As part of worldbuilding my homebrew setting, there have been a variety of monasteries popping up with different fighting styles and I was inspired to make a subclass for the monk that would take inspiration from the Chinese martial arts of Five Animals, or the Five Forms: Tiger, Crane, Leopard, Snake, and Dragon. I have yet to map out all of the features as I have found myself unsure of which direction to go with the first feature at 3rd level. Originally I wanted to follow a similar structure to the Totem Warrior Barbarian, choosing a possibly different style at each level or continuing down a singular style. However, I had the idea of being able to switch between styles as a bonus action, giving the monk a lot of flexibility in which style they want to use in a fight.
My conundrum is that I like both options, but the remaining features and even the features for 3rd level will have to be designed differently to balance out power/utility levels. What do you all think is a better way to go for this? (Note: I haven't come up with a name for the styles yet, and I'm avoiding just using the "Five Animals" moniker from the real world.)
Here are the two options I have come up with:
3rd (Switching)
When choosing this monastic tradition at 3rd level, you have fully adopted the traditions of the *** martial styles. Each style mimics the form of a creature, giving you different combat techniques to achieve the desired result. As a bonus action, you can select one of the martial styles to follow and gain its features until you select a different style.
3rd (Totem-like Choice)
When choosing this monastic tradition at 3rd level, you have dedicated yourself to one of the *** martial styles of combat, using the form of the creature the style is named after. Choose one of the styles and gain its feature.
The choices for each style will change to be more fantastical than the normal animals used in the real world style. I am currently thinking of having Dragon, Manticore, Sphinx, Owlbear, and Hydra, each one focusing on something like grappling or striking from a distance. If the theme or feel doesn't work, I will probably fall back on more mundane beasts if not the same real-world examples.
I posted this on the r/DnDHomebrew subreddit but I doubt it'll get much traction for thoughts or opinions so I thought I might as well post here as well.
I can see your predicament, both ideas sound solid and either way can work. My first impression would be to give this a feature similar to the wizard's blade song as a fighting form, and then treat it similarly to the totem barbarian by adding effects as they level. Being able to change stances would be cool and maybe even there could be effects on the initial use of the fighting form, but I feel like this would be the best way to go about it. Though, that just my opinion.
That is a very interesting idea, and I think can solve the dilemma of having to make a choice between the two! Thanks, Phoenix, even that small suggestion is getting the wheels turning of some ways to do this. I think I will write out some ideas based on the suggestion and see how I like it compared to what I've done so far.
I think it depends on how powerful the styles' features are. Imagine a Totem Barbarian being able to switch totems, I don't know that a bonus action is a severe enough cost. That being said, Monks have a lot more they can generally do with their bonus actions. I'd also offer a third "power tier" if you will, switching styles requires an action, however the next attack you make against a creature that can see you is made with advantage as they are intimidated by your martial prowess. Which, to me, represents the dramatic assuming of a stance dance.
That's definitely the route I am trying to navigate, figuring out the power level of a base feature that can be built on by adding resource requirements like Ki or using more of the action economy for the monk. I think the ability to "switch" into different styles is going to be the base that I use to build out the rest of the features. I like the idea of adding an action that allows you to switch to a style but then being able to do so something at the same time.
Imagine a Totem Barbarian being able to switch totems
I don't see that as being a problem. I admit it might have some thematic problems if you think of you losing all strategy when you start raging but beyond that, I don't see it. You don't get multiple effects, you only get one at a time. I would say it's an action to switch but and each animal has three levels of advantages. I like how your character can specialize or become a generalist. Here's what I came up with.
Dragon
3rd level - The player gets flame bolt as a cantrip but they can change the element to match the dragon they want to be.
6th level - Once per long rest you can cause multiple creatures in a 30 ft cone of you to succeed a DC 12 dexterity check or be knocked prone from a gust of wind
14th level - Once per long rest you can cause a creature within 30 ft of you to succeed a DC 12 wisdom check or they are frightened for two turns.
Manticore
3rd level - For the cost of a movement you can fly for up to 50 ft.
6th level - Once per long rest the player can use an action to summon a tail spike with a to hit of +3 + the players proficiency bonus on one target within 100/200ft doing 7 (1d8 +3) piercing damage.
14th level - You get an extra use of the tail spike and the chance to hit goes up to +5 + plus the proficiency bonus.
Sphinx
3rd level - Advantage against charm magic and on insight checks
6th level - Immunity to fear effects and your mind cannot be read.
