All an Act. You gain proficiency in Performance if you don't already have it, and may add your Wisdom modifier to Performance (Cha) checks you make.
Hit and Run. Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn.
Wobble Away. When you use the Deflect Attacks you may move up to half your speed without provoking Opportunity Attacks as part of the same reaction.
6th Level Tipsy Sway
Leap to Your Feet. When you’re prone, you can stand up by spending 5 feet of movement, rather than half your speed. Additionally if you use Deflect Attacks while prone you can stand up as part of the same reaction.
Redirect Attack. When a creature misses you with a melee attack roll, you can spend 1 Focus point as a reaction to cause that attack to hit one creature or object of your choice, other than the attacker, that you can see within 5 feet of you.
Revel in the Fray. You gain +1 bonus to your Unarmored Defense AC calculation for each enemy except one within 5 feet of you up to maximum bonus equal to your proficiency bonus.
11th Level Drunkard’s Luck
Lucky Me. When you make an ability check, an attack roll, or a saving throw and have disadvantage on the roll, you can spend 2 Focus points to cancel the disadvantage for that roll.
Lucky You. Once per turn when a creature or object within 5 feet of you that you can see is attacked with an attack roll you can make yourself the target of that attack.
17th Level Intoxicated Frenzy
Drinks All Around. When you use your Flurry of Blows, you can make up to three additional attacks with it (up to a total of six Flurry of Blows attacks), provided that each Flurry of Blows attack targets a different creature this turn.
Hard Shot of Something. When you use your Flurry of Blows, you can target one creature or object with all of the attacks so rapidly they become one. Make an attack roll for each of your Flurry of Blows attacks (3), but don’t roll the damage for each hit separately. Instead roll all the damage of each hit together. If any of your martial arts dice rolls their maximum (12) roll an additional martial arts die for each until none roll their max. Add the modifiers for each hit as normal and add your wisdom modifier for each hit. Deal all the damage as one instance.
Circle of Shepherds Druid only works if they reconfigure the 2024 Conjure [Category] spells so that they have some resemblance to the 2014 Conjure [Category] spells. The whole emanation thing replacing actual summoned creatures really limits your flexibility and power as a Conjuration-based spellcaster.
I've already fixed Shepherds Druid by significantly buffing their Totem ability to make them much less reliant on Conjure spells.
All an Act. You gain proficiency in Performance if you don't already have it, and may add your Wisdom modifier to Performance (Cha) checks you make.
Hit and Run. Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn.
Wobble Away. When you use the Deflect Attacks you may move up to half your speed without provoking Opportunity Attacks as part of the same reaction.
6th Level Tipsy Sway
Leap to Your Feet. When you’re prone, you can stand up by spending 5 feet of movement, rather than half your speed. Additionally if you use Deflect Attacks while prone you can stand up as part of the same reaction.
Redirect Attack. When a creature misses you with a melee attack roll, you can spend 1 Focus point as a reaction to cause that attack to hit one creature or object of your choice, other than the attacker, that you can see within 5 feet of you.
Revel in the Fray. You gain +1 bonus to your Unarmored Defense AC calculation for each enemy except one within 5 feet of you up to maximum bonus equal to your proficiency bonus.
11th Level Drunkard’s Luck
Lucky Me. When you make an ability check, an attack roll, or a saving throw and have disadvantage on the roll, you can spend 2 Focus points to cancel the disadvantage for that roll.
Lucky You. Once per turn when a creature or object within 5 feet of you that you can see is attacked with an attack roll you can make yourself the target of that attack.
17th Level Intoxicated Frenzy
Drinks All Around. When you use your Flurry of Blows, you can make up to three additional attacks with it (up to a total of six Flurry of Blows attacks), provided that each Flurry of Blows attack targets a different creature this turn.
