It is a similar subclass to the Battle master, but with the difference that this one specializes in unarmed combat and the techniques performed cannot be repeated on the same opponent in the same turn. This increases inventiveness and the possibility of studying combinations of techniques. This is also to avoid falling into the Stunning Strike problem again.
In addition, it has a practical system to disengage from one enemy per turn, and the required resources in ki points are acceptable.
The 4th page has a representation of the damage development of this subclass in comparison with that of the Battle Master.
Before testing it in a game, I would like to ask for your opinion regarding on the balance of play. What could I still improve and put right. I am open to any advice.
Monks of the Way of the Unarmed Masters are the ultimate masters of unarmed martial arts. They have a wide range of Unarmed Techniques, empowered by their powerful ki. Proud monks who prefer to fight with their bodies instead of weapons.
Improved Martial Arts
At 3rd level, your studies in Martial Arts allow you to move more easily in enemy space. Once per turn, if you hit a creature with an unarmed strike, you can move it of 5 feet to an unoccupied space. You cannot push opponents two sizes larger than you, but you can use the rebound to move 5 feet away.
Unarmed Master
At 3rd level, you can manipulate your enemy’s ki when you harness your own via pressure points, or summon and control one’s own ki to perform supernatural techniques. You learn four Unarmed Techniques of your choice, three additional at 6th, three at 11th, and two at 17th level. Each time you learn new Techniques, you can also replace these with others of the same level. You can use only one technique per attack, the technique cannot be repeated on the same creature in the same turn, and each consumes 1 ki point. A level prerequisite refers to your level in this class.
Additionally, if during your action you perform an Unarmed Technique that uses at least 1 ki point, you can execute Flurry of Blows, or Patient Defense, or Step of the Wind without spending ki points.
Improved Ki Technique
At 6th level, your studies in martial arts and the use of ki allow you to customize and improve one of your ki techniques. Choose one of the following three ki techniques.
Lightning Step. When you use Step of the Wind, you teleport up to your speed to an unoccupied space that you can see, and you have advantage in the first melee attack you made before the end of the turn.
Yin-Yang Stance. When you use Patient Defense, you can make one additional reaction.
Martial Dance. When you use Flurry of Blows, you gain the benefit of the Disengage action.
Body Cultivation
At the 11th level, your intense Martial Arts training allows you to empower your attacks made with the Unarmed Techniques. Every time you use an Unarmed Technique attack, you can add one Martial Arts die to the damage.
Harmony
At 17th level, the harmony achieved between body and mind allows your Martial Arts to be performed more naturally and in balance with nature. Choose four Unarmed Techniques from the 3rd to 11th level that you already know, you can perform once per round two of these techniques without spending ki points.
By spending 8 hours in meditation, it is possible to exchange the chosen Unarmed techniques for other techniques.
Unarmed Techniques
3rd level:
Distracting Strike. When you hit a creature with an unarmed strike, you can distract the creature, giving your allies an opening. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
Evasive Footwork. When you move, roll one martial arts die and add the number rolled to your AC until you stop.
Freeze Strike. When you hit a creature with an unarmed strike, you can block his reaction. The creature can’t take reactions until the end of your next turn.
Grappler. When you try to grapple, roll one martial arts die and add the number rolled to your Athletics check.
Kicking Stance. As a free action on your turn, you can take a Kicking Stance. Until the start of your next turn, your reach four unarmed attacks increase by 5 feet.
Lucky Strike. When you take damage from a creature in range, as a reaction you can unbalance yourself against one creature of your choice, other than the attacker, that you can see within 5 feet of you to make an unarmed attack on it.
Powerful Strike. When you hit a creature with an unarmed strike with advantage, you can enhance your damage. Roll one martial arts die and add the damage.
Push Strike. When you hit a creature with an unarmed strike, you can attempt to push the target back. The creature must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
Shadow. When you make a Dexterity (Stealth), a Dexterity (Acrobatics) or a Wisdom (Perception) check, you can roll one Martial Arts die and add it to the ability check, provided you aren’t incapacitated.
Strike of Light. When you hit a creature with an unarmed strike, you can cast light on an object held or worn by the creature you hit. The creature must succeed on a Dexterity saving throw, or one of its objects is lighted for 1 minute. (ref. Light spell)
Sweep Strike. When you hit a creature with an unarmed strike, you can attempt to knock it down. It must make a Dexterity saving throw or be knocked prone.
