So I have created a world, with lore that a ancient race of the material realm grew great in power and hubris. They attempted planar magic, which resulted in a cataclysm that shattered the planes. The inner and outer planes including the elementals now orbit merging with and fading from the material plane. Each shaping the epochs.
One of my player characters wants to be a monk, has never played a monk, and is at level two and has no idea what subclass you wants. Flavor-wise his monk has crystalline arms.
I wanted to create a homebrew that mixes his characters physicality with my lore..... Please help me balance/buff / nerve my planar monk subclass.
Way of the Planar Disciple (Finalized Version)
Level 3 – Planar Initiate
Step Between Realms: When you take the Dash or Disengage action, you can spend 1 ki point to teleport up to 30 feet to an unoccupied space you can see.
Reactive Shunt: When you are hit by an attack, you can use your reaction to spend 2 ki points to reduce the damage by half and teleport up to 15 feet to an unoccupied space.
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Level 6 – Planar Infused Strikes
Damage Infusion: When you hit with an unarmed strike, you can choose to have the damage type become one of the following: force, psychic, necrotic, or radiant instead of bludgeoning.
Phasing Strike: When you hit a creature with an unarmed strike, you can force it to make a Strength saving throw (DC = 8 + proficiency bonus + Wisdom modifier). On a failure, the target suffers disadvantage on all attacks until the start of your next turn. You can use this ability a number of times equal to your proficiency bonus per long rest.
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Level 11 – Phase Shift
Evasive Transposition (Bonus Action): As a bonus action, you can spend 3 ki points to gain a displacement effect for 1 minute (attack rolls against you have disadvantage). This effect ends early if you take damage.
Planar Escape: If you are reduced to 0 HP but not outright killed, you can spend 4 ki points to shift into the Ethereal Plane until the start of your next turn, avoiding death and stabilizing at 1 HP.
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Level 17 – Planar Mastery
Planar Jaunt: Once per short rest, as a bonus action, you can spend 3 ki points to become Ethereal until the end of your next turn. You can move through objects and creatures as if they were difficult terrain.
Reality Strike: Once per turn, when you hit with an unarmed strike, you can spend 3 ki points to force the target to make a Constitution saving throw. On a failure, the target suffers disadvantage on all attacks and saving throws until the start of your next turn. The target can attempt a save at the end of its turn to end the effect.
The level 17 abilities are a bit... Subpar. First, planear jaunt lasts to short. Make it last for a minute at least. Also, if anything costs ki, it should not have a per rest limit other than the ki. Either say it costs 3 ki, or it is once per short rest, not both. The reality strike should compete with quivering palm, so maybe a target must make a saving throw or be banished to a demiplane. Maybe you could even transport yourself into the demiplane for a 1v1 arena type stuff. Otherwise, looks pretty good.
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I'm just your everyday dungeon master. Ignore that jar full of souls. And those bones in the corner are just props, don't worry. I'm definitely NOT a lich. Definitely.
Yes, I like beholders. Yes, I curated an exquisite personality for commoner #2864. Yes, my catchphrase is "are you sure?"
So I have created a world, with lore that a ancient race of the material realm grew great in power and hubris. They attempted planar magic, which resulted in a cataclysm that shattered the planes. The inner and outer planes including the elementals now orbit merging with and fading from the material plane. Each shaping the epochs.
One of my player characters wants to be a monk, has never played a monk, and is at level two and has no idea what subclass you wants. Flavor-wise his monk has crystalline arms.
I wanted to create a homebrew that mixes his characters physicality with my lore..... Please help me balance/buff / nerve my planar monk subclass.
Way of the Planar Disciple (Finalized Version)
Level 3 – Planar Initiate
Step Between Realms: When you take the Dash or Disengage action, you can spend 1 ki point to teleport up to 30 feet to an unoccupied space you can see.
Reactive Shunt: When you are hit by an attack, you can use your reaction to spend 2 ki points to reduce the damage by half and teleport up to 15 feet to an unoccupied space.
---
Level 6 – Planar Infused Strikes
Damage Infusion: When you hit with an unarmed strike, you can choose to have the damage type become one of the following: force, psychic, necrotic, or radiant instead of bludgeoning.
Phasing Strike: When you hit a creature with an unarmed strike, you can force it to make a Strength saving throw (DC = 8 + proficiency bonus + Wisdom modifier). On a failure, the target suffers disadvantage on all attacks until the start of your next turn. You can use this ability a number of times equal to your proficiency bonus per long rest.
---
Level 11 – Phase Shift
Evasive Transposition (Bonus Action): As a bonus action, you can spend 3 ki points to gain a displacement effect for 1 minute (attack rolls against you have disadvantage). This effect ends early if you take damage.
Planar Escape: If you are reduced to 0 HP but not outright killed, you can spend 4 ki points to shift into the Ethereal Plane until the start of your next turn, avoiding death and stabilizing at 1 HP.
---
Level 17 – Planar Mastery
Planar Jaunt: Once per short rest, as a bonus action, you can spend 3 ki points to become Ethereal until the end of your next turn. You can move through objects and creatures as if they were difficult terrain.
Reality Strike: Once per turn, when you hit with an unarmed strike, you can spend 3 ki points to force the target to make a Constitution saving throw. On a failure, the target suffers disadvantage on all attacks and saving throws until the start of your next turn. The target can attempt a save at the end of its turn to end the effect.
My main point would be that almost all your features do the essentially the same thing. e.g.
Features that give enemies DA: Reality Strike, Evasive Transposition, Phasing Strike
Features that teleport you: Step Between Realms, Reactive Shunt
Features that make you Ethereal: Planar Jaunt, Planar Escape.
That's basically all this subclass does, and nearly everything costs quite a lot of ki so you'll have hardly any uses of the features.
Also what about the subclass has anything to do with his crystaline arms???
The level 17 abilities are a bit... Subpar. First, planear jaunt lasts to short. Make it last for a minute at least. Also, if anything costs ki, it should not have a per rest limit other than the ki. Either say it costs 3 ki, or it is once per short rest, not both. The reality strike should compete with quivering palm, so maybe a target must make a saving throw or be banished to a demiplane. Maybe you could even transport yourself into the demiplane for a 1v1 arena type stuff. Otherwise, looks pretty good.
I'm just your everyday dungeon master. Ignore that jar full of souls. And those bones in the corner are just props, don't worry. I'm definitely NOT a lich. Definitely.
Yes, I like beholders. Yes, I curated an exquisite personality for commoner #2864. Yes, my catchphrase is "are you sure?"
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