Hey gang! Hope you're having a good day. I am in the process of creating a new homebrew campaign setting which heavily features magnetism, and I'm creating a few new subclasses and a whole new host of spells known as ferromancy. If you'd like to know the lore stuff, I can soliloquize about it all day, but it's pretty immaterial to why I'm here.
I've come up with a draft of a new magnetic monk class, The Way of the Lodestone, and I need your help! I'm new to homebrewing mechanics, and I want to be sure what I've created is not too out of bounds one way or the other. The basic concept is a monk class that has range, and uses various metal implements called lodestones to deal damage from afar. The subclass is below, with some of my thoughts after.
Monk: Way of the Lodestone
A monk who practices the Way of the Lodestone uses their ki to manipulate magnetic fields. They wield lodestones, which take a variety of forms, to increase the reach of their unarmed attacks, defy gravity, and augment their strikes. Followers of this Monastic Tradition view their mastery over magnetism as a reverent celebration of the fundamental forces that bind creation. Their monasteries are located under the dancing ribbons of the aurora or within Zen gardens of iron filings, so that they may meditate on the nature of magnetism.
Lodestones
3rd-Level Way of the Lodestone Feature
Starting when you choose this tradition at 3rd level, you add a minimum of two lodestones to your equipment. Your DM may allow you to add the lodestones to your equipment earlier if it fits with your character concept.
Lodestone. Any ferrous metallic object that is worn or carried and weighs no more than 2 pounds may be considered a lodestone. The lodestone must not be fixed on your person, e.g. metallic restraints. The damage type of the lodestone depends on its form.
At least two lodestones must be worn or carried to fully unlock the power of the Way of the Lodestone, one of which must be sufficiently shaped to balance on. However, this is by no means a maximum. Practitioners fervently debate the optimum number and form of lodestones. Work with your DM to come up with the arrangement that works best for you. Two examples are shown below.
Lodestones of the Four Rings. Four iron rings, each weighing 1 pound. The outer edges are razor sharp, with symbols etched along their circumference. In combat, one ring is meant to be worn on each limb. A practitioner of the Four Rings style uses subtle control over magnetic fields to prevent the rings from sliding off. Attacks with these lodestones deal slashing damage.
Lodestones of the Iron Fist. Two flexible steel gauntlets, each weighing 2 pounds. They are made of interlocking metal plates connected by rivets that cover the top of the hand and fingers. Nothing fastens the gauntlets to the wearer. Instead, a practitioner of the Iron Fist style uses subtle control over magnetic fields to hold the gauntlets in place. Attacks with these lodestones deal bludgeoning damage.
Polar Barrage
3rd-Level Way of the Lodestone Feature
Starting when you choose this tradition at 3rd level, you can use your ki to create magnetic fields that extend your unarmed strikes using lodestones. When you make an unarmed strike with a lodestone, the range of your attack is 15 feet. The damage type of the attack is bludgeoning, piercing, or slashing, depending on the lodestone used. The lodestone (or lodestones) returns to you at the end of your attack or at the end of your turn (your choice).
Successful attacks with Polar Barrage count as a melee weapon attack hit for the purpose of attempting a Stunning Strike.
Extended Barrage. On your turn, you can spend up to 3 ki points to extend the range of your unarmed strikes using lodestones by 15 feet for each of these ki points you spend, up to 60 feet. The range granted by Extended Barrage lasts until the end of your turn.
Magic Lodestones
6th-Level Way of the Lodestone Feature
At 6th level, your attacks with your lodestones count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Heavenly Steps
6th-Level Way of the Lodestone Feature
When you take the Dash or Disengage action, you gain a flying speed equal to your walking speed until the end of your turn. If you're in the air when the effect wears off, you fall unless you have some other means of staying aloft. The lodestone (or lodestones) used for this feature must be sufficient to balance on, and it returns to you at the end of your turn.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. While you have no uses available, you can spend 1 ki point to use this feature again.
Dipole Strike
11th-Level Way of the Lodestone Feature
At 11th level, you gain the ability to create a magnetic connection between two foes. When you hit a creature with a weapon attack, you can use a lodestone to deal damage to another creature with the same attack. Choose another creature within your reach, including the reach granted by Polar Barrage. If the original attack roll would hit the second creature, it takes damage equal to one roll of your Martial Arts die. The lodestone (or lodestones) returns to you at the end of your attack or at the end of the turn (your choice).
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. While you have no uses available, you can spend 1 ki point to use this feature again.
Surging Strikes
17th-Level Way of the Lodestone Feature
At 17th level, your mastery of magnetism allows you to empower your attacks for a brief period. As a bonus action, you can spend 3 ki points to bolster each of your attacks for 1 minute. When you hit a target with a weapon attack while under the effect of Surging Strikes, you can use a lodestone to deal extra damage to the target equal to one roll of your Martial Arts die. The lodestone (or lodestones) returns to you at the end of your attack or at the end of your turn (your choice).