14th level - Once per long rest you can use an action teleport up to 60 ft into an unoccupied space.
Bulette (Sorry owlbear sucks, there's nothing I could see there)
3rd level - The player can jump up to 10ft in the air.
6th level - Once per long rest you can jump up to 15ft for an action and land on a creature who must succeed in a DC 12 Strength or Dexterity check or else it take 10 (2d6 + 4) bludgeoning damage and is knocked prone.
14th level - The player can now jump 15 ft in the air and can jump on someone twice per long rest.
Hydra
3rd level -Advantage on swimming checks and can hold your breath for one hour
6th level - You get a 2 extra reactions that can only be used for an opertunity attack.
14th level - You now get's 4 extra reaction that can only be used for an opertunity attack.
Imagine a Totem Barbarian being able to switch totems
I don't see that as being a problem. I admit it might have some thematic problems if you think of you losing all strategy when you start raging but beyond that, I don't see it. You don't get multiple effects, you only get one at a time. I would say it's an action to switch but and each animal has three levels of advantages. I like how your character can specialize or become a generalist. Here's what I came up with.
Dragon
3rd level - The player gets flame bolt as a cantrip but they can change the element to match the dragon they want to be.
6th level - Once per long rest you can cause multiple creatures in a 30 ft cone of you to succeed a DC 12 dexterity check or be knocked prone from a gust of wind
14th level - Once per long rest you can cause a creature within 30 ft of you to succeed a DC 12 wisdom check or they are frightened for two turns.
Manticore
3rd level - For the cost of a movement you can fly for up to 50 ft.
6th level - Once per long rest the player can use an action to summon a tail spike with a to hit of +3 + the players proficiency bonus on one target within 100/200ft doing 7 (1d8 +3) piercing damage.
14th level - You get an extra use of the tail spike and the chance to hit goes up to +5 + plus the proficiency bonus.
Sphinx
3rd level - Advantage against charm magic and on insight checks
6th level - Immunity to fear effects and your mind cannot be read.
14th level - Once per long rest you can use an action teleport up to 60 ft into an unoccupied space.
Bulette (Sorry owlbear sucks, there's nothing I could see there)
3rd level - The player can jump up to 10ft in the air.
6th level - Once per long rest you can jump up to 15ft for an action and land on a creature who must succeed in a DC 12 Strength or Dexterity check or else it take 10 (2d6 + 4) bludgeoning damage and is knocked prone.
14th level - The player can now jump 15 ft in the air and can jump on someone twice per long rest.
Hydra
3rd level -Advantage on swimming checks and can hold your breath for one hour
6th level - You get a 2 extra reactions that can only be used for an opertunity attack.
14th level - You now get's 4 extra reaction that can only be used for an opertunity attack.
I agree that the Owlbear was a bad choice, which since my last post I have changed it to be the Kraken, focusing on grappling and control. Based on your input and what others have said, I think being able to switch between stances is going to be the best option, but it will start by having a cost that would be removed later.
While I like the ideas you have, they are more magical than I want with this subclass but have given me a good basis on where to start.
*Pre-post Edit* I actually made the first draft while I was composing this reply. I will post it separately.
Here is an update with an actual list of feature for 3rd level and some for 6th. It is almost a straight copy/paste from my google drive notes so it will have a few filler sentences for the flavor bits.
Way of Many Forms (Alt Titles: Way of (the) Spiritual Guide, Five Disciplines, Five Styles, )
Blank Filler Flavor Text
Martial Disciplines
When choosing this monastic tradition at 3rd level, you have dedicated yourself to the many forms of martial disciplines, emulating the capabilities of the creature the form is named after. Choose one of the following options as your martial discipline, gaining its features.
Dragon
Following the discipline of the Dragon is to channel raw power behind each blow, OTHER FLAVOR
To fight like a dragon is to deliver overwhelming power behind a torrent of ferocity. The monk who uses this discipline channels raw strength to pummel their foes.
Teeth of the Dragon. Once per turn when you hit a creature with an unarmed strike, you may add your strength modifier as a bonus to the damage roll.
(Alternative Option) As a bonus action, you empower your next unarmed strike that hits a creature to deal an additional 1d4 plus your strength modifier. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
Frightening Blows. When you hit a creature with one of your attacks from Flurry of Blows, it must make a Wisdom saving throw or become frightened of you until the end of your next turn.