6th level:
Absorb Force. When another creature damages you with a melee attack, you can use your reaction and reduce the damage by one Martial Arts die roll + your Wisdom mod.
Anti-Critic. When a creature does you a critical hit, you can use your reaction to avoid this critical damage. The target must make an Intelligence saving throw. If it fails, its critical hit becomes a normal hit.
Blinding Strike. When you hit a creature with an unarmed strike, you can target its eyes with your fingers. The creature must succeed on a Dexterity saving throw or be blind until the end of your next turn.
Daunting Strike. When you hit a creature with an unarmed strike, you can attempt to frighten it. The creature must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
Disarming Strike. When you hit a creature with an unarmed strike, you can attempt to disarm the target, forcing it to drop one item that it’s holding. The creature must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
Focused Stance. As a bonus action on your turn, you can take a focused combat stance. Until the start of your next turn or until you are incapacitated, you ignore the disadvantage on all weapon or unarmed attack rolls.
Freezing Strike. When you hit a creature with an unarmed strike, you can block its motion. The creature must succeed on a Charisma saving throw or not be able to move until the end of your next turn. An airborne creature affected safely descends at 60 feet per round until it reaches the ground.
Goad Strike. When you hit a creature with an unarmed strike, you can attempt to goad the target into attacking you. The target 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.
Precision. When you make an unarmed strike, you can roll one martial arts die and add it to the roll. You can use this technique before or after making the attack roll, but before any effects of the attack are applied.
Throat Strike. When you hit a creature with an unarmed strike, you can blow the enemy throat. The creature must succeed on a Constitution saving throw or not being able to speak until the end of your next turn.
11th level:
Crippling Strike. When you hit a creature with an unarmed strike, you can attempt to crippling their minds. The creature must make an Intelligence saving throw. On a failed save, the target is incapacitated until the start of your next turn.
Dazing Strike. When you hit another creature with an unarmed strike, you can blow to the enemy temple. The creature must make an 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.
Draconic Strike. When you take damage from a creature within your reach, you can use your reaction to make an unarmed strike against that creature.
Drain Life Force. When you hit a creature with an unarmed strike, you can attempt to drain life force from it to heal your wounds. Roll one Martial Arts die, and you regain hit points equal to your martial arts dice rolled. When you use this ability, the damage turns into necrotic damage.
Radiant Missile. Instead of one of your attacks, you can create three glowing darts of radiant light. Each dart hits a creature of your choice that you can see within range of 120 feet. A dart deals 1d4 + 1 radiant damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. (ref. Magic Missile spell)
Ripper Strike. When you hit a creature with an unarmed strike, you can cause internal bleeding. At the start of each of its turns, it must succeed on a Constitution saving throw or take one Martial Arts dice of bleeding damage. After three saving throws, the internal bleeding ends.
Two in One Strike. When you hit a creature with an unarmed strike, you can attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target or within your reach. Use the same attack roll to hit the second creature; if it hits, it takes damage equal to a Martial Arts die roll + Wisdom modifier. (With the Body Cultivation feature, you can decide whether to enhance the first or second attack).
Venom Strike. When you hit a creature with an unarmed strike, you can poison him. The creature must succeed on a Constitution saving throw or be poisoned for three turns. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the effect ends.
17th level:
Buddha Hand. As an action, you can summon the Bigby’s Hand spell without providing material components. This summoning is only active for this turn, but you can maintain it by consuming 1 ki point each turn.
Counter Strike. When a creature misses you with a melee attack, you can use your reaction to make an unarmed strike against that creature.
Devious Strike. Whenever a creature within your reach attacks an ally, you can use your reaction to make one unarmed strike against that creature.
Focus Breaker. When you hit a creature with an unarmed strike, you can attempt to shatter their concentration. If the creature makes a Constitution save to maintain concentration on a spell, roll one martial arts die and subtract the number rolled from the creature’s roll.
Mental Strike. When you hit a creature with an unarmed strike, you can attempt to damage its mind with your ki. The creature must succeed on a Charisma saving throw, or it must roll a d8 and subtract the number rolled from the next attack roll or saving throw it makes before the end of your next turn.
Nightmare Strike. When a creature is frightened, you can use your reaction to make an unarmed attack against that creature.
No Mercy. When you have an enemy prone beside you as a reaction, you instantly leap at it, 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.
Trail of Cinders. Flames of a dragon blast from your feet. For this turn, when you move within 5 feet of a creature, it must succeed on a Dexterity saving throw or takes one Martial Arts die fire damage from your trail of heat. A creature or object can take this damage only once during a turn.