General Comments
I feel the core monk is pretty weak compared to most other martial classes, certainly in the bottom half in terms of strength when compared to the Fighter (especially with Unarmed Fighting Style at earlier levels) or Barbarian or Paladin, never mind Hexblades or spellcasters. With that opinion in mind, I did not try to balance this subclass against the middle of the road existing monk subclasses, but more with the features of the stronger subclasses, as well as against other classes. I don't want the subclass to be underwhelming, but I don't want it to be the automatic pick versus any other monk subclass. Let me know if you feel I've hit that mark.
Lodestones
I tried to make this as vague as possible, because I really like how much flavor you can put into what a lodestone is. Like the examples I've shown, or maybe a bandolier of kunai that fly out, or a thin metal chain that whirls through the air, or like a hardcore body art monk that flings out their numerous piercings. Heck, it could be like a scene in a Jackie Chan movie where the monk uses a bucket or a baking sheet or whatever is in the environment nearby. I wanted to leave it in the player and DM's hands to come up with whatever they think is rad.
Polar Barrage
Ranged monk! That was sort of the basis of the concept, which only exists in the poorly implemented Sun Soul class. I always hated how that subclass gets their hadouken, but it can't be used for any other monk feature. That's why I chose to let these hits be used for Stunning Strike, otherwise why would you ever use range with the mobility inherent in the monk's kit?
I think the range tied to ki is also a vaguely interesting mechanic, but I'm not sure about the way I've implemented it. Should it be more? Less? I wanted the same ki to range cost as the Sun Soul, at a minimum.
Heavenly Steps
Sort of like the Ascendant Dragon, but I thought having to use Step of the Wind was a little limited. Making it dash or disengage makes it a bit more versatile.
Dipole Strike
This is basically a buffed sweeping strike that the Battle Master gets, but they get plenty of other options, so I don't feel so bad. I wanted a cool bounce around feature for this concept. As far as cost and damage, Astral Self gets something similar for 10 minutes, but once per turn. I figure the limited use before ki cost makes this not too over tuned, but also something you'd actually use, instead of having it cost ki each time.
Surging Strikes
So I'm not worried about this being too OP. Open Hand can do 10d10 every other round, or drive something to 0 HP if they're unlucky/have no legendary resists.
Alright, that's my novel. Thanks for reading and thank you for your help!
I think you need a lodestone maximum here. There's no reason for a monk not to load up with 37 lodestones to have a specific thing for every specific need. While I see the appeal of leaving this wide open for maximum flexibility and creativity, having certain sets that boost certain features of the subclass would be very thematic and would make this a meaningful choice.
Extended Barrage feels very expensive for one turn. Sun Soul can attack at range all day long, they just need ki to FoB at range as well.
I get that you want to divorce Heavenly Steps from the ki cost of Step of the Wind, but they are just way too thematically similar and mechanically overlapping to not combine. At this level flight is really good, having it cost a ki point doesn't seem unrealistic to me in exchange for the ability to use it as a bonus action. The other possibility is to tie it into FoB in the same way Drunkmonks get disengage for free.
For Dipole Strike, I'd make it work more like Horde Breaker where you just get a flat extra attack as long as it's a different creature. Horde Breaker is a bit more restrictive, but it's level 3 and unlimited use.
Surging Strikes seems fine balance-wise, but it might feel a little anticlimactic. You get a nice number boost but you're not really doing anything you couldn't do before. I think the best capstone features give you an awesome cinematic moment, and I think this concept could really lean into that to do something cool.
I feel the core monk is pretty weak compared to most other martial classes, certainly in the bottom half in terms of strength when compared to the Fighter (especially with Unarmed Fighting Style at earlier levels)
As an aside, this is a common misconception that doesn't hold up when you do the math. Martial Arts is giving monk two full attacks right off the bat, upgraded to three at level 5 at no cost. At level 1, that's (1d4 + 3) x 2 = 11 avg vs. the unarmed Fighter's 1d8+3 = 9.5 avg. At level 5, it's Monk's (1d6+3) x 3 = 19.5 avg vs. Fighter's (1d8+3) x 2 = 15 avg. Load up the Fighter with a greatsword and it's still just (2d6+3) x 2 = 20 avg. Monk keeps up just fine outside of stuff like Great Weapon Master/Sharpshooter.
Where monk can fall behind - especially when they're making unconventional attacks with astral fists or radiant bolts or lodestones - is the very poor support they get in terms of +atk/dmg from magical weapons. I don't think it would be out of line to upgrade your lodestones to compensate for this, or to allow certain magical items to qualify as lodestones. Overall I feel like this sub is still a bit underpowered, so I think you have room to include a boost like that.
Thank you so much for your suggestions! When you silo yourself to come up with stuff it can be hard to see the flaws in your creation.