Predatory Stance. Whenever a creature within sight is frightened, you can use your reaction to move up to your speed to an unoccupied space adjacent to the creature.
Hydra
To rain down an endless barrage of strikes, a monk must emulate the discipline of the Hydra. OTHER FLAVOR
Deceptive and ruthless, a Hydra overwhelms their prey by delivering a relentless storm of strikes from its many heads. The monk who uses this discpline can mimic the relentless offense of these beasts with blinding speed.
Relentless Strikes. If you hit a creature with two or more attacks in a turn, you can use your reaction to make one unarmed strike against that creature.
Awareness. You add your proficiency bonus to any Wisdom (Perception) checks if you are not proficient in Perception. Additionally, you cannot be surprised while conscious.
Sustaining Stance. Whenever you hit a creature with an attack from a reaction, you can spend 1 ki point to regain hit points equal to 1d10 + your monk level + your Wisdom modifier.
Kraken
To control and suppress the capabilities of an opponent is the strategy behind the discipline of the Kraken. A monk who follows this discipline learns to grapple and hold an enemy in place, OTHER FLAVOR
The legendary Krakens are known for pull
Grip of the Kraken. When you hit a creature with a melee attack, you may spend a ki point to attempt to grapple it with the same attack. {Alternate Addition: You have advantage on the Strength (Athletics) check for this check.}
{Rolling Throw}. While you are grappling a creature that is the same size or smaller than you, you can use your bonus action to throw the creature. It can attempt to resist the throw by making a Strength or Dexterity saving throw. On a failed save, the creature is thrown a distance equal to your Strength ability modifier times 5. On a successful save, it is thrown 5 feet.
Holding Stance. You have advantage on Strength (Athletics) checks to prevent a creature from escaping your grapple, and moving a creature that you have grappled and is the same size as you or smaller does not cost additional movement.
Manticore
The *** of ranged combat falls under the discipline of the Manticore, giving a monk the ability to wear down their foe from a distance.
Spines of the Manticore. As a bonus action, you can quickly gather nearby materials to use as darts. You can hold up to 4 of these improvised darts at a time.
Floating Stance. Whenever you make a ranged weapon attack with a monk weapon, its normal and long-range is tripled. Darts are now considered monk weapons for you, and whenever your bonus action allows you to make an unarmed strike, you can instead make a ranged weapon attack with a dart.
Taunting Movement. When you take the Disengage action, you can force an adjacent creature to make a Charisma saving throw. On a failed save, they have disadvantage on attacks against creatures other than you.
Feature 4? Possible 4th feature, Spines combines with Stance.
Sphinx
The perfect defense can only be achieved by being able to react and foresee the moves of an enemy. The discipline of the Sphinx allows a monk to anticipate incoming attacks and deflect them with practiced ease.
Enhanced Insight. You add your proficiency bonus to any Wisdom (Insight) checks if you are not proficient in Insight. If you are already proficient, you add your proficiency bonus twice.
Sphinx’s Wisdom. As a reaction to a creature targeting you with an attack or spell, you can make a Wisdom (Insight) check contested by their Charisma (Deception). If you succeed, roll your martial arts die. You gain a bonus to your AC and saving throws equal to the total plus your Wisdom modifier until the start of your next turn.
Mystical Stance. When you use your bonus action to use your Patient Defense feature, you are affected by the Sanctuary spell until the start of your next turn.
Stance of Many Forms
At 6th level, you have learned to transition between the different forms to gain the benefits you desire. By spending 1 ki point at the start of your turn, you can select a martial discipline and gain its features for up to 1 minute. You can only have the benefits of one martial discipline at a time.
Improved Disciplines
Also at 6th level, you gain an additional feature for your martial discipline.
Feature 4 (Dragon)
Improved Reaction (Hydra) You gain a number of charges equal to your Wisdom modifier. You can use a charge to gain an additional reaction that can be used for an opportunity attack or your relentless strikes. You regain all charges at the end of a short or long rest.
Feature 4 (Kraken)
Feature 4 (Manticore)
Wise Strikes (Sphinx) When making an attack with a monk weapon, you can use your Wisdom ability modifier for the attack and damage rolls.
After quite a few days of work, I've finished my first draft! Thanks to all who have already commented, and I look forward to more discussion.
Way of Many Forms
Many monasteries adopt a particular style of fighting that sets them apart from their distant brethren, but usually only in the visual application of their martial arts. The way of many forms, however, teaches a monk to use these different styles to change how they fight, leaving their opponent vulnerable to the monk’s ever-changing tactics.
