I'm trying to make a homebrew Monk subclass called "Path of the Grinning Ogre," a subclass based around a more Strength-oriented Monk whose fighting style is inspired by the treacherous Oni. Inspired by characters like Yujiro Hanma from Grappler Baki, Broly from Dragon Ball Z and Toguro the Younger from Yu Yu Hakusho, amongst others, the idea is to create a hard-hitting, overwhelming Monk subclass.
The first obstacle, then, was to devise a way to make Strength a more lucrative primary stat for a Monk over Dexterity. Strength is mostly used for:
To Hit (Melee and Thrown Weapons)
Damage (Melee and Thrown Weapons)
Athletics/Grapple Checks
Misc. Strength Checks/Saves
Encumbrance (assuming you're using encumbrance rules)
Acrobatics, Stealth Checks (albeit more important for some Monks than others)
Misc. Dexterity Checks/Saves
All things considered, having a Monk have their To Hit, Damage, AC and Initiative all scale of Dexterity makes focusing on a more Strength-based build practically gimping yourself. My first goal, then, was to at least make Strength on par with Dexterity, and so I devised the first ability for the subclass:
Unarmored Defense
Beginning at 3rd level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Strength modifier + your Wisdom modifier.
(Note that due to the rules regarding AC calculations, only one alternate AC calculation can apply. Therefore, a Path of the Grinning Ogre Monk has the option to use the generic AC 10 + Dex, the base Monk AC 10 + Dex + Wis, or the subclass' AC 10 + Str + Wis)
Game-wise, the fantasy is that the monk is using their brute strength to knock incoming attacks aside, or catching a weapon or attack with their bare hands and forcing it back.
However, I have been struggling to think of any other subclass features that would be thematically appropriate and relatively balanced. I didn't want to make the subclass a strictly Grapple-based one, though I have been considering perhaps Ki features that relate to Grappling (perhaps throws, or submission holds, or even more wrestling-type moves like Piledrivers or the like. Maybe something that highlights the Monk's juggernaut-like aspect, like having Resistance to damage from Attacks of Opportunity (as the monk barrels through their enemies). What do you think?
I'm trying to make a homebrew Monk subclass called "Path of the Grinning Ogre," a subclass based around a more Strength-oriented Monk whose fighting style is inspired by the treacherous Oni. Inspired by characters like Yujiro Hanma from Grappler Baki, Broly from Dragon Ball Z and Toguro the Younger from Yu Yu Hakusho, amongst others, the idea is to create a hard-hitting, overwhelming Monk subclass.
The first obstacle, then, was to devise a way to make Strength a more lucrative primary stat for a Monk over Dexterity. Strength is mostly used for:
Meanwhile, Monks use Dexterity for:
All things considered, having a Monk have their To Hit, Damage, AC and Initiative all scale of Dexterity makes focusing on a more Strength-based build practically gimping yourself. My first goal, then, was to at least make Strength on par with Dexterity, and so I devised the first ability for the subclass:
Unarmored Defense
Beginning at 3rd level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Strength modifier + your Wisdom modifier.
(Note that due to the rules regarding AC calculations, only one alternate AC calculation can apply. Therefore, a Path of the Grinning Ogre Monk has the option to use the generic AC 10 + Dex, the base Monk AC 10 + Dex + Wis, or the subclass' AC 10 + Str + Wis)
Game-wise, the fantasy is that the monk is using their brute strength to knock incoming attacks aside, or catching a weapon or attack with their bare hands and forcing it back.
However, I have been struggling to think of any other subclass features that would be thematically appropriate and relatively balanced. I didn't want to make the subclass a strictly Grapple-based one, though I have been considering perhaps Ki features that relate to Grappling (perhaps throws, or submission holds, or even more wrestling-type moves like Piledrivers or the like. Maybe something that highlights the Monk's juggernaut-like aspect, like having Resistance to damage from Attacks of Opportunity (as the monk barrels through their enemies). What do you think?
I think using throws and such is a good idea. Also, maybe a mechanic for using heavy environmental objects as weapons?
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