I agree about the lodestone maximum. I could limit it to 4 or 8 and, as you say, take care of things on the DM side to give boosts or synergies with specific sets or types. This too could be used to increase the +atk/dmg for unarmed strikes.
Extended Barrage feels very expensive for one turn. Sun Soul can attack at range all day long, they just need ki to FoB at range as well.
Agreed. Perhaps 30 feet baseline range and then extended to 90 or 120, for 30 feet per ki? That would be useful for long range stunning strikes. I could also extend the range for a minute, instead of until the end of turn.
For Heavenly Steps, I may make it tied to Step of the Wind and just remove the additional use cost, instead of having it tied to proficiency bonus and an additional ki point after that.
For Dipole Strike, I'd make it work more like Horde Breaker where you just get a flat extra attack as long as it's a different creature. Horde Breaker is a bit more restrictive, but it's level 3 and unlimited use.
Having the Dipole Strikes feature come online at 11th level seems a little under tuned if I limit it to once a turn. I could put it at 3rd level too.
This means that the 11th level feature is open now. Another thought I had was something like this:
Magnetic Attraction
11th-Level Way of the Lodestone Feature
At 11th level, you gain the ability to create a magnetic connection between your lodestones and your enemies. As a bonus action, you can spend 2 ki points against a creature you can see within reach, including the reach granted by Polar Barrage. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.
Basically Vow of Enmity for ki cost. That's a once per short rest ability, so I could increase the ki cost to 3 if it's a little too cheap as is.
Surging Strikes seems fine balance-wise, but it might feel a little anticlimactic.
Yeah I struggled with what would be best as a capstone for this. Giving extra damage for a minute was sort of a cop-out. Some other thoughts would be something that lets you attack with all the lodestones you have for a turn, which could be balanced against the maximum from above.
Surging Strikes
17th-Level Way of the Lodestone Feature
At 17th level, your mastery of magnetism allows you unleash a maelstrom of deadly attacks. When you take the Attack action, you can spend 3 ki points to attack a number of times equal to your maximum lodestone count. When you hit a target with a lodestone while under the effect of Surging Strikes, you deal extra damage to the target equal to one roll of your Martial Arts die. The lodestone (or lodestones) returns to you at the end of your attack or at the end of your turn (your choice).
Do you think the additional damage should be removed? Having this feature working with the Magnetic Attraction feature would be pretty devastating...may be a bit too padded.
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Hey gang! Hope you're having a good day. I am in the process of creating a new homebrew campaign setting which heavily features magnetism, and I'm creating a few new subclasses and a whole new host of spells known as ferromancy. If you'd like to know the lore stuff, I can soliloquize about it all day, but it's pretty immaterial to why I'm here.
I've come up with a draft of a new magnetic monk class, The Way of the Lodestone, and I need your help! I'm new to homebrewing mechanics, and I want to be sure what I've created is not too out of bounds one way or the other. The basic concept is a monk class that has range, and uses various metal implements called lodestones to deal damage from afar. The subclass is below, with some of my thoughts after.
General Comments
I feel the core monk is pretty weak compared to most other martial classes, certainly in the bottom half in terms of strength when compared to the Fighter (especially with Unarmed Fighting Style at earlier levels) or Barbarian or Paladin, never mind Hexblades or spellcasters. With that opinion in mind, I did not try to balance this subclass against the middle of the road existing monk subclasses, but more with the features of the stronger subclasses, as well as against other classes. I don't want the subclass to be underwhelming, but I don't want it to be the automatic pick versus any other monk subclass. Let me know if you feel I've hit that mark.
Lodestones
I tried to make this as vague as possible, because I really like how much flavor you can put into what a lodestone is. Like the examples I've shown, or maybe a bandolier of kunai that fly out, or a thin metal chain that whirls through the air, or like a hardcore body art monk that flings out their numerous piercings. Heck, it could be like a scene in a Jackie Chan movie where the monk uses a bucket or a baking sheet or whatever is in the environment nearby. I wanted to leave it in the player and DM's hands to come up with whatever they think is rad.
Polar Barrage
Ranged monk! That was sort of the basis of the concept, which only exists in the poorly implemented Sun Soul class. I always hated how that subclass gets their hadouken, but it can't be used for any other monk feature. That's why I chose to let these hits be used for Stunning Strike, otherwise why would you ever use range with the mobility inherent in the monk's kit?
I think the range tied to ki is also a vaguely interesting mechanic, but I'm not sure about the way I've implemented it. Should it be more? Less? I wanted the same ki to range cost as the Sun Soul, at a minimum.
Heavenly Steps
Sort of like the Ascendant Dragon, but I thought having to use Step of the Wind was a little limited. Making it dash or disengage makes it a bit more versatile.