Martial Disciplines
When choosing this monastic tradition at 3rd level, you have dedicated yourself to the many forms of martial discipline, emulating the capabilities of the creature the form is named after. Choose one of the following options as your martial discipline, gaining its features.
Dragon
Following the discipline of the Dragon is to channel raw power behind each blow, leaving an opponent bruised and fearful of continued assault.
Teeth of the Dragon. When you hit a creature with an unarmed strike on your turn, you can use your bonus action to deal additional damage equal to 1d4 plus your strength ability modifier. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
Frightening Blows. When you hit a creature with one of your attacks from Flurry of Blows, it must make a Wisdom saving throw or become frightened of you until the end of your next turn.
Predatory Stance. Whenever a creature within sight is frightened, you can use your reaction to move up to your speed to an unoccupied space adjacent to the creature. Until the end of your next turn, the first attack you make against a frightened creature has advantage.
Hydra
To rain down an endless barrage of strikes, a monk must emulate the discipline of the Hydra. What would be the many heads of the dangerous creature is channeled into the fists and feet of the monk as they relentlessly pursue a target.
Heads of the Hydra. If you hit a creature with two or more attacks in a turn, you can use your reaction to make one unarmed strike against that creature.
Awareness. You add your proficiency bonus to any Wisdom (Perception) checks if you are not proficient in Perception. Additionally, you cannot be surprised while conscious.
Sustaining Stance. Whenever you hit a creature with an attack from a reaction, you can spend 1 ki point to regain hit points equal to 1d10 + your monk level + your Wisdom modifier.
Kraken
To control and suppress the capabilities of an opponent is the strategy behind the discipline of the Kraken. A monk who follows this discipline learns to grapple and hold an enemy in place, forcing the flow of battle to follow their command.
Grip of the Kraken. When you hit a creature with a melee attack, you may spend a ki point to attempt to grapple it with the same attack. You have advantage on the Strength (Athletics) check for this check.
Rolling Toss. While you are grappling a creature that is the same size or smaller than you, you can use your bonus action to throw the creature. The creature can attempt to resist the throw by making a Strength or Dexterity saving throw. On a failed save, the creature is thrown a distance equal to your Strength ability modifier times 5. On a successful save, the creature is thrown 5 feet.
Holding Stance. You have advantage on Strength (Athletics) checks to prevent a creature from escaping your grapple, and moving a creature that you have grappled and is the same size as you or smaller does not cost additional movement.
Manticore
The purvue of ranged combat falls under the discipline of the Manticore, giving a monk the ability to wear down their foe from a distance.
Spines of the Manticore. As a bonus action, you can quickly fashion together nearby materials to use as darts. You can have up to 4 of these improvised darts at a time.
Floating Stance. Whenever you make a ranged weapon attack with a monk weapon, its normal and long-range is tripled. Darts are now considered monk weapons for you. After using the Attack action to make a ranged weapon attack using a dart, you can use your bonus action to make a ranged weapon attack with a dart. If you spend a ki point with this bonus action, you can make two attacks.
Savage Assault. If on your previous turn you hit a creature with at least one ranged weapon attack, the first melee weapon attack you make against that creature this turn has advantage.
Taunting Movement. When you take the Disengage action, you can force an adjacent creature to make a Charisma saving throw. On a failed save, they have disadvantage on attacks against creatures other than you until the end of your next turn.
Sphinx
The perfect defense can only be achieved by being able to react and foresee the moves of an enemy. The discipline of the Sphinx allows a monk to anticipate incoming attacks and deflect them with practiced ease.
Enhanced Insight. You add your proficiency bonus to any Wisdom (Insight) checks if you are not proficient in Insight. If you are already proficient, you add your proficiency bonus twice.
Sphinx’s Wisdom. As a reaction to a creature targeting you with an attack or spell, you can make a Wisdom (Insight) check contested by their Charisma (Deception). If you succeed, roll your martial arts die. You gain a bonus to your AC and saving throws equal to the total plus your Wisdom modifier until the start of your next turn*.
(Alternate text *here: against attacks and spells from that creature. You can spend a ki point as part of this reaction to have the bonuses affect attacks and spells from all creatures.)
Mystical Stance. When you use your bonus action to use your Patient Defense feature, you are affected by the Sanctuary spell until the start of your next turn.
