The DM and I worked on this for the past couple months. Hope to get some feedback. I am currently 4th level playtesting.
-Way of the Sramana- Monks that follow the Way of the Sramana are wanderers, never comitting themselves to the monastic lifestyle. Instead these monks travel the realms learning from unique people and places, practicing ascetic meditation and esoteric, long forgotten techniques to gain an uncanny attunement to the forces outside the prime material. They make a vow to never use weapons and instead learn to channel energy directly from the planes, turning their body into the greatest weapon. When you choose this tradition at 3rd level, you lose your proficiency with all weapons, gain proficiency with the navigators tools, learn one language of your choice and gain proficiency in the Arcana skill.
Planar Channeling - starting at 3rd level you can augment your unarmed attacks with planar energy. As a Bonus Action, you may spend 1 Ki to add an extra 1D4 Planar Damage on successful unarmed attacks during the Attack Action. The duration of this feature is up to 1 minute of concentration. You choose the type of Planar Damage, which lasts the entire duration, as you activate this feature. At higher levels you may spend more Ki to increase the extra Planar Damage. 6th level - 2 Ki - 1d6. 11th level - 3 Ki - 1D8. 17th level - 4 Ki - 1d10. Additionally, during the duration of this feature, whenever you hit a creature with an attack granted by Flurry of Blows, you may choose to force the target to make a specified saving throw, against your Ki save DC, to impose the associated Planar Condition. Each associated condition lasts until the end of your next turn. You may use each chosen Planar Condition a number of times equal to your Intelligence Modifier, minimum 1. This number replenished after a long rest. Planar Damage types/Conditions/saves. - At 3d level you choose 1 type of Planar Damage. You choose 1 more at 6th, 11th and 17th levels. Acid - AC minus 2 - Dexterity save Cold - Petrified - Strength save Fire - Charmed - Charisma save Force - Restrained - Strength save Lightning - Incapacitated - Dexterity save Necrotic - Can't regain hit points - Constitution save Poison - Poisoned - Constitution save Psychic - Frightened - Intelligence save Radiant - Blinded - Wisdom save Thunder - Stunned - Constitution save
•When you gain the Stunning Strike feature at 5th level, it works with unarmed attacks instead of weapon attacks during the Attack Action. Alternatively, you may choose to gain Misty Step, which replaces the Stunning Strike feature. You cast Misty Step by spending 2 Ki and may use it a number of times equal to your Intelligence Modifier minus 1 and a minimum of 1, which replenished after a long rest.
Sramana Step - Starting at 6th level, you can step between the planes at a moment's notice. When another creature hits you with a melee attack, you can use your reaction to teleport to an unoccupied space you can see within 15 feet of the space you started from, making the attack miss. You may use this feature a number of times equal to half your Intelligence Modifier, rounded up, minimum 1. This number replenished after a long rest.
Sramana Sight - Starting at 11th level you can use your Ki to extend your senses. You may spend 3 Ki to cast Clairvoyance. When you do you may spend an additional 3 Ki to use the Hearing and Seeing options simultaneously or to use See Invisibility with the Seeing option. You can use this feature a number of times equal to half your Intelligence Modifier, rounded up, minimum 1. This number replenished after a long rest.
Sramana Shift - Starting at 17th level you can focus on a single strike to permanently banish a creature. You may spend 7 Ki to cast Plane Shift as a melee spell attack. On a hit, the creature must make a Charisma saving throw. If it succeeds, it is not teleported, instead the shift energies release in the current plane of existence and it takes 10D10 Planar Damage. If the Planar Channeling feature is currently active, you must choose that type of Planar Damage, otherwise it may be of any type, either way it does not cause it's associated condition. If it fails, the creature is teleported to a random location on a different plane of existence you specify. A creature so teleported must find it's own way back to your plane of existence. A willing creature may choose to automatically fail the save. You can use this feature a number of times equal to half your Intelligence Modifier, rounded down, minimum 1. This number replenished after a long rest.