Hard Shot of Something. When you use your Flurry of Blows, you can target one creature or object with all of the attacks so rapidly they become one. Make an attack roll for each of your Flurry of Blows attacks (3), but don’t roll the damage for each hit separately. Instead roll all the damage of each hit together. If any of your martial arts dice rolls their maximum (12) roll an additional martial arts die for each until none roll their max. Add the modifiers for each hit as normal and add your wisdom modifier for each hit. Deal all the damage as one instance.
i actually made a couple of iterations on the drunken fist,
My thoughts;
this isnt that far outside the direction i think it should take. however redirect attack is still not offering something unique enough from deflect attacks to make it a strong feature. its usecase is a reaction to a missed attack, that can redirect some damage, but it creates the situation where you may not want to use it incase you get hit. deflect attacks has no base ki cost, and if you spend a ki, you get similar damage to this effect.
to illustatre what i mean:
if the first attack misses, and i use redirect, i spend 1 ki to deal, probably 10-25 damage, then i get hit on the second attack, and say the third attack misses. i took 10-25 damage, and i dealt 10-25 damage
same situation using deflect
first attack misses, i save reaction, 2nd attack hits, i deflect attacks, reducing this damage by 17-26, likely with the option to deal 18avg damage. third attack. misses, meaning you possibly took zero damage, and can soend 1 ki to try to deal 18 damage.
there are specific benefits to redirect, but mostly its not worth using unless you know you cant deflect this turn (like final attack misses)
canceling disadvantage is not a thing worth 2 ki points in all but the most extreme situations. 2 ki points roughly has the value of 4 attacks (2 flurry of blows) at 11. 2 stuns, 2 elemental attunements, shadow casts, etc. This is a feature that costs way too much, and doesnt even come up that much.
for the level 17, i had a similar idea of a single target and a multi target application, and the exploding MA attack dice is interesting, the thing is, with a 1/12 chance per die, will it have a noticeable effect? the wisdom bonus ensures its always some benefit, so maybe its ok. let me do a couple random rolls and edit the post with feedback
edit: the explosion thing is a viable means of improving single target FOB, it will come up 1/4 to 1/3 rolls, but the wisdom bonus is better than the nothing you usually get, and it might be fun to see if you will roll a 12
Okay second attempt with some of your suggestions and some changes I thought would make it more appealing to different people. My fear is that I’m giving too many parts to each feature.
3rd Level Drunken Technique
All an Act. You gain proficiency in Performance or Deception (your choice), and may add your Wisdom modifier to ability checks you make with the chosen skill.
Hit and Run. Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn.
Wobble Away. When you use the Deflect Attacks you may move up to half your speed without provoking Opportunity Attacks as part of the same reaction.
6th Level Tipsy Sway
Leap to Your Feet. When you’re prone, you can stand up by spending 5 feet of movement, rather than half your speed. Additionally if you use Deflect Attacks while prone you can stand up as part of the same reaction.
Redirect Attack. When you spend 1 focus point to redirect some of a melee attack’s force and target a creature other than the attacker, that creature has disadvantage on its dexterity saving throw, and takes half damage on a successful save.
Revel in the Fray. You gain +1 bonus to your Unarmored Defense AC calculation for each enemy except one within 5 feet of you up to maximum bonus equal to your proficiency bonus.
11th Level Drunkard’s Luck
Lucky Me. When you make an attack roll, or a saving throw and have disadvantage on the roll, you can spend 1 Focus point to cancel the disadvantage for that roll.
Lucky You. Once per turn when a creature or object within 5 feet of you that you can see is attacked with an attack roll you can make yourself the target of the attack.
Unlucky Who. When a creature within 5 feet misses you with an attack roll you can cause that attack to hit you instead, but it only deals 1 damage and causes no other conditions or effects even if it normally does on a hit.
17th Level Intoxicated Frenzy
Drinks All Around. When you use your Flurry of Blows, you can make up to three additional attacks with it (up to a total of six Flurry of Blows attacks), provided that each Flurry of Blows attack targets a different creature this turn.