Stance of Many Forms
At 6th level, you have learned to transition between the different forms to gain the benefits you desire. By spending 1 ki point at the start of your turn, you can select a martial discipline and gain its features for up to 1 minute. You can only have the benefits of one martial discipline at a time.
At 11th level, you can have the benefits of more than one martial discipline active at a time.
Improved Disciplines
Also at 6th level, you gain an additional feature for your martial discipline.
Dragon
Floating Leap. After making an attack, you gain a flying speed equal to your remaining movement speed until the end of the turn.
Hydra
Split Mind. You have advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Kraken
Many Arms.When attempting to grapple a creature, you can attempt to grapple one additional creature who is within 10 feet of you. If you grapple a creature that is not adjacent to you, it is moved to an unoccupied adjacent space next to you.
Manticore
Deadly Needle.Your ranged weapon attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Sphinx
Masked Eye. You are immune to any effect that would sense your emotions or read your thoughts, and Wisdom (Insight) checks against you have disadvantage.
Heightened Form
At 11th level, when finishing a short or long rest, you can choose a discipline to replace your current discipline, gaining its features.
Improved Disciplines
Also at 11th level, you gain an additional feature for your martial discipline.
Dragon
Scaled Fist. As an action, make one unarmed strike. On a hit, you add 4d8 acid, cold, fire, lightning, or poison damage (your choice) to the damage roll. This action counts as the Attack action when interacting with other features.
Hydra
Relentless Strike. You gain a number of charges equal to your Wisdom modifier. If you have already used your reaction during a round, you can use a charge to gain an additional reaction that can be used for an opportunity attack or your (heads of the hydra) feature. You regain all charges at the end of a short or long rest.
Kraken
Crushing Grip. At the start of a creature’s turn when grappled by you, it takes damage equal to your martial arts die plus your strength ability modifier.
Manticore
Stinging Rain. When you hit a creature with an attack that has advantage, you can make one additional ranged weapon attack against that creature with a dart. This ranged attack does not have disadvantage if a hostile creature is within 5 feet of you.
Sphinx
Wisened Palm.Your melee weapon attacks have a bonus to damage rolls equal to your Wisdom ability modifier.
Master of the Many
At 17th level, you have mastered the myriad of martial disciplines, weaving them together with ease. You gain the features of two disciplines instead of one after finishing a short or long rest, and using your stance of many forms feature no longer costs a ki point.
As part of worldbuilding my homebrew setting, there have been a variety of monasteries popping up with different fighting styles and I was inspired to make a subclass for the monk that would take inspiration from the Chinese martial arts of Five Animals, or the Five Forms: Tiger, Crane, Leopard, Snake, and Dragon. I have yet to map out all of the features as I have found myself unsure of which direction to go with the first feature at 3rd level. Originally I wanted to follow a similar structure to the Totem Warrior Barbarian, choosing a possibly different style at each level or continuing down a singular style. However, I had the idea of being able to switch between styles as a bonus action, giving the monk a lot of flexibility in which style they want to use in a fight.
My conundrum is that I like both options, but the remaining features and even the features for 3rd level will have to be designed differently to balance out power/utility levels. What do you all think is a better way to go for this? (Note: I haven't come up with a name for the styles yet, and I'm avoiding just using the "Five Animals" moniker from the real world.)
Here are the two options I have come up with:
3rd (Switching)
When choosing this monastic tradition at 3rd level, you have fully adopted the traditions of the *** martial styles. Each style mimics the form of a creature, giving you different combat techniques to achieve the desired result. As a bonus action, you can select one of the martial styles to follow and gain its features until you select a different style.
3rd (Totem-like Choice)
When choosing this monastic tradition at 3rd level, you have dedicated yourself to one of the *** martial styles of combat, using the form of the creature the style is named after. Choose one of the styles and gain its feature.
The choices for each style will change to be more fantastical than the normal animals used in the real world style. I am currently thinking of having Dragon, Manticore, Sphinx, Owlbear, and Hydra, each one focusing on something like grappling or striking from a distance. If the theme or feel doesn't work, I will probably fall back on more mundane beasts if not the same real-world examples.
I posted this on the r/DnDHomebrew subreddit but I doubt it'll get much traction for thoughts or opinions so I thought I might as well post here as well.
Thanks for any suggestions!
AdmiralChry's Homebrew Compendium - A collection of all my classes, subclasses, magic items, and etc.