***Edited new version based on Wisdom with fewer limitations.
-Way of the Sramana-
Planar Channeling - starting at 3rd level you can augment your unarmed attacks with planar energy. As a Bonus Action, you may spend 1 Ki to add an extra 1D4 Planar Damage on successful unarmed attacks during the Attack Action. The duration of this feature is up to 1 minute of concentration. You choose the type of Planar Damage, which lasts the entire duration, as you activate this feature. At higher levels you may spend more Ki to increase the extra Planar Damage. 6th level - 2 Ki - 1d6. 11th level - 3 Ki - 1D8. 17th level - 4 Ki - 1d10. Additionally, during the duration of this feature, whenever you hit a creature with an attack granted by Flurry of Blows, you may choose to force the target to make a specified saving throw, against your Ki save DC, to impose the associated Planar Condition. Each associated condition lasts until the end of your next turn. You may use each chosen Planar Condition a number of times equal to your Wisdom Modifier, minimum 1. You regain all expended uses after finishing a long rest. Planar Damage types/Conditions/saves. - At 3d level you choose 1 type of Planar Damage. You choose 1 more at 6th, 11th and 17th levels. Acid - AC minus 2 - Dexterity save Cold - Petrified - Strength save Fire - Charmed - Charisma save Force - Restrained - Strength save Lightning - Incapacitated - Dexterity save Necrotic - Can't regain hit points - Constitution save Poison - Poisoned - Constitution save Psychic - Frightened - Intelligence save Radiant - Blinded - Wisdom save Thunder - Stunned - Constitution save
•When you would gain the Stunning Strike feature at 5th level you may instead choose to gain Misty Step, which replaces the Stunning Strike feature. You cast Misty Step by spending 2 Ki.
Sramana Step - Starting at 6th level, you can step between the planes at a moment's notice. When another creature hits you with a melee attack, you can use your reaction to teleport to an unoccupied space you can see within 15 feet of the space you started from, making the attack miss. You can use this feature a number of times equal to half your Wisdom modifier, rounded down. You regain all expended uses after finishing a long rest.
Sramana Sight - Starting at 11th level you can use your Ki to extend your senses. You may spend 3 Ki to cast Clairvoyance. When you do you may spend an additional 3 Ki to use the Hearing and Seeing options simultaneously or to use See Invisibility with the Seeing option.
Sramana Shift - Starting at 17th level you can focus on a single strike to permanently banish a creature. You may spend 7 Ki to cast Plane Shift as a melee spell attack. On a hit, the creature must make a Charisma saving throw. If it succeeds, it is not teleported, instead the shift energies release in the current plane of existence and it takes 10D10 Planar Damage. If the Planar Channeling feature is currently active, you must choose that type of Planar Damage, otherwise it may be of any type, either way it does not cause it's associated condition. If it fails, the creature is teleported to a random location on a different plane of existence you specify. A creature so teleported must find it's own way back to your plane of existence. A willing creature may choose to automatically fail the save.
Monks are mainly Dex based, with Wis being a strong consideration for 2nd ability due to it's bonus to unarmored defense... now they need Int for most of these abilities?
Doesn't really make sense, without even looking deep into whether they unbalance the game or not, I would suggest substituting all instances of the word Intelligence with Wisdom (c'mon guys, at least make it playable).
Ok.. so do the substitution in your mind and tell me what you think of it.
For an actual by the book build, yeah, it would have to be wisdom instead of intelligence. I can make that change for this purpose. I made it intelligence based on my character and the fact that I rolled really well for my starting stats.
The DM and I worked on this for the past couple months. Hope to get some feedback. I am currently 4th level playtesting.
-Way of the Sramana- Monks that follow the Way of the Sramana are wanderers, never comitting themselves to the monastic lifestyle. Instead these monks travel the realms learning from unique people and places, practicing ascetic meditation and esoteric, long forgotten techniques to gain an uncanny attunement to the forces outside the prime material. They make a vow to never use weapons and instead learn to channel energy directly from the planes, turning their body into the greatest weapon.
Okay, so, unless it's tied to a specific world--and probably even then--give it a more generic name, like "Way of the Wanderer."