Wall Of Light. As an action, you can summon the Wall Of Light spell without providing material components. This summoning is only active for this turn, but you can maintain it by consuming 1 ki point each turn.
Lots I like about this subclass, except there are way too many maneuvers to sort through and you're probably giving them too many to choose from / remember each turn, so here is a list of all the bad ones that you should just remove b/c no one should every take them - more options isn't inherently better than fewer options, in fact the reverse, too many options creates choice paralysis which slows down the game and stresses out players.:
Remove: Evasive Footwork (so many other ways for them to avoid AoO). Kicking Stance (again see above, extra reach is pretty useless when you've got a zillion feet of movement and can get a free disengage when using these). Lucky Strike (flavour text of this is bad, and given the whole "free FoB" when using this on your turn, using it as a reaction sucks). Light - NOBODY uses the Light spell in this way, it never necessary and generally a waste of time. Absorb Force - again using this feature as a reaction is bad, and this MA+Wis mod is an utterly pathetic amount of damage to mitigate, why in the world would anyone give up a stun attempt or any of the other maneuvers to use this??? Anti-Crit - see absorb force. Grave Clerics and two common magic items do this for free all day long, spending a ki for a 50:50 chance is a bad option. Focused stance - too niche, the two big causes of DisAdv are poison & fear which monks get features to deal with already, the only other one is restrained but given low hp of monk and lack of range they should be escaping restaint not fighting through it. Freezing Strike - it makes no sense for this to be a Cha save, and it's just so much worse than stun why would you use it? Precision - this maneuver is only good b/c of Sharpshooter & GWM it is worthless for an unarmed fighter. Throat Strike - just much worse effect than stun for the same cost & save. Always stun instead of this. Dazing Strike - just flat out worse than Crippling Strike get rid of it. Draconic Strike - see Lucky Strike. Ripper Strike - again straight up worse than Stunning Strike, should never be used, always stun instead. Venom Strike - again straight up worse than Stunning Strike, should never be used, always stun instead. Budha's Hand - I think using this for damage as a BA is just worse than Flurry of Blows at this level, so not really sure what the point of this is? Plus you need to explain how this works re; concentration, spellcasting modifier, etc... Counter Strike - see Draconic Strike Devious Strike - see Counter Strike. Nightmare Strike - see Devious Strike
Fix: Powerful Strike - why do you need Advantage and be spending a ki? Grappler & Shadow - merge these together into "Sage Wisdom" where you can spend a ki to add MA die to any check. Having multiples with limitations is unnecessary bloat. Why are these limited to 1 per enemy per round? half of them are things that don't stack anyway, a quarter affect you not the target, and a quarter are just stuff that other monk subclasses get with multiple uses per enemy per round already (i.e. Open Hand). Drain Life Force - weak effect should be a level 3 or level 6 one. Radiant Missile - I don't understand how this works with multiattack / Flurry of Blows? Could this be 4*(3*(1d4+1)) radiant damage at the cost of 4 ki? Even then that's really not a lot of damage considering Sun Soul get a radiant Fireball for 4 ki. Focus Breaker - this is just a weaker version of Mage Slayer, there is no reason to restrict it to level 17, it could easily be a 6 level one. Trail of Cinders - get rid of the Dex save, the damage is so low it isn't worth the time of rolling the save especially since a monk could hit 20+ enemies with this with their super movement. Wall of Light - unclear how this works with Flurry of Blows, can you still do that as a bonus action??? Also might be on the OP side since you can recast it every turn for 1 ki which is pretty dang good.
PS: Mental Strike is 100% to be used to debuff prior to stunning. PPS: Why are many Battlemaster Maneuvers locked behind level 6? Battlemasters get them at level 3 and it isn't broken, why can't monk-master get them too?
So many of the techniques you stated as useless are perhaps inferior to stuning strike, but they have the advantage of using another saving throw from constitution. I think you give too much importance to the stuning strike.
The idea is to create many unarmed techniques that are similar to spells, but unlike spells, these can combine in the same action. Below is an example. I am planning to recreate all the good combinations to correct some techniques and make a supporting list for choosing techniques.
Charisma is related to a character's willpower. To resist Freezing Strike takes willpower, why do you say it wouldn't make sense?
"Improved Martial Arts" is the simplest solution I have found to solve the monk's mobility problem. I find it should be added directly into the core class in Martial Arts feature.
"Improved Ki Technique" is designed to combine with unarmed techniques.