I can see your predicament, both ideas sound solid and either way can work. My first impression would be to give this a feature similar to the wizard's blade song as a fighting form, and then treat it similarly to the totem barbarian by adding effects as they level. Being able to change stances would be cool and maybe even there could be effects on the initial use of the fighting form, but I feel like this would be the best way to go about it. Though, that just my opinion.
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That is a very interesting idea, and I think can solve the dilemma of having to make a choice between the two! Thanks, Phoenix, even that small suggestion is getting the wheels turning of some ways to do this. I think I will write out some ideas based on the suggestion and see how I like it compared to what I've done so far.
I'll update when I have more to share!
AdmiralChry's Homebrew Compendium - A collection of all my classes, subclasses, magic items, and etc.
I think it depends on how powerful the styles' features are. Imagine a Totem Barbarian being able to switch totems, I don't know that a bonus action is a severe enough cost. That being said, Monks have a lot more they can generally do with their bonus actions. I'd also offer a third "power tier" if you will, switching styles requires an action, however the next attack you make against a creature that can see you is made with advantage as they are intimidated by your martial prowess. Which, to me, represents the dramatic assuming of a stance dance.
That's definitely the route I am trying to navigate, figuring out the power level of a base feature that can be built on by adding resource requirements like Ki or using more of the action economy for the monk. I think the ability to "switch" into different styles is going to be the base that I use to build out the rest of the features. I like the idea of adding an action that allows you to switch to a style but then being able to do so something at the same time.
AdmiralChry's Homebrew Compendium - A collection of all my classes, subclasses, magic items, and etc.
I don't see that as being a problem. I admit it might have some thematic problems if you think of you losing all strategy when you start raging but beyond that, I don't see it. You don't get multiple effects, you only get one at a time. I would say it's an action to switch but and each animal has three levels of advantages. I like how your character can specialize or become a generalist. Here's what I came up with.
Dragon
3rd level - The player gets flame bolt as a cantrip but they can change the element to match the dragon they want to be.
6th level - Once per long rest you can cause multiple creatures in a 30 ft cone of you to succeed a DC 12 dexterity check or be knocked prone from a gust of wind
14th level - Once per long rest you can cause a creature within 30 ft of you to succeed a DC 12 wisdom check or they are frightened for two turns.
Manticore
3rd level - For the cost of a movement you can fly for up to 50 ft.
6th level - Once per long rest the player can use an action to summon a tail spike with a to hit of +3 + the players proficiency bonus on one target within 100/200ft doing 7 (1d8 +3) piercing damage.
14th level - You get an extra use of the tail spike and the chance to hit goes up to +5 + plus the proficiency bonus.
Sphinx
3rd level - Advantage against charm magic and on insight checks
6th level - Immunity to fear effects and your mind cannot be read.
14th level - Once per long rest you can use an action teleport up to 60 ft into an unoccupied space.
Bulette (Sorry owlbear sucks, there's nothing I could see there)
3rd level - The player can jump up to 10ft in the air.
6th level - Once per long rest you can jump up to 15ft for an action and land on a creature who must succeed in a DC 12 Strength or Dexterity check or else it take 10 (2d6 + 4) bludgeoning damage and is knocked prone.
14th level - The player can now jump 15 ft in the air and can jump on someone twice per long rest.
Hydra
3rd level -Advantage on swimming checks and can hold your breath for one hour
6th level - You get a 2 extra reactions that can only be used for an opertunity attack.
14th level - You now get's 4 extra reaction that can only be used for an opertunity attack.
I agree that the Owlbear was a bad choice, which since my last post I have changed it to be the Kraken, focusing on grappling and control. Based on your input and what others have said, I think being able to switch between stances is going to be the best option, but it will start by having a cost that would be removed later.
While I like the ideas you have, they are more magical than I want with this subclass but have given me a good basis on where to start.
*Pre-post Edit* I actually made the first draft while I was composing this reply. I will post it separately.
AdmiralChry's Homebrew Compendium - A collection of all my classes, subclasses, magic items, and etc.
Here is an update with an actual list of feature for 3rd level and some for 6th. It is almost a straight copy/paste from my google drive notes so it will have a few filler sentences for the flavor bits.
Any thoughts, opinions, and input is welcome!
AdmiralChry's Homebrew Compendium - A collection of all my classes, subclasses, magic items, and etc.
After quite a few days of work, I've finished my first draft! Thanks to all who have already commented, and I look forward to more discussion.
AdmiralChry's Homebrew Compendium - A collection of all my classes, subclasses, magic items, and etc.