As the title says wanted to talk about some hombrew class ideas and concepts then here ya go. also was hoping to get some feed back on some ideas. This class i made with a friend is meant more for DPS. http://homebrewery.naturalcrit.com/share/H1kQMmNeM .any tips or help would be great
This is another one we made, it's supposed to be a monk who has grown more wise and has added the powers of the world into their fist.
Hit Points: Hit Dice: 1d8 per Lord level Hit Points at 1st Level: 8 + Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Lord level after 1st.
Proficiencies: Armor: None Weapons: Fist(Unarmed) Tools: any one type of artisan's tools or any one musical instrument of your choice. Saving Throws: Wisdom, Dexterity Skills: Choose three from Acrobatics, Athletics, History, Insight, Religion, Stealth, and Perception. Equipment: You start with the following equipment, in addition to the equipment granted by your background: (a) a Dungeoneer's Pack or (b) an Explorer's Pack
Ki save DC = 8 + your proficiency bonus + your Wisdom modifier
Moves: Psychic Breaker-On hit enemies must make a INT save or roll at disadvantage for turn
Palms Attacks-Adds 1d10 extra damage depending on type.(Burning Palm 1d10 fire) spend 1 ki to use and last for 1 minute. to change the type is to spend 1 ki each time
Drainging Palm-Gain HP equal to the half damage dealt.
Grand Arts-Gain +1 Ki at the end of your turn.
Grand Master Arts-Gain +2 Ki at the end of your turn.
This is another one we made, it's supposed to be a monk who has grown more wise and has added the powers of the world into their fist.
Hit Points: Hit Dice: 1d8 per Lord level Hit Points at 1st Level: 8 + Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Lord level after 1st.
Proficiencies: Armor: None Weapons: Fist(Unarmed) Tools: any one type of artisan's tools or any one musical instrument of your choice. Saving Throws: Wisdom, Dexterity Skills: Choose three from Acrobatics, Athletics, History, Insight, Religion, Stealth, and Perception. Equipment: You start with the following equipment, in addition to the equipment granted by your background: (a) a Dungeoneer's Pack or (b) an Explorer's Pack
Ki save DC = 8 + your proficiency bonus + your Wisdom modifier
Moves: Psychic Breaker-On hit enemies must make a INT save or roll at disadvantage for turn
Palms Attacks-Adds 1d10 extra damage depending on type.(Burning Palm 1d10 fire) spend 1 ki to use and last for 1 minute. to change the type is to spend 1 ki each time
Drainging Palm-Gain HP equal to the half damage dealt.
Grand Arts-Gain +1 Ki at the end of your turn.
Grand Master Arts-Gain +2 Ki at the end of your turn.
Looks like it should be a Monastic Tradition to me.
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"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
As the title says wanted to talk about some hombrew class ideas and concepts then here ya go. also was hoping to get some feed back on some ideas. This class i made with a friend is meant more for DPS. http://homebrewery.naturalcrit.com/share/H1kQMmNeM .any tips or help would be great
This is another one we made, it's supposed to be a monk who has grown more wise and has added the powers of the world into their fist.
Hit Points:
Hit Dice: 1d8 per Lord level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Lord level after 1st.
Proficiencies:
Armor: None
Weapons: Fist(Unarmed)
Tools: any one type of artisan's tools or any one musical instrument of your choice.
Saving Throws: Wisdom, Dexterity
Skills: Choose three from Acrobatics, Athletics, History, Insight, Religion, Stealth, and Perception.
Equipment: You start with the following equipment, in addition to the equipment granted by your background:
(a) a Dungeoneer's Pack or (b) an Explorer's Pack
Unarmed Damage:LVL's 1-4=1d8, 5-10=1d12, 11-16=2d4, 17-20=2d6.
Unarmored Movement:LVL's 2-5=10ft, 6-9=15ft, 10-13=20ft, 14-17=25ft, 18-20=30ft.
Table: Grand Master Monk.
Level Proficiency-Bonus Features.
1st +2 Unarmored Defense, Martial Arts
2nd +2 Ki, Unarmored Movement
3rd +2 Monastic Tradition, Deflect Missiles
4th +2 Ability Score Improvement, Slow Fall
5th +3 Extra Attack,Thunder Palm
6th +3 KiEmpowered Strikes, Monastic Tradition feature
7th +3 Evasion, Burning Palm
8th +3 Ability Score Improvement, Freezing Palm
9th +4 Unarmored Movement improvement, Lightning Palm
10th +4 Psychic Breaker, Psychic Palm
11th +4 Monastic Tradition feature, Piercing Palm
12th +4 Ability Score Improvement, Decaying Palm
13th +5 Misty Step, Holy Palm
14th +5 Diamond Soul, Force Palm
15th +5 Timeless Body, Slashing Palm
16th +5 Ability Score Improvement, Corrosive Palm
17th +6 Monastic Tradition feature, Drainging Palm
18th +6 Grand Arts
19th +6 Ability Score Improvement
20th +6 Grand Master Arts
Ki save DC = 8 + your proficiency bonus + your Wisdom modifier
Moves:
Psychic Breaker-On hit enemies must make a INT save or roll at disadvantage for turn
Palms Attacks-Adds 1d10 extra damage depending on type.(Burning Palm 1d10 fire) spend 1 ki to use and last for 1 minute. to change the type is to spend 1 ki each time
Drainging Palm-Gain HP equal to the half damage dealt.
Grand Arts-Gain +1 Ki at the end of your turn.
Grand Master Arts-Gain +2 Ki at the end of your turn.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
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