"Lightning Step" is designed for targeted actions, such as teleporting in front of a spellcaster, interrupting its spell and air strikes combined with slow fall.. It can be combined with Powerful Strike, Freezing Strike, Push Strike, Crippling Strike, Dazing Strike, Focus Breaker, ...
"Yin-Yang Stance" has strong synergy with any attack that requires a reaction, whether defense or attack. It can be combined with Draconic Strike, Counter Strike, Trail of Cinders, Evasive Footwork, ...
"Martial Dance" allows attacking and disengaging with multiple opponents. "Improved Ki Technique" is limited to once per turn and techniques cannot be repeated on the same opponent. This Feature is designed to attack many opponents at once and support the group. It can be combined with Trail of Cinders, Drain Life Force, Sweep Strike, Strike of Light, Goad Strike, ...
"Strike of Light" can be used in different ways, light up a combat territory, illuminate the position of an enemy far away in the darkness. Have you ever fought against an archer or spellcaster who has Darkvision 120-300 feet? It could also work against an enemy who has enhanced invisibility or an enemy who wants to hide and use darkness to its advantage.
"Body Cultivation" is the solution I found to enhance the monk's lack of damage. At 11th level the monk lacks a damage enhancement, and I think an extra martial arts die for each attack using a unarmed technique is no small deal.
"Harmony" is harmony between body and soul, it allows the monk to optimize inner energy with outer energy so that it waste fewer ki points. It was initially conceived as a feature divided into two parts. At the 11th level it would be one free technique and at the 17th level 2 free techniques.
Miditation can be seen in many ways. With meditation I imagined the monk entering a mental world where they imagined fighting and testing the technique in all possible ways and bringing it to a higher level of harmony with their body and mind.
This is a subclass that came out of my variant class of monk core. But to test the techniques I decided to create this subclass.
"Have you ever fought against an archer or spellcaster who has Darkvision 120-300 feet? "
No because everytime I've fought in darkness it has been inside a dungeon which doesn't have any areas with 120-300 without obstructions. Light doesn't negate invisibility, and creatures using Darkness strategically usually are using a variant on the Darkness spell which instantly dispels the Light spell.
Ki is a limited resource for monks, so options must be traded off against each other. 3 of your maneuvers use the same saving throw as Stunning Strike but cause a hugely less powerful condition. If a monk believes their enemy will fail a Con save they should be using Stunning Strike.
Freezing & Cold related abilities are always a Con save in D&D 5e. Cha saves are mainly trans-planar travel, but also some charm or fear effects. Movement reductions are always STR, DEX or CON saves - except for Paralysis which is either a Wis or Con save (usually Wis).
"I think an extra martial arts die for each attack using a unarmed technique is no small deal." It is less damage than the free flurry of blows that they get at level 3.
"Have you ever fought against an archer or spellcaster who has Darkvision 120-300 feet? " No because everytime I've fought in darkness it has been inside a dungeon which doesn't have any areas with 120-300 without obstructions. Light doesn't negate invisibility, and creatures using Darkness strategically usually are using a variant on the Darkness spell which instantly dispels the Light spell.
Yes once as a master I created very clever Drow enemies.
Have you ever read the books about Drizzt Do'urden and his hometown Menzoberranzan? There are huge caves underground.
Not necessarily all enemies use darkness spells, some may simply hide with a bonus action.
After all, it is a 3rd level technique, if it is used during a campaign against assassins or in dark territories it might be useful, and then it can simply be replaced with another after a few levels. My idea is that techniques are explored and you seek your own unarmed fighting style.
Freezing & Cold related abilities are always a Con save in D&D 5e. Cha saves are mainly trans-planar travel, but also some charm or fear effects. Movement reductions are always STR, DEX or CON saves - except for Paralysis which is either a Wis or Con save (usually Wis).
"I think an extra martial arts die for each attack using a unarmed technique is no small deal." It is less damage than the free flurry of blows that they get at level 3.
Freezing Strike is more of a blockage due to a direct attack on the nerves via pressure points; cold has nothing to do with it.
However, 5d10 more to damage doesn't seem small to me.
Why do you only think that FoB is free? Instead of that you can also use SotW or PD.
Ki is a limited resource for monks, so options must be traded off against each other. 3 of your maneuvers use the same saving throw as Stunning Strike but cause a hugely less powerful condition. If a monk believes their enemy will fail a Con save they should be using Stunning Strike.