Hard Shot of Something. When you use your Flurry of Blows, you can target one creature or object with all of the attacks so rapidly they become one. Make an attack roll for each of your Flurry of Blows attacks (3), but don’t roll the damage for each hit separately. Instead roll all the damage of each hit together. If any of your martial arts dice rolls their maximum (12) roll an additional martial arts die for each until none roll their max. Add the modifiers for each hit as normal and add your wisdom modifier for each hit. Deal all the damage as one instance.
Shot for Shot. When you use Deflect Attacks on a melee attack you deflect all melee attacks until the end of the current turn. You reduce the damage of the first attack as normal. Any following attacks that turn are reduced by half the amount of the previous reduction rounded up. So if you roll and reduce the first attack to hit you by 27, the next attack to hit would be reduced by 14, then a following attack to hit would be reduced by 7 and so on. You may spend 1 focus point on each of the attacks you reduce to 0 to redirect some of the attack’s force.
Okay second attempt with some of your suggestions and some changes I thought would make it more appealing to different people. My fear is that I’m giving too many parts to each feature.
3rd Level Drunken Technique
All an Act. You gain proficiency in Performance or Deception (your choice), and may add your Wisdom modifier to ability checks you make with the chosen skill.
Hit and Run. Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn.
Wobble Away. When you use the Deflect Attacks you may move up to half your speed without provoking Opportunity Attacks as part of the same reaction.
6th Level Tipsy Sway
Leap to Your Feet. When you’re prone, you can stand up by spending 5 feet of movement, rather than half your speed. Additionally if you use Deflect Attacks while prone you can stand up as part of the same reaction.
Redirect Attack. When you spend 1 focus point to redirect some of a melee attack’s force and target a creature other than the attacker, that creature has disadvantage on its dexterity saving throw, and takes half damage on a successful save.
Revel in the Fray. You gain +1 bonus to your Unarmored Defense AC calculation for each enemy except one within 5 feet of you up to maximum bonus equal to your proficiency bonus.
11th Level Drunkard’s Luck
Lucky Me. When you make an attack roll, or a saving throw and have disadvantage on the roll, you can spend 1 Focus point to cancel the disadvantage for that roll.
Lucky You. Once per turn when a creature or object within 5 feet of you that you can see is attacked with an attack roll you can make yourself the target of the attack.
Unlucky Who. When a creature within 5 feet misses you with an attack roll you can cause that attack to hit you instead, but it only deals 1 damage and causes no other conditions or effects even if it normally does on a hit.
17th Level Intoxicated Frenzy
Drinks All Around. When you use your Flurry of Blows, you can make up to three additional attacks with it (up to a total of six Flurry of Blows attacks), provided that each Flurry of Blows attack targets a different creature this turn.
Hard Shot of Something. When you use your Flurry of Blows, you can target one creature or object with all of the attacks so rapidly they become one. Make an attack roll for each of your Flurry of Blows attacks (3), but don’t roll the damage for each hit separately. Instead roll all the damage of each hit together. If any of your martial arts dice rolls their maximum (12) roll an additional martial arts die for each until none roll their max. Add the modifiers for each hit as normal and add your wisdom modifier for each hit. Deal all the damage as one instance.
Shot for Shot. When you use Deflect Attacks on a melee attack you deflect all melee attacks until the end of the current turn. You reduce the damage of the first attack as normal. Any following attacks that turn are reduced by half the amount of the previous reduction rounded up. So if you roll and reduce the first attack to hit you by 27, the next attack to hit would be reduced by 14, then a following attack to hit would be reduced by 7 and so on. You may spend 1 focus point on each of the attacks you reduce to 0 to redirect some of the attack’s force.
the solution of essentially improving deflect attacks was something i didnt think about in my own rebuild. Its interesting. The only flaw i'd say is that the subclass design mostly is hoping to cause attacks to miss, which i see you deal with at a later level, but maybe that should happen earlier.
the drunkard luck addition solves the aforementioned problem, but does it a bit late imo.
so lets see. some analysis to get a better idea..
