I would like to ask for the help of your experience for this homebrew Monk. I would like to have your opinion and some advice to improve it (and probably some grammar proofing help). Would be great if you have any proposals for the 3rd and 11th level techniques.
The monk for me is at the base a master of martial arts and one of the subclsses that struck me most is definitely "way of the open hand". This is because it gives a good image of a master of martial arts and above all reveals a possible uniqueness in the fighting style of the monk, that is a combatant who imposes saving throws to the opponent, and not with magic, but with his martial arts causing negative conditions to his enemies. As a base we have the classic saving throw of the stun attack that touches the constitution, then we have the 3 famous techniques of the style "open hand" that impose saving throws on strength and dexterity. From my point of view the monk should not stop only at these 3 types of saving throws.
Another interesting thing about the monk is his ability to use his reaction for the skills "Deflect Missiles" and "Slow Fall". This makes us realize that a martial arts master can use his reaction more effectively and should become a quality of the monk. Unfortunately, "Deflect Missiles", "Slow Fall", " opportunity attacks" are skills that are rarely used unless the master specifically wants them. So I remind all masters that it is also your fault that people say that the monk is weak, it is also up to the master to make these poor monks shine once in a while.
From my point of view a master of martial arts should have several possibilities of reaction. More precisely, he should impose the situation to activate his reaction.
If you have any criticisms about my way of thinking, they are welcome.
Homebre
Way of the Martial Arts Master
Martial Arts are several hundred fighting styles that have developed over the centuries in differnt worlds. These fighting styles are often classified according to common traits, identified as "families", "sects" or "schools" of martial arts. Examples of such traits include physical exercises involving mimicry of the natural world or training methods inspired by philosophies, religions and legends. Styles that focus on Ki manipulation are called internal , while others that concentrate on improving muscle and cardiovascular fitness are called external. The way of martial arts allows you to use internal ki energy to make your external fighting style more efficient, thanks to ki your attacks have insidious properties. The biggest secret of martial arts is their inhuman reaction. Thanks to endless hours of training, the body of a martial arts master is so used to reacting to certain situations during a fight that it is as natural to them as breathing.
Martial Arts Techniques
Starting when you choose this tradition at 3rd level you learn three martial arts techniques of your choice. You learn one additional technique of your choice at 6th, 11th, and 17th level. Each time you learn new technique, you can also replace one technique you know with a different one. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the technique you choice on that target:
It must succeed on a Dexterity saving throw or be knocked prone.
It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
It can't take reactions until the end of your next turn.
It must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
It must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
It must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
Choose another creature within 5 feet of the original target within your reach. If the original attack roll would hit the second creature, it takes the same damage dealt by the original target.
Ki Master
At 6th level, you gain the ability to use your Ki to duplicate the effects of certain spells.
As an action, you can spend 1 ki points to cast Darkvision, Absorb elements, and Zephyr strike, without providing material components. Additionally, you learn the guidance and mage hand cantrips if you don't already know it. Wisdom is your spellcasting ability for these spells.
Superior Techniques
At 11th level, you learn one superior martial arts techniques of your choice. You learn one additional Superior Technique of your choice at 17th level.
As a reaction you instantly leap at the creature that is prone or stunned, and make a single unarmed strike. If you hit, the target’s movement speed is reduced by 10 feet until the end of their next turn and they must make a Constitution saving throw or be poisoned until the end of your next turn. If stunned, the effects begin at the end of the stun.
When a creature you can see moves into the reach you have with your unarmed attacks, you can use your reaction and make one unarmed attack against the creature. If the attack hits, add another martial die to the weapon’s damage roll.
When a creature misses you with a melee attack, you can use your reaction to make a unarmed attack against the creature. If you hit, you add another martial die to the attack's damage roll.
Martial Arts Master
At 17th level, your martial arts training has allowed you to go beyond the human limit.
Your body is so used to certain movements that they have become one with your being.
You can take two reactions in each round of combat, instead of one.
I made some changes to the different techniques of 3rd and 11th level, also decreasing the number of techniques that can be learned. I've replaced some 6th level spells because easily abused. I'd love to hear how you see the new changes I've made and if you have any suggestions for improving or simplifying this monk subclass.
Starting when you choose this tradition at 3rd level you learn three martial arts techniques of your choice. You learn one additional technique of your choice at 6th level. Each new level, you can also replace one technique you know with a different one. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the technique you choice on that target:
It must succeed on a Dexterity saving throw or be knocked prone.
It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
It must make a Intelligence saving throw. If it fails, it can’t take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three.
It must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
It must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
It must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
It must succeed on a Constitution saving throw or be poisoned until the end of your next turn.
It must succeed on a Charisma saving throw or have the movement becomes 0, and it can't benefit from any bonus to its speed until the end of your next turn.
Choose another creature within 5 feet of the original target within your reach. If the original attack roll would hit the second creature, it takes the same damage dealt by the original target.
Ki Master
At 6th level, you gain the ability to use your Ki to duplicate the effects of certain spells.