Although I have to say that Stunning Strike is a technique I can't stand because it's overused I have to give you credit, and that's why I'm moving Throat Strike to the 3rd level. As for Venom Strike, this can take effect 3 turns and having advantage for 3 turns is not a bad choice. Venom Strike will be moved to the 6th level.
Hello everyone,
Here is the Monk subclass Way of the Unarmed Master.
Link: https://homebrewery.naturalcrit.com/share/ROluKgqJ9Dt0
It is a similar subclass to the Battle master, but with the difference that this one specializes in unarmed combat and the techniques performed cannot be repeated on the same opponent in the same turn. This increases inventiveness and the possibility of studying combinations of techniques. This is also to avoid falling into the Stunning Strike problem again.
In addition, it has a practical system to disengage from one enemy per turn, and the required resources in ki points are acceptable.
The 4th page has a representation of the damage development of this subclass in comparison with that of the Battle Master.
Before testing it in a game, I would like to ask for your opinion regarding on the balance of play. What could I still improve and put right. I am open to any advice.
Way of the Unarmed Master
Monks of the Way of the Unarmed Masters are the ultimate masters of unarmed martial arts. They have a wide range of Unarmed Techniques, empowered by their powerful ki. Proud monks who prefer to fight with their bodies instead of weapons.
Improved Martial Arts
At 3rd level, your studies in Martial Arts allow you to move more easily in enemy space. Once per turn, if you hit a creature with an unarmed strike, you can move it of 5 feet to an unoccupied space. You cannot push opponents two sizes larger than you, but you can use the rebound to move 5 feet away.
Unarmed Master
At 3rd level, you can manipulate your enemy’s ki when you harness your own via pressure points, or summon and control one’s own ki to perform supernatural techniques. You learn four Unarmed Techniques of your choice, three additional at 6th, three at 11th, and two at 17th level. Each time you learn new Techniques, you can also replace these with others of the same level. You can use only one technique per attack, the technique cannot be repeated on the same creature in the same turn, and each consumes 1 ki point. A level prerequisite refers to your level in this class.
Additionally, if during your action you perform an Unarmed Technique that uses at least 1 ki point, you can execute Flurry of Blows, or Patient Defense, or Step of the Wind without spending ki points.
Improved Ki Technique
At 6th level, your studies in martial arts and the use of ki allow you to customize and improve one of your ki techniques. Choose one of the following three ki techniques.
Lightning Step. When you use Step of the Wind, you teleport up to your speed to an unoccupied space that you can see, and you have advantage in the first melee attack you made before the end of the turn.
Yin-Yang Stance. When you use Patient Defense, you can make one additional reaction.
Martial Dance. When you use Flurry of Blows, you gain the benefit of the Disengage action.
Body Cultivation
At the 11th level, your intense Martial Arts training allows you to empower your attacks made with the Unarmed Techniques. Every time you use an Unarmed Technique attack, you can add one Martial Arts die to the damage.
Harmony
At 17th level, the harmony achieved between body and mind allows your Martial Arts to be performed more naturally and in balance with nature. Choose four Unarmed Techniques from the 3rd to 11th level that you already know, you can perform once per round two of these techniques without spending ki points.
By spending 8 hours in meditation, it is possible to exchange the chosen Unarmed techniques for other techniques.
Unarmed Techniques
3rd level:
Distracting Strike. When you hit a creature with an unarmed strike, you can distract the creature, giving your allies an opening. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
Evasive Footwork. When you move, roll one martial arts die and add the number rolled to your AC until you stop.
Freeze Strike. When you hit a creature with an unarmed strike, you can block his reaction. The creature can’t take reactions until the end of your next turn.
Grappler. When you try to grapple, roll one martial arts die and add the number rolled to your Athletics check.
Kicking Stance. As a free action on your turn, you can take a Kicking Stance. Until the start of your next turn, your reach four unarmed attacks increase by 5 feet.
Lucky Strike. When you take damage from a creature in range, as a reaction you can unbalance yourself against one creature of your choice, other than the attacker, that you can see within 5 feet of you to make an unarmed attack on it.
Powerful Strike. When you hit a creature with an unarmed strike with advantage, you can enhance your damage. Roll one martial arts die and add the damage.
Push Strike. When you hit a creature with an unarmed strike, you can attempt to push the target back. The creature must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
Shadow. When you make a Dexterity (Stealth), a Dexterity (Acrobatics) or a Wisdom (Perception) check, you can roll one Martial Arts die and add it to the ability check, provided you aren’t incapacitated.