When you choose this tradition at 3rd level, you lose your proficiency with all weapons, gain proficiency with the navigators tools, learn one language of your choice and gain proficiency in the Arcana skill.
[B]Planar Channeling[/B] - starting at 3rd level you can augment your unarmed attacks with planar energy. As a Bonus Action, you may spend 1 Ki to add an extra 1D4 Planar Damage on successful unarmed attacks during the Attack Action. The duration of this feature is up to 1 minute of concentration. You choose the type of Planar Damage, which lasts the entire duration, as you activate this feature. At higher levels you may spend more Ki to increase the extra Planar Damage. 6th level - 2 Ki - 1d6. 11th level - 3 Ki - 1D8. 17th level - 4 Ki - 1d10. Additionally, during the duration of this feature, whenever you hit a creature with an attack granted by Flurry of Blows, you may choose to force the target to make a specified saving throw, against your Ki save DC, to impose the associated Planar Condition. Each associated condition lasts until the end of your next turn.
1 ki for an extra 1d4 damage seems like a decent enough rate. 4 ki for 1d10, not so much. How many times do you get to do the extra damage, though?
You may use each chosen Planar Condition a number of times equal to your Intelligence Modifier, minimum 1. This number replenished after a long rest.
Intelligence? Monks don't care about Intelligence, they care about Wisdom.
Planar Damage types/Conditions/saves. - At 3rd level you choose 1 type of Planar Damage. You choose 1 more at 6th, 11th and 17th levels. Acid - AC minus 2 - Dexterity save Cold - Petrified - Strength save Fire - Charmed - Charisma save Force - Restrained - Strength save Lightning - Incapacitated - Dexterity save Necrotic - Can't regain hit points - Constitution save Poison - Poisoned - Constitution save Psychic - Frightened - Intelligence save Radiant - Blinded - Wisdom save Thunder - Stunned - Constitution save
•When you gain the Stunning Strike feature at 5th level, it works with unarmed attacks instead of weapon attacks during the Attack Action.
First, that feature is completely redundant. Second, please don't take the Beastmaster ranger as a precedent for referencing and changing a class feature in a subclass feature, before that class feature shows up.
Alternatively, you may choose to gain Misty Step, which replaces the Stunning Strike feature. You cast Misty Step by spending 2 Ki and may use it a number of times equal to your Intelligence Modifier minus 1 and a minimum of 1, which replenished after a long rest.
Why are you limiting it twice, why is it based on Intelligence, and why do you not use the phrasing every other limited-use feature uses--that you "regain all expended uses (or charges, or spell slots, or points, or whatever) after a (short or) long rest"?
[B]Sramana Step[/B]- Starting at 6th level, you can step between the planes at a moment's notice. When another creature hits you with a melee attack, you can use your reaction to teleport to an unoccupied space you can see within 15 feet of the space you started from, making the attack miss. You may use this feature a number of times equal to half your Intelligence Modifier, rounded up, minimum 1. This number replenished after a long rest.
Intelligence again?
[B]Sramana Sight[/B]- Starting at 11th level you can use your Ki to extend your senses. You may spend 3 Ki to cast Clairvoyance. When you do you may spend an additional 3 Ki to use the Hearing and Seeing options simultaneously or to use See Invisibility with the Seeing option. You can use this feature a number of times equal to half your Intelligence Modifier, rounded up, minimum 1. This number replenished after a long rest.
Ki is a limited resource. Why limit how many times one can expend a limited resource, above and beyond the inherent limitations?
[B]Sramana Shift[/B]- Starting at 17th level you can focus on a single strike to permanently banish a creature. You may spend 7 Ki to cast Plane Shift as a melee spell attack. On a hit, the creature must make a Charisma saving throw. If it succeeds, it is not teleported, instead the shift energies release in the current plane of existence and it takes 10D10 Planar Damage. If the Planar Channeling feature is currently active, you must choose that type of Planar Damage, otherwise it may be of any type, either way it does not cause its associated condition. If it fails, the creature is teleported to a random location on a different plane of existence you specify. A creature so teleported must find its own way back to your plane of existence. A willing creature may choose to automatically fail the save. You can use this feature a number of times equal to half your Intelligence Modifier, rounded down, minimum 1. This number replenished after a long rest.
