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
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