As an action, you can spend 1 ki points to cast Darkvision, Detect Evil and Good, Absorb elements, and Longstrider, without providing material components. Additionally, you learn the guidance and invisible mage hand cantrips if you don't already know it. You cast this cantrips without any somatic or verbal components. Wisdom is your spellcasting ability for these spells.
Superior Martial Arts
At 11th level, you learn one superior martial arts techniques of your choice. You can only use these technique if you have consumed at least one ki power during your turn. You learn one additional Superior Technique of your choice at 17th level. You cannot use the same superior technique twice in the same turn.
As a reaction you instantly leap at the creature that is prone, and make a single unarmed strike. If you hit, the target’s movement speed is reduced by 10 feet until the end of their next turn and they must make a Constitution saving throw or be poisoned until the end of your next turn.
As a reaction you can control the creature that is frightened of you, the target must move up to its speed in a direction you choose. In addition, you can cause the target to drop whatever it is holding.
As a reaction you can make a single unarmed strike against the creature that its movement has become 0, and making it restrained by your ki until the end of your next turn.
As a reaction you can make a single unarmed strike against a poisoned creature, and until the end of your next turn you add your proficiency bonus to the damage you deal to this creature.
When you push a creature, you can use your reaction to make a single unarmed strike against the creature to push it 10 feet further and it must succeed on a Dexterity saving throw or be knocked prone, if this while pushed goes against another creature it too must succeed on a Dexterity saving throw or be knocked prone.
When a creature drops an object, if you are in range and the object does not weigh more than 2 lbs, you can use your reaction to kick it and move it 30 feet away or try to make a ranged attack with a range of 15/30. You make this attack with proficiency, regardless of your weapon proficiencies, and the object counts as a monk weapon for the attack.
When a creature misses you with a melee attack, you can use your reaction to make a single unarmed strike against the creature as long as it is within your range.
Grand Master
At 17th level, your martial arts training has allowed you to go beyond the human limit.
Your body is so used to certain movements that they have become one with your being.
You can take two reactions in each round of combat, instead of one.
Starting when you choose this tradition at 3rd level you learn three martial arts techniques of your choice. You learn one additional technique of your choice at 17th level. Each new level, you can also replace one technique you know with a different one. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the technique you choice on that target:
[STR] It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you. At 11th leve, you can use your reaction to make a single unarmed strike against the creature that you pushed. If you hit, you push the target 10 feet further and it must succeed on a Dexterity saving throw or be knocked prone, if this while pushed goes against another creature it too must succeed on a Dexterity saving throw or be knocked prone too.
[DEX] It must succeed on a Dexterity saving throw or be knocked prone. At 11th level, as a reaction you instantly leap at the creature that is prone, and make a single unarmed strike. If you hit, the target’s movement speed is reduced by 10 feet until the end of their next turn and they must make a Constitution saving throw or be poisoned until the end of your next turn.
[CON] It must succeed on a Constitution saving throw or be poisoned until the end of your next turn. At 11th leve, as a reaction you can make a single unarmed strike against the poisoned creature. If you hit, until the end of your next turn you add your wisdom bonus to the damage you deal to this creature.
[INT] It must make a Intelligence saving throw. If it fails, it can’t take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. At 11th leve, as a reaction you can subtract to the same creature your Wisdom bonus from the next saving throw it makes before the end of your next turn.
[WIS] It must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn. At 11th leve, as a reaction you can control that frightened creature, the target must move up to its speed in a direction you choose. In addition, you can cause the target to drop whatever it is holding.
[CHA] It must succeed on a Charisma saving throw or have the movement becomes 0, and it can't benefit from any bonus to its speed until the end of your next turn. At 11th leve, as a reaction you can make a single unarmed strike against the same creature. If you hit, the target will be restrained by your ki until the end of your next turn.
[ - ] Choose another creature within 5 feet of the original target within your reach. If the original attack roll would hit the second creature, it takes the same damage dealt by the original target. At 11th leve, until the start of your next turn you can use your reaction to make a single unarmed strike against a creature that misses you with a melee attack.
Ki Master
At 6th level, you gain the ability to use your Ki to duplicate the effects of certain spells. As an action, you can spend 1 ki points to cast Darkvision, Detect Evil and Good, Absorb Elements, and Longstrider, without providing material components.
Additionally, you learn the guidance and invisible mage hand cantrips if you don't already know it. You cast this cantrips without any somatic or verbal components. Wisdom is your spellcasting ability for these spells.
Bloody Martial Arts
At 11th level, you gain a bonus to unarmed damage rolls equal to your proficiency bonus on all the creatures you have advantage of. Additionally, every time you make a critical hit the enemy is automatically stunned until the end of your next turn.
Grand Master
At 17th level, your martial arts training has allowed you to go beyond the human limit. Your body is so used to certain movements that they have become one with your being. You can take two reactions in each round of combat, instead of one.
Hello everyone.
I would like to ask for the help of your experience for this homebrew Monk. I would like to have your opinion and some advice to improve it (and probably some grammar proofing help). Would be great if you have any proposals for the 3rd and 11th level techniques.