Strike of Light. When you hit a creature with an unarmed strike, you can cast light on an object held or worn by the creature you hit. The creature must succeed on a Dexterity saving throw, or one of its objects is lighted for 1 minute. (ref. Light spell)
Sweep Strike. When you hit a creature with an unarmed strike, you can attempt to knock it down. It must make a Dexterity saving throw or be knocked prone.
6th level:
Absorb Force. When another creature damages you with a melee attack, you can use your reaction and reduce the damage by one Martial Arts die roll + your Wisdom mod.
Anti-Critic. When a creature does you a critical hit, you can use your reaction to avoid this critical damage. The target must make an Intelligence saving throw. If it fails, its critical hit becomes a normal hit.
Blinding Strike. When you hit a creature with an unarmed strike, you can target its eyes with your fingers. The creature must succeed on a Dexterity saving throw or be blind until the end of your next turn.
Daunting Strike. When you hit a creature with an unarmed strike, you can attempt to frighten it. The creature must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
Disarming Strike. When you hit a creature with an unarmed strike, you can attempt to disarm the target, forcing it to drop one item that it’s holding. The creature must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
Focused Stance. As a bonus action on your turn, you can take a focused combat stance. Until the start of your next turn or until you are incapacitated, you ignore the disadvantage on all weapon or unarmed attack rolls.
Freezing Strike. When you hit a creature with an unarmed strike, you can block its motion. The creature must succeed on a Charisma saving throw or not be able to move until the end of your next turn. An airborne creature affected safely descends at 60 feet per round until it reaches the ground.
Goad Strike. When you hit a creature with an unarmed strike, you can attempt to goad the target into attacking you. The target 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.
Precision. When you make an unarmed strike, you can roll one martial arts die and add it to the roll. You can use this technique before or after making the attack roll, but before any effects of the attack are applied.
Throat Strike. When you hit a creature with an unarmed strike, you can blow the enemy throat. The creature must succeed on a Constitution saving throw or not being able to speak until the end of your next turn.
11th level:
Crippling Strike. When you hit a creature with an unarmed strike, you can attempt to crippling their minds. The creature must make an Intelligence saving throw. On a failed save, the target is incapacitated until the start of your next turn.
Dazing Strike. When you hit another creature with an unarmed strike, you can blow to the enemy temple. The creature must make an 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.
Draconic Strike. When you take damage from a creature within your reach, you can use your reaction to make an unarmed strike against that creature.
Drain Life Force. When you hit a creature with an unarmed strike, you can attempt to drain life force from it to heal your wounds. Roll one Martial Arts die, and you regain hit points equal to your martial arts dice rolled. When you use this ability, the damage turns into necrotic damage.
Radiant Missile. Instead of one of your attacks, you can create three glowing darts of radiant light. Each dart hits a creature of your choice that you can see within range of 120 feet. A dart deals 1d4 + 1 radiant damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. (ref. Magic Missile spell)
Ripper Strike. When you hit a creature with an unarmed strike, you can cause internal bleeding. At the start of each of its turns, it must succeed on a Constitution saving throw or take one Martial Arts dice of bleeding damage. After three saving throws, the internal bleeding ends.
Two in One Strike. When you hit a creature with an unarmed strike, you can attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target or within your reach. Use the same attack roll to hit the second creature; if it hits, it takes damage equal to a Martial Arts die roll + Wisdom modifier. (With the Body Cultivation feature, you can decide whether to enhance the first or second attack).
Venom Strike. When you hit a creature with an unarmed strike, you can poison him. The creature must succeed on a Constitution saving throw or be poisoned for three turns. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the effect ends.
17th level:
Buddha Hand. As an action, you can summon the Bigby’s Hand spell without providing material components. This summoning is only active for this turn, but you can maintain it by consuming 1 ki point each turn.
Counter Strike. When a creature misses you with a melee attack, you can use your reaction to make an unarmed strike against that creature.
Devious Strike. Whenever a creature within your reach attacks an ally, you can use your reaction to make one unarmed strike against that creature.
Focus Breaker. When you hit a creature with an unarmed strike, you can attempt to shatter their concentration. If the creature makes a Constitution save to maintain concentration on a spell, roll one martial arts die and subtract the number rolled from the creature’s roll.
Mental Strike. When you hit a creature with an unarmed strike, you can attempt to damage its mind with your ki. The creature must succeed on a Charisma saving throw, or it must roll a d8 and subtract the number rolled from the next attack roll or saving throw it makes before the end of your next turn.
