest barriers. When you make a Stunning Strike, the target takes 3d10 thunder damage immediately as part of this. You can forgoe this extra damage to cause them to be stunned for a minute. While stunned in this way, at the start of their turn they can reattempt the saving throw, ending the effect on a success.
Additionally, you ignore immunity to the stunned condition when making a Stunning Strike.
New version:
It is well known that monks train in the arts of combat to gain their connection with nature and ki power. The monks of the style of the earth have studied the nature of the earth and have created a technique they called "Heavy Metal". The monk can make his body hard as metal, thereby increasing his mass and allowing them to use the resulting increased gravitational force in attacks and defence. This power is strongly connected to the power of the earth, the stronger the bond with it the stronger the skill of the earth style monk will be.
Earth Martial Art
Starting when you choose this tradition at 3rd level, you learn to exploit the element of earth to enhance your attacks and protect yourself. Whenever you make a Flurry of Blows, you can choose one of the following.
Earth Hammer: It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
Earth Dance: You gain the benefit of the Dodge action until the start of your next turn.
Additionally, you gain the Mold Earth cantrip if you don't already know it.
Heavy Metal
At 6th level, you can make yourself hard as metal, improving your resistance to attacks and causing your blows to become devastating. In this form your body is heavy and your movement is limited to the base speed of your race. When you are hit you can, as a reaction gain the following until the end of your next turn.
You have advantage on Strength checks and saving throws.
You become resistant to bludgeoning, piercing, and slashing damage.
Your melee attacks deal an extra damage equal to your Wisdom modifier.
You can do this an amount of times equal to your Proficiency bonus, regaining all uses after finishing a short rest.
One with the Earth
Starting at 11th level, you become capable of transferring the energy of just about any blow. When you are hit by an attack of any kind, you may use Deflect Missiles. When used in this way, it only has a reach of 5 feet if it was not a ranged attack. The attack is reduced by 1d10 + your Dexterity modifier + your monk level, if you reduce the damage to 0, you can spend 1 ki point to make an unarmed attack.
Additionally, you gain tremorsense out to 25 feet.
Earth Outburst
At 17th level, your blows become so powerful, they shake even the strongest barriers. When you make a Stunning Strike, the target takes 3d10 thunder damage immediately as part of this. You can forgoe this extra damage to cause them to be stunned for a minute. While stunned in this way, at the start of their turn they can reattempt the saving throw, ending the effect on a success.
Additionally, you ignore immunity to the stunned condition when making a Stunning Strike.
Wording can be worked on in general, notably in the 3rd and 17th level features.
Heavy metal is overpowered, since it gives you strong damage resistances for one minute. I would reccomend dropping that affect, or removing the limit, channging the cost to 1 ki, and shortening the duration to 1 round.
One with earth is a bit odd
Earth outburst is awesome
Also this subclass could use a more concetrated theme, like defense, or area control, or crowd control. All of which I associate with earth.
it doesn't seem so OP when compared with way of the Owlbear. There is a limit of usage times, in comparison to the Owlbear can use the transformation using 2 ki each time.
Probably the most OP thing is One with the Earth.
One with earth
Takes the concept of the ability to Deflect missiles and uses it for attacks at a distance of 5 feet (even melee attacks)...
Deflect Missiles
Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.
If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet.
it doesn't seem so OP when compared with way of the Owlbear. There is a limit of usage times, in comparison to the Owlbear can use the transformation using 2 ki each time.
Probably the most OP thing is One with the Earth.
One with earth
Takes the concept of the ability to Deflect missiles and uses it for attacks at a distance of 5 feet (even melee attacks)...
Deflect Missiles
Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.
If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 fe
Way of the owlbear is not offical content, and this suuuuuper overpowered in a clear way, giving the equivilant to a 5th level spell, prof times per day, at 6th level.
One with the earth is strong, but not very much so, as compared with heavy metal.
If I make it one round like you say, I was thinking of reloading the skill with a short rest, and the number of times it can be used equal to the proficiency bonus + the wisdom modifier.