Dipole Strike
This is basically a buffed sweeping strike that the Battle Master gets, but they get plenty of other options, so I don't feel so bad. I wanted a cool bounce around feature for this concept. As far as cost and damage, Astral Self gets something similar for 10 minutes, but once per turn. I figure the limited use before ki cost makes this not too over tuned, but also something you'd actually use, instead of having it cost ki each time.
Surging Strikes
So I'm not worried about this being too OP. Open Hand can do 10d10 every other round, or drive something to 0 HP if they're unlucky/have no legendary resists.
Alright, that's my novel. Thanks for reading and thank you for your help!
I think you need a lodestone maximum here. There's no reason for a monk not to load up with 37 lodestones to have a specific thing for every specific need. While I see the appeal of leaving this wide open for maximum flexibility and creativity, having certain sets that boost certain features of the subclass would be very thematic and would make this a meaningful choice.
Extended Barrage feels very expensive for one turn. Sun Soul can attack at range all day long, they just need ki to FoB at range as well.
I get that you want to divorce Heavenly Steps from the ki cost of Step of the Wind, but they are just way too thematically similar and mechanically overlapping to not combine. At this level flight is really good, having it cost a ki point doesn't seem unrealistic to me in exchange for the ability to use it as a bonus action. The other possibility is to tie it into FoB in the same way Drunkmonks get disengage for free.
For Dipole Strike, I'd make it work more like Horde Breaker where you just get a flat extra attack as long as it's a different creature. Horde Breaker is a bit more restrictive, but it's level 3 and unlimited use.
Surging Strikes seems fine balance-wise, but it might feel a little anticlimactic. You get a nice number boost but you're not really doing anything you couldn't do before. I think the best capstone features give you an awesome cinematic moment, and I think this concept could really lean into that to do something cool.
As an aside, this is a common misconception that doesn't hold up when you do the math. Martial Arts is giving monk two full attacks right off the bat, upgraded to three at level 5 at no cost. At level 1, that's (1d4 + 3) x 2 = 11 avg vs. the unarmed Fighter's 1d8+3 = 9.5 avg. At level 5, it's Monk's (1d6+3) x 3 = 19.5 avg vs. Fighter's (1d8+3) x 2 = 15 avg. Load up the Fighter with a greatsword and it's still just (2d6+3) x 2 = 20 avg. Monk keeps up just fine outside of stuff like Great Weapon Master/Sharpshooter.
Where monk can fall behind - especially when they're making unconventional attacks with astral fists or radiant bolts or lodestones - is the very poor support they get in terms of +atk/dmg from magical weapons. I don't think it would be out of line to upgrade your lodestones to compensate for this, or to allow certain magical items to qualify as lodestones. Overall I feel like this sub is still a bit underpowered, so I think you have room to include a boost like that.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
Thank you so much for your suggestions! When you silo yourself to come up with stuff it can be hard to see the flaws in your creation.
I agree about the lodestone maximum. I could limit it to 4 or 8 and, as you say, take care of things on the DM side to give boosts or synergies with specific sets or types. This too could be used to increase the +atk/dmg for unarmed strikes.
Agreed. Perhaps 30 feet baseline range and then extended to 90 or 120, for 30 feet per ki? That would be useful for long range stunning strikes. I could also extend the range for a minute, instead of until the end of turn.
For Heavenly Steps, I may make it tied to Step of the Wind and just remove the additional use cost, instead of having it tied to proficiency bonus and an additional ki point after that.
Having the Dipole Strikes feature come online at 11th level seems a little under tuned if I limit it to once a turn. I could put it at 3rd level too.
This means that the 11th level feature is open now. Another thought I had was something like this:
Magnetic Attraction
11th-Level Way of the Lodestone Feature
At 11th level, you gain the ability to create a magnetic connection between your lodestones and your enemies. As a bonus action, you can spend 2 ki points against a creature you can see within reach, including the reach granted by Polar Barrage. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.
Basically Vow of Enmity for ki cost. That's a once per short rest ability, so I could increase the ki cost to 3 if it's a little too cheap as is.
Yeah I struggled with what would be best as a capstone for this. Giving extra damage for a minute was sort of a cop-out. Some other thoughts would be something that lets you attack with all the lodestones you have for a turn, which could be balanced against the maximum from above.
Surging Strikes
17th-Level Way of the Lodestone Feature
At 17th level, your mastery of magnetism allows you unleash a maelstrom of deadly attacks. When you take the Attack action, you can spend 3 ki points to attack a number of times equal to your maximum lodestone count. When you hit a target with a lodestone while under the effect of Surging Strikes, you deal extra damage to the target equal to one roll of your Martial Arts die. The lodestone (or lodestones) returns to you at the end of your attack or at the end of your turn (your choice).
Do you think the additional damage should be removed? Having this feature working with the Magnetic Attraction feature would be pretty devastating...may be a bit too padded.