Nightmare Strike. When a creature is frightened, you can use your reaction to make an unarmed attack against that creature.
No Mercy. When you have an enemy prone beside you as a reaction, you instantly leap at it, 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.
Trail of Cinders. Flames of a dragon blast from your feet. For this turn, when you move within 5 feet of a creature, it must succeed on a Dexterity saving throw or takes one Martial Arts die fire damage from your trail of heat. A creature or object can take this damage only once during a turn.
Wall Of Light. As an action, you can summon the Wall Of Light spell without providing material components. This summoning is only active for this turn, but you can maintain it by consuming 1 ki point each turn.
Lots I like about this subclass, except there are way too many maneuvers to sort through and you're probably giving them too many to choose from / remember each turn, so here is a list of all the bad ones that you should just remove b/c no one should every take them - more options isn't inherently better than fewer options, in fact the reverse, too many options creates choice paralysis which slows down the game and stresses out players.:
Remove:
Evasive Footwork (so many other ways for them to avoid AoO).
Kicking Stance (again see above, extra reach is pretty useless when you've got a zillion feet of movement and can get a free disengage when using these).
Lucky Strike (flavour text of this is bad, and given the whole "free FoB" when using this on your turn, using it as a reaction sucks).
Light - NOBODY uses the Light spell in this way, it never necessary and generally a waste of time.
Absorb Force - again using this feature as a reaction is bad, and this MA+Wis mod is an utterly pathetic amount of damage to mitigate, why in the world would anyone give up a stun attempt or any of the other maneuvers to use this???
Anti-Crit - see absorb force. Grave Clerics and two common magic items do this for free all day long, spending a ki for a 50:50 chance is a bad option.
Focused stance - too niche, the two big causes of DisAdv are poison & fear which monks get features to deal with already, the only other one is restrained but given low hp of monk and lack of range they should be escaping restaint not fighting through it.
Freezing Strike - it makes no sense for this to be a Cha save, and it's just so much worse than stun why would you use it?
Precision - this maneuver is only good b/c of Sharpshooter & GWM it is worthless for an unarmed fighter.
Throat Strike - just much worse effect than stun for the same cost & save. Always stun instead of this.
Dazing Strike - just flat out worse than Crippling Strike get rid of it.
Draconic Strike - see Lucky Strike.
Ripper Strike - again straight up worse than Stunning Strike, should never be used, always stun instead.
Venom Strike - again straight up worse than Stunning Strike, should never be used, always stun instead.
Budha's Hand - I think using this for damage as a BA is just worse than Flurry of Blows at this level, so not really sure what the point of this is? Plus you need to explain how this works re; concentration, spellcasting modifier, etc...
Counter Strike - see Draconic Strike
Devious Strike - see Counter Strike.
Nightmare Strike - see Devious Strike
Fix:
Powerful Strike - why do you need Advantage and be spending a ki?
Grappler & Shadow - merge these together into "Sage Wisdom" where you can spend a ki to add MA die to any check. Having multiples with limitations is unnecessary bloat.
Why are these limited to 1 per enemy per round? half of them are things that don't stack anyway, a quarter affect you not the target, and a quarter are just stuff that other monk subclasses get with multiple uses per enemy per round already (i.e. Open Hand).
Drain Life Force - weak effect should be a level 3 or level 6 one.
Radiant Missile - I don't understand how this works with multiattack / Flurry of Blows? Could this be 4*(3*(1d4+1)) radiant damage at the cost of 4 ki? Even then that's really not a lot of damage considering Sun Soul get a radiant Fireball for 4 ki.
Focus Breaker - this is just a weaker version of Mage Slayer, there is no reason to restrict it to level 17, it could easily be a 6 level one.
Trail of Cinders - get rid of the Dex save, the damage is so low it isn't worth the time of rolling the save especially since a monk could hit 20+ enemies with this with their super movement.
Wall of Light - unclear how this works with Flurry of Blows, can you still do that as a bonus action??? Also might be on the OP side since you can recast it every turn for 1 ki which is pretty dang good.
PS: Mental Strike is 100% to be used to debuff prior to stunning.
PPS: Why are many Battlemaster Maneuvers locked behind level 6? Battlemasters get them at level 3 and it isn't broken, why can't monk-master get them too?
So many of the techniques you stated as useless are perhaps inferior to stuning strike, but they have the advantage of using another saving throw from constitution. I think you give too much importance to the stuning strike.