I thought I'd change the activation of the ability to a reaction, but that would go against being One with the Earth and Deflect Missiles and bonus action contrasts flurry of blow with earth martial arts and normal bonus attack. I find it unfortunate to use a power that lasts a turn you have to waste a bonus action. Finding a balance between skills is not easy.
I think the most logical solution is to use Heavy Metal as a reaction. I imagine the monk transforming as a defense reaction to an enemy attack so as to absorb the damage with his body and then taking revenge with brutal force during his turn.
This would also avoid combining with the power of One with the Earth. Heavy metal is useful when you get hit whit a lot of attacks but its use is limited, while One with the Earth is a free reduction but for a single attack.
Heavy Metal
At 6th level, you can make yourself hard as metal, improving your resistance to attacks and causing your blows to become devastating. In this form your body is heavy and your movement is limited to the base speed of your race. When you are hit you can, as a reaction gain the following until the end of your next turn.
Your melee attacks deal an extra damage equal to your Wisdom modifier.
You have advantage on Strength checks and saving throws.
You become resistant to bludgeoning, piercing, and slashing damage.
You can do this an amount of times equal to your Proficiency bonus, regaining all uses after finishing a short rest.
One with the Earth
Starting at 11th level, you become capable of transferring the energy of just about any blow. When you are hit by an attack of any kind, you may use Deflect Missiles. When used in this way, it only has a reach of 5 feet if it was not a ranged attack. The attack is reduced by 1d10 + your Dexterity modifier + your monk level, if you reduce the damage to 0, you can spend 1 ki point to make an unarmed attack.
Additionally, you gain tremorsense out to 25 feet.
Hello everyone.
I just created a new monk subclass. Way of the Eart should be a tank that likes heavy metal .... hehe no, let me rephrase it. these monks through their studies on land have created a new style of fighting by making their bodies hard as metal... If you are interested below you can continue reading.
I would be happy to hear your opinion and if you have any advice (or if you see any grammatical error) ....
https://www.dndbeyond.com/subclasses/1034820-way-of-the-earth
Old version:
Way of the Earth
It is well known that monks train in the arts of combat to gain their connection with nature and ki power. The monks of the style of the earth have studied the nature of the earth and have created a technique they called "Heavy Metal". The monk can make his body hard as metal, thereby increasing his mass and allowing them to use the resulting increased gravitational force in attacks and defence. This power is strongly connected to the power of the earth, the stronger the bond with it the stronger the skill of the earth style monk will be.
Earth Martial Art
Heavy Metal
At 6th level, you can make yourself hard as metal, causing your blows to become devastating.
As a bonus action, you can gain the following for the next minute.
You can do this an amount of times equal to your Proficiency bonus, regaining all uses after finishing a long rest.
One with the Earth
Starting at 11th level, you become capable of transferring the energy of just about any blow. When you are hit by an attack of any kind, you may use Deflect Missiles. When used in this way, it only has a reach of 5 feet if it was not a ranged attack.
Additionally, you gain tremorsense out to 25 feet.
Earth Outburst
At 17th level, your blows become so powerful, they shake even the strongest barriers. When you make a Stunning Strike, the target takes 3d10 thunder damage immediately as part of this. You can forgoe this extra damage to cause them to be stunned for a minute. While stunned in this way, at the start of their turn they can reattempt the saving throw, ending the effect on a success.
Additionally, you ignore immunity to the stunned condition when making a Stunning Strike.
New version:
It is well known that monks train in the arts of combat to gain their connection with nature and ki power. The monks of the style of the earth have studied the nature of the earth and have created a technique they called "Heavy Metal". The monk can make his body hard as metal, thereby increasing his mass and allowing them to use the resulting increased gravitational force in attacks and defence. This power is strongly connected to the power of the earth, the stronger the bond with it the stronger the skill of the earth style monk will be.
Earth Martial Art
Additionally, you gain the Mold Earth cantrip if you don't already know it.
Heavy Metal
At 6th level, you can make yourself hard as metal, improving your resistance to attacks and causing your blows to become devastating. In this form your body is heavy and your movement is limited to the base speed of your race. When you are hit you can, as a reaction gain the following until the end of your next turn.