at level 6, a monk is mostly dealing with +7 attack enemies, probably with 17 AC. its 45% chance of a miss, so redirect is possible 45% of the time, and the average dmg of an enemy attack at this time is (eyeballing 2024 manual) 15. The average damage if deflect attacks is 13, but it has a save, which lets say is 50% so, 6.5 damage.
this means the old rules, 45% of the time, they had a chance to deal 15 damage and 55% chance to deal 6,5 dmg. or around 10.3 (if there are enemies near you)
in your revision, 55% chance to deal 11.35 (75% chance to fail save, 25% chance to take half damage) on average 6.24 damage
considering the level 11 feature, 100% chance to deal 14 damage
if you had this at level 6, it would be 11.3 damage.
if you had the old rules, at level 11, 60% to deal 8 damage, 40% chance to deal 24 damage(the avg damage per hit for cr 10 guy) or 14.4 damage on average
so what that tells me is, if you want to roughly guve similar power to the old feature, you should get both parts at level 6. there are some caveats, like you dont always have an enemy next to you.
If you did do that, level 11 needs something else.
Outside of pure numbers, i would say the old redirect feature plays more into the group brawler design, which you are building on.
so, maybe if you use your concept, of just building on
redirect attacks, improves deflect attacks. when an attack hits you you can reduce the damage by MA die +monk level+dex mod. when you are attacked, if it misses, or you reduce the damage to zero you can choose either option, redirect the damage of the attack to an enemy within 5 feet of you, or deal 2 MA+dex mod to the attacker if they fail a 8+prof+dexmod save, or half that if they succeed.
while this still has an issue of having to guess whether you'll be missed later in the round, it still keeps the ability to redirect damage to those around you (possibly for big damage) and improves baseline deflect damage.
anyhow thats just my analysis, i think just combining the two you have to the 6 feature is also acceptable.
the level 17 defensive boost is nice, and plays into the being in the fray concept, but, generally they try to avoid too much direct math with rules. (other than addition/subraction) but im not sure how to create a similar effect without it, that isnt just as complicated or more, so i think its decent.
conclusion, the level 6 is a lil underpowered compared to before, (combining part of 6 solves it, but then needs something at 11) If you can figure out less mathy way for level 17 defensive feature go for it, if not, its fine.
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I decided to try to update all the Cleric Domains so here they are:
Nature Domain - Completely changed the channel divinity, and revised the spell list.
Death Domain - changed Reaper to a unique omen of death, and enhanced CD with a fear effect, and slightly changed spell list.
Knowledge Domain - Major revision to channel divinity, and simplified multiple abilities by linking to spells.
Warrior of the Empty Mug (Drunken Master)
3rd Level Drunken Technique
All an Act. You gain proficiency in Performance if you don't already have it, and may add your Wisdom modifier to Performance (Cha) checks you make.
Hit and Run. Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn.
Wobble Away. When you use the Deflect Attacks you may move up to half your speed without provoking Opportunity Attacks as part of the same reaction.
6th Level Tipsy Sway
Leap to Your Feet. When you’re prone, you can stand up by spending 5 feet of movement, rather than half your speed. Additionally if you use Deflect Attacks while prone you can stand up as part of the same reaction.
Redirect Attack. When a creature misses you with a melee attack roll, you can spend 1 Focus point as a reaction to cause that attack to hit one creature or object of your choice, other than the attacker, that you can see within 5 feet of you.
Revel in the Fray. You gain +1 bonus to your Unarmored Defense AC calculation for each enemy except one within 5 feet of you up to maximum bonus equal to your proficiency bonus.
11th Level Drunkard’s Luck
Lucky Me. When you make an ability check, an attack roll, or a saving throw and have disadvantage on the roll, you can spend 2 Focus points to cancel the disadvantage for that roll.
Lucky You. Once per turn when a creature or object within 5 feet of you that you can see is attacked with an attack roll you can make yourself the target of that attack.