The idea is to create many unarmed techniques that are similar to spells, but unlike spells, these can combine in the same action. Below is an example. I am planning to recreate all the good combinations to correct some techniques and make a supporting list for choosing techniques.
FoB (4 attacks + 1 reaction): Mental Strike (Cha), Freezing Strike (Cha), Sweep Strike (Dex), Powerful Strike (adv), No Mercy (rea). (monk attack)
Yin-Yang Stance (2 attacks + 2 reactions): Goad Strike (Wis), Drain Life Force, (Anti-Critic (Int)), Absorb Force, (Draconic Strike / Counter Strike), (monk tank)
....
Charisma is related to a character's willpower. To resist Freezing Strike takes willpower, why do you say it wouldn't make sense?
"Improved Martial Arts" is the simplest solution I have found to solve the monk's mobility problem. I find it should be added directly into the core class in Martial Arts feature.
"Improved Ki Technique" is designed to combine with unarmed techniques.
"Lightning Step" is designed for targeted actions, such as teleporting in front of a spellcaster, interrupting its spell and air strikes combined with slow fall.. It can be combined with Powerful Strike, Freezing Strike, Push Strike, Crippling Strike, Dazing Strike, Focus Breaker, ...
"Yin-Yang Stance" has strong synergy with any attack that requires a reaction, whether defense or attack. It can be combined with Draconic Strike, Counter Strike, Trail of Cinders, Evasive Footwork, ...
"Martial Dance" allows attacking and disengaging with multiple opponents. "Improved Ki Technique" is limited to once per turn and techniques cannot be repeated on the same opponent. This Feature is designed to attack many opponents at once and support the group. It can be combined with Trail of Cinders, Drain Life Force, Sweep Strike, Strike of Light, Goad Strike, ...
"Strike of Light" can be used in different ways, light up a combat territory, illuminate the position of an enemy far away in the darkness. Have you ever fought against an archer or spellcaster who has Darkvision 120-300 feet? It could also work against an enemy who has enhanced invisibility or an enemy who wants to hide and use darkness to its advantage.
"Body Cultivation" is the solution I found to enhance the monk's lack of damage. At 11th level the monk lacks a damage enhancement, and I think an extra martial arts die for each attack using a unarmed technique is no small deal.
"Harmony" is harmony between body and soul, it allows the monk to optimize inner energy with outer energy so that it waste fewer ki points. It was initially conceived as a feature divided into two parts. At the 11th level it would be one free technique and at the 17th level 2 free techniques.
Miditation can be seen in many ways. With meditation I imagined the monk entering a mental world where they imagined fighting and testing the technique in all possible ways and bringing it to a higher level of harmony with their body and mind.
This is a subclass that came out of my variant class of monk core. But to test the techniques I decided to create this subclass.
Link of the monk core variant: https://homebrewery.naturalcrit.com/share/w_0_hn2gYFTa
"Have you ever fought against an archer or spellcaster who has Darkvision 120-300 feet? "
No because everytime I've fought in darkness it has been inside a dungeon which doesn't have any areas with 120-300 without obstructions. Light doesn't negate invisibility, and creatures using Darkness strategically usually are using a variant on the Darkness spell which instantly dispels the Light spell.
Ki is a limited resource for monks, so options must be traded off against each other. 3 of your maneuvers use the same saving throw as Stunning Strike but cause a hugely less powerful condition. If a monk believes their enemy will fail a Con save they should be using Stunning Strike.
Freezing & Cold related abilities are always a Con save in D&D 5e. Cha saves are mainly trans-planar travel, but also some charm or fear effects. Movement reductions are always STR, DEX or CON saves - except for Paralysis which is either a Wis or Con save (usually Wis).
"I think an extra martial arts die for each attack using a unarmed technique is no small deal."
It is less damage than the free flurry of blows that they get at level 3.
Yes once as a master I created very clever Drow enemies.
Have you ever read the books about Drizzt Do'urden and his hometown Menzoberranzan? There are huge caves underground.
Not necessarily all enemies use darkness spells, some may simply hide with a bonus action.
After all, it is a 3rd level technique, if it is used during a campaign against assassins or in dark territories it might be useful, and then it can simply be replaced with another after a few levels. My idea is that techniques are explored and you seek your own unarmed fighting style.
Although I have to say that Stunning Strike is a technique I can't stand because it's overused I have to give you credit, and that's why I'm moving Throat Strike to the 3rd level. As for Venom Strike, this can take effect 3 turns and having advantage for 3 turns is not a bad choice. Venom Strike will be moved to the 6th level.