The monk for me is at the base a master of martial arts and one of the subclsses that struck me most is definitely "way of the open hand". This is because it gives a good image of a master of martial arts and above all reveals a possible uniqueness in the fighting style of the monk, that is a combatant who imposes saving throws to the opponent, and not with magic, but with his martial arts causing negative conditions to his enemies. As a base we have the classic saving throw of the stun attack that touches the constitution, then we have the 3 famous techniques of the style "open hand" that impose saving throws on strength and dexterity. From my point of view the monk should not stop only at these 3 types of saving throws.
Another interesting thing about the monk is his ability to use his reaction for the skills "Deflect Missiles" and "Slow Fall". This makes us realize that a martial arts master can use his reaction more effectively and should become a quality of the monk. Unfortunately, "Deflect Missiles", "Slow Fall", " opportunity attacks" are skills that are rarely used unless the master specifically wants them. So I remind all masters that it is also your fault that people say that the monk is weak, it is also up to the master to make these poor monks shine once in a while.
From my point of view a master of martial arts should have several possibilities of reaction. More precisely, he should impose the situation to activate his reaction.
If you have any criticisms about my way of thinking, they are welcome.
Way of the Martial Arts Master
Martial Arts are several hundred fighting styles that have developed over the centuries in differnt worlds. These fighting styles are often classified according to common traits, identified as "families", "sects" or "schools" of martial arts. Examples of such traits include physical exercises involving mimicry of the natural world or training methods inspired by philosophies, religions and legends. Styles that focus on Ki manipulation are called internal , while others that concentrate on improving muscle and cardiovascular fitness are called external.
The way of martial arts allows you to use internal ki energy to make your external fighting style more efficient, thanks to ki your attacks have insidious properties. The biggest secret of martial arts is their inhuman reaction. Thanks to endless hours of training, the body of a martial arts master is so used to reacting to certain situations during a fight that it is as natural to them as breathing.
Martial Arts Techniques
Starting when you choose this tradition at 3rd level you learn three martial arts techniques of your choice. You learn one additional technique of your choice at 6th, 11th, and 17th level. Each time you learn new technique, you can also replace one technique you know with a different one. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the technique you choice on that target:
Ki Master
At 6th level, you gain the ability to use your Ki to duplicate the effects of certain spells.
As an action, you can spend 1 ki points to cast Darkvision, Absorb elements, and Zephyr strike, without providing material components. Additionally, you learn the guidance and mage hand cantrips if you don't already know it. Wisdom is your spellcasting ability for these spells.
Superior Techniques
At 11th level, you learn one superior martial arts techniques of your choice. You learn one additional Superior Technique of your choice at 17th level.
Martial Arts Master
Hello everyone.
I made some changes to the different techniques of 3rd and 11th level, also decreasing the number of techniques that can be learned. I've replaced some 6th level spells because easily abused. I'd love to hear how you see the new changes I've made and if you have any suggestions for improving or simplifying this monk subclass.
https://www.dndbeyond.com/subclasses/1150025-way-of-the-grand-master
Martial Arts
Starting when you choose this tradition at 3rd level you learn three martial arts techniques of your choice. You learn one additional technique of your choice at 6th level. Each new level, you can also replace one technique you know with a different one. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the technique you choice on that target:
Ki Master
At 6th level, you gain the ability to use your Ki to duplicate the effects of certain spells.
As an action, you can spend 1 ki points to cast Darkvision, Detect Evil and Good, Absorb elements, and Longstrider, without providing material components. Additionally, you learn the guidance and invisible mage hand cantrips if you don't already know it. You cast this cantrips without any somatic or verbal components. Wisdom is your spellcasting ability for these spells.
Superior Martial Arts
At 11th level, you learn one superior martial arts techniques of your choice. You can only use these technique if you have consumed at least one ki power during your turn. You learn one additional Superior Technique of your choice at 17th level. You cannot use the same superior technique twice in the same turn.
Grand Master
Starting when you choose this tradition at 3rd level you learn three martial arts techniques of your choice. You learn one additional technique of your choice at 17th level. Each new level, you can also replace one technique you know with a different one. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the technique you choice on that target:
Ki Master
At 6th level, you gain the ability to use your Ki to duplicate the effects of certain spells. As an action, you can spend 1 ki points to cast Darkvision, Detect Evil and Good, Absorb Elements, and Longstrider, without providing material components.
Additionally, you learn the guidance and invisible mage hand cantrips if you don't already know it. You cast this cantrips without any somatic or verbal components. Wisdom is your spellcasting ability for these spells.
At 11th level, you gain a bonus to unarmed damage rolls equal to your proficiency bonus on all the creatures you have advantage of. Additionally, every time you make a critical hit the enemy is automatically stunned until the end of your next turn.
At 17th level, your martial arts training has allowed you to go beyond the human limit. Your body is so used to certain movements that they have become one with your being. You can take two reactions in each round of combat, instead of one.