17th Level Intoxicated Frenzy
Drinks All Around. When you use your Flurry of Blows, you can make up to three additional attacks with it (up to a total of six Flurry of Blows attacks), provided that each Flurry of Blows attack targets a different creature this turn.
Hard Shot of Something. When you use your Flurry of Blows, you can target one creature or object with all of the attacks so rapidly they become one. Make an attack roll for each of your Flurry of Blows attacks (3), but don’t roll the damage for each hit separately. Instead roll all the damage of each hit together. If any of your martial arts dice rolls their maximum (12) roll an additional martial arts die for each until none roll their max. Add the modifiers for each hit as normal and add your wisdom modifier for each hit. Deal all the damage as one instance.
Your link has stopped working. Just FYI.
i actually made a couple of iterations on the drunken fist,
My thoughts;
this isnt that far outside the direction i think it should take. however redirect attack is still not offering something unique enough from deflect attacks to make it a strong feature. its usecase is a reaction to a missed attack, that can redirect some damage, but it creates the situation where you may not want to use it incase you get hit. deflect attacks has no base ki cost, and if you spend a ki, you get similar damage to this effect.
to illustatre what i mean:
if the first attack misses, and i use redirect, i spend 1 ki to deal, probably 10-25 damage, then i get hit on the second attack, and say the third attack misses. i took 10-25 damage, and i dealt 10-25 damage
same situation using deflect
first attack misses, i save reaction, 2nd attack hits, i deflect attacks, reducing this damage by 17-26, likely with the option to deal 18avg damage. third attack. misses, meaning you possibly took zero damage, and can soend 1 ki to try to deal 18 damage.
there are specific benefits to redirect, but mostly its not worth using unless you know you cant deflect this turn (like final attack misses)
canceling disadvantage is not a thing worth 2 ki points in all but the most extreme situations. 2 ki points roughly has the value of 4 attacks (2 flurry of blows) at 11. 2 stuns, 2 elemental attunements, shadow casts, etc. This is a feature that costs way too much, and doesnt even come up that much.
for the level 17, i had a similar idea of a single target and a multi target application, and the exploding MA attack dice is interesting, the thing is, with a 1/12 chance per die, will it have a noticeable effect? the wisdom bonus ensures its always some benefit, so maybe its ok. let me do a couple random rolls and edit the post with feedback
edit: the explosion thing is a viable means of improving single target FOB, it will come up 1/4 to 1/3 rolls, but the wisdom bonus is better than the nothing you usually get, and it might be fun to see if you will roll a 12
Okay second attempt with some of your suggestions and some changes I thought would make it more appealing to different people. My fear is that I’m giving too many parts to each feature.
3rd Level Drunken Technique
All an Act. You gain proficiency in Performance or Deception (your choice), and may add your Wisdom modifier to ability checks you make with the chosen skill.
Hit and Run. Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn.
Wobble Away. When you use the Deflect Attacks you may move up to half your speed without provoking Opportunity Attacks as part of the same reaction.
6th Level Tipsy Sway
Leap to Your Feet. When you’re prone, you can stand up by spending 5 feet of movement, rather than half your speed. Additionally if you use Deflect Attacks while prone you can stand up as part of the same reaction.
Redirect Attack. When you spend 1 focus point to redirect some of a melee attack’s force and target a creature other than the attacker, that creature has disadvantage on its dexterity saving throw, and takes half damage on a successful save.
Revel in the Fray. You gain +1 bonus to your Unarmored Defense AC calculation for each enemy except one within 5 feet of you up to maximum bonus equal to your proficiency bonus.
11th Level Drunkard’s Luck
Lucky Me. When you make an attack roll, or a saving throw and have disadvantage on the roll, you can spend 1 Focus point to cancel the disadvantage for that roll.
Lucky You. Once per turn when a creature or object within 5 feet of you that you can see is attacked with an attack roll you can make yourself the target of the attack.