You can do this an amount of times equal to your Proficiency bonus, regaining all uses after finishing a short rest.
One with the Earth
Starting at 11th level, you become capable of transferring the energy of just about any blow. When you are hit by an attack of any kind, you may use Deflect Missiles. When used in this way, it only has a reach of 5 feet if it was not a ranged attack. The attack is reduced by 1d10 + your Dexterity modifier + your monk level, if you reduce the damage to 0, you can spend 1 ki point to make an unarmed attack.
Additionally, you gain tremorsense out to 25 feet.
Earth Outburst
At 17th level, your blows become so powerful, they shake even the strongest barriers. When you make a Stunning Strike, the target takes 3d10 thunder damage immediately as part of this. You can forgoe this extra damage to cause them to be stunned for a minute. While stunned in this way, at the start of their turn they can reattempt the saving throw, ending the effect on a success.
Additionally, you ignore immunity to the stunned condition when making a Stunning Strike.
Wording can be worked on in general, notably in the 3rd and 17th level features.
Heavy metal is overpowered, since it gives you strong damage resistances for one minute. I would reccomend dropping that affect, or removing the limit, channging the cost to 1 ki, and shortening the duration to 1 round.
One with earth is a bit odd
Earth outburst is awesome
Also this subclass could use a more concetrated theme, like defense, or area control, or crowd control. All of which I associate with earth.
My homebrew content: Monsters, subclasses, Magic items, Feats, spells, races, backgrounds
Heavy Metal
it doesn't seem so OP when compared with way of the Owlbear. There is a limit of usage times, in comparison to the Owlbear can use the transformation using 2 ki each time.
Probably the most OP thing is One with the Earth.
One with earth
Takes the concept of the ability to Deflect missiles and uses it for attacks at a distance of 5 feet (even melee attacks)...
Deflect Missiles
Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.
If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet.
Way of the owlbear is not offical content, and this suuuuuper overpowered in a clear way, giving the equivilant to a 5th level spell, prof times per day, at 6th level.
One with the earth is strong, but not very much so, as compared with heavy metal.
My homebrew content: Monsters, subclasses, Magic items, Feats, spells, races, backgrounds
I have to acknowledge it, Heavy metal is better than the barbarian's rage and this in itself is not good.
I went to control the monk Way of the Owlbear and the transformation only lasts until the end of the next turn, and not 1 minute. My bad.
So I have to find a way to make this ability more balanced.
I would make it one round like owlbear.
My homebrew content: Monsters, subclasses, Magic items, Feats, spells, races, backgrounds
If I make it one round like you say, I was thinking of reloading the skill with a short rest, and the number of times it can be used equal to the proficiency bonus + the wisdom modifier.
I thought I'd change the activation of the ability to a reaction, but that would go against being One with the Earth and Deflect Missiles and bonus action contrasts flurry of blow with earth martial arts and normal bonus attack. I find it unfortunate to use a power that lasts a turn you have to waste a bonus action. Finding a balance between skills is not easy.
I imagine the monk transforming as a defense reaction to an enemy attack
so as to absorb the damage with his body and then taking revenge with brutal force during his turn.
This would also avoid combining with the power of One with the Earth.
Heavy metal is useful when you get hit whit a lot of attacks but its use is limited, while One with the Earth is a free reduction but for a single attack.
At 6th level, you can make yourself hard as metal, improving your resistance to attacks and causing your blows to become devastating.
In this form your body is heavy and your movement is limited to the base speed of your race.
When you are hit you can, as a reaction gain the following until the end of your next turn.
You can do this an amount of times equal to your Proficiency bonus, regaining all uses after finishing a short rest.
One with the Earth
Starting at 11th level, you become capable of transferring the energy of just about any blow. When you are hit by an attack of any kind, you may use Deflect Missiles. When used in this way, it only has a reach of 5 feet if it was not a ranged attack. The attack is reduced by 1d10 + your Dexterity modifier + your monk level, if you reduce the damage to 0, you can spend 1 ki point to make an unarmed attack.
Additionally, you gain tremorsense out to 25 feet.