Unlucky Who. When a creature within 5 feet misses you with an attack roll you can cause that attack to hit you instead, but it only deals 1 damage and causes no other conditions or effects even if it normally does on a hit.
17th Level Intoxicated Frenzy
Drinks All Around. When you use your Flurry of Blows, you can make up to three additional attacks with it (up to a total of six Flurry of Blows attacks), provided that each Flurry of Blows attack targets a different creature this turn.
Hard Shot of Something. When you use your Flurry of Blows, you can target one creature or object with all of the attacks so rapidly they become one. Make an attack roll for each of your Flurry of Blows attacks (3), but don’t roll the damage for each hit separately. Instead roll all the damage of each hit together. If any of your martial arts dice rolls their maximum (12) roll an additional martial arts die for each until none roll their max. Add the modifiers for each hit as normal and add your wisdom modifier for each hit. Deal all the damage as one instance.
Shot for Shot. When you use Deflect Attacks on a melee attack you deflect all melee attacks until the end of the current turn. You reduce the damage of the first attack as normal. Any following attacks that turn are reduced by half the amount of the previous reduction rounded up. So if you roll and reduce the first attack to hit you by 27, the next attack to hit would be reduced by 14, then a following attack to hit would be reduced by 7 and so on. You may spend 1 focus point on each of the attacks you reduce to 0 to redirect some of the attack’s force.
the solution of essentially improving deflect attacks was something i didnt think about in my own rebuild. Its interesting. The only flaw i'd say is that the subclass design mostly is hoping to cause attacks to miss, which i see you deal with at a later level, but maybe that should happen earlier.
the drunkard luck addition solves the aforementioned problem, but does it a bit late imo.
so lets see. some analysis to get a better idea..
at level 6, a monk is mostly dealing with +7 attack enemies, probably with 17 AC. its 45% chance of a miss, so redirect is possible 45% of the time, and the average dmg of an enemy attack at this time is (eyeballing 2024 manual) 15. The average damage if deflect attacks is 13, but it has a save, which lets say is 50% so, 6.5 damage.
this means the old rules, 45% of the time, they had a chance to deal 15 damage and 55% chance to deal 6,5 dmg. or around 10.3 (if there are enemies near you)
in your revision, 55% chance to deal 11.35 (75% chance to fail save, 25% chance to take half damage) on average 6.24 damage
considering the level 11 feature, 100% chance to deal 14 damage
if you had this at level 6, it would be 11.3 damage.
if you had the old rules, at level 11, 60% to deal 8 damage, 40% chance to deal 24 damage(the avg damage per hit for cr 10 guy) or 14.4 damage on average
so what that tells me is, if you want to roughly guve similar power to the old feature, you should get both parts at level 6. there are some caveats, like you dont always have an enemy next to you.
If you did do that, level 11 needs something else.
Outside of pure numbers, i would say the old redirect feature plays more into the group brawler design, which you are building on.
so, maybe if you use your concept, of just building on
redirect attacks, improves deflect attacks. when an attack hits you you can reduce the damage by MA die +monk level+dex mod. when you are attacked, if it misses, or you reduce the damage to zero you can choose either option, redirect the damage of the attack to an enemy within 5 feet of you, or deal 2 MA+dex mod to the attacker if they fail a 8+prof+dexmod save, or half that if they succeed.
while this still has an issue of having to guess whether you'll be missed later in the round, it still keeps the ability to redirect damage to those around you (possibly for big damage) and improves baseline deflect damage.
anyhow thats just my analysis, i think just combining the two you have to the 6 feature is also acceptable.
the level 17 defensive boost is nice, and plays into the being in the fray concept, but, generally they try to avoid too much direct math with rules. (other than addition/subraction) but im not sure how to create a similar effect without it, that isnt just as complicated or more, so i think its decent.
conclusion, the level 6 is a lil underpowered compared to before, (combining part of 6 solves it, but then needs something at 11) If you can figure out less mathy way for level 17 defensive feature go for it, if not, its fine.