Your Unarmored Defense is based on Wis, your ki save DC is based on Wis, and you need Wis to multiclass in or out of monk. You have no class features that care about your Int.
Yes, the Eldritch Knight and Arcane Archer martial archetypes care about Int when most fighters don't, but fighters have extra ASIs and, at least by default, only one primary attribute. Yes, the Arcane Trickster roguish archetype cares about Int, but rogues also get an extra ASI and already use Int for Investigation and a few other skills. And neither fighters nor rogues have a mental stat that they care about by default nearly as much as monks care about Wisdom by default.
Monks, on the other hand, have two primary stats, one of which--Wisdom--is mental. Mechanically, monks have no reason to care about Int, they have no reason to want to care about Int, they have something that they can quite reasonably care about instead of Int, and they can't afford to care about Int. Don't make them care about Int.
The planar channeling damage works like the spell Divine Favor.. all attack action strikes for the entire concentration.
Stunning Strike says weapon attacks, so I made the distinction.. not redundant.
I switched it all up to wisdom and no limits on anything besides Planar Conditions and Sramana Step
[B]Planar Channeling[/B] - starting at 3rd level you can augment your unarmed attacks with planar energy. As a Bonus Action, you may spend 1 Ki to add an extra 1D4 Planar Damage on successful unarmed attacks during the Attack Action. The duration of this feature is up to 1 minute of concentration. You choose the type of Planar Damage, which lasts the entire duration, as you activate this feature. At higher levels you may spend more Ki to increase the extra Planar Damage. 6th level - 2 Ki - 1d6. 11th level - 3 Ki - 1D8. 17th level - 4 Ki - 1d10. Additionally, during the duration of this feature, whenever you hit a creature with an attack granted by Flurry of Blows, you may choose to force the target to make a specified saving throw, against your Ki save DC, to impose the associated Planar Condition. Each associated condition lasts until the end of your next turn. You may use each chosen Planar Condition a number of times equal to your Wisdom Modifier, minimum 1. You regain all expended uses after finishing a long rest. Planar Damage types/Conditions/saves. - At 3d level you choose 1 type of Planar Damage. You choose 1 more at 6th, 11th and 17th levels. Acid - AC minus 2 - Dexterity save Cold - Petrified - Strength save Fire - Charmed - Charisma save Force - Restrained - Strength save Lightning - Incapacitated - Dexterity save Necrotic - Can't regain hit points - Constitution save Poison - Poisoned - Constitution save Psychic - Frightened - Intelligence save Radiant - Blinded - Wisdom save Thunder - Stunned - Constitution save
•When you would gain the Stunning Strike feature at 5th level you may instead choose to gain Misty Step, which replaces the Stunning Strike feature. You cast Misty Step by spending 2 Ki.
[B]Sramana Step[/B]- Starting at 6th level, you can step between the planes at a moment's notice. When another creature hits you with a melee attack, you can use your reaction to teleport to an unoccupied space you can see within 15 feet of the space you started from, making the attack miss. You can use this feature a number of times equal to half your Wisdom modifier, rounded down. You regain all expended uses after finishing a long rest.
[B]Sramana Sight[/B]- Starting at 11th level you can use your Ki to extend your senses. You may spend 3 Ki to cast Clairvoyance. When you do you may spend an additional 3 Ki to use the Hearing and Seeing options simultaneously or to use See Invisibility with the Seeing option.
[B]Sramana Shift[/B]- Starting at 17th level you can focus on a single strike to permanently banish a creature. You may spend 7 Ki to cast Plane Shift as a melee spell attack. On a hit, the creature must make a Charisma saving throw. If it succeeds, it is not teleported, instead the shift energies release in the current plane of existence and it takes 10D10 Planar Damage. If the Planar Channeling feature is currently active, you must choose that type of Planar Damage, otherwise it may be of any type, either way it does not cause it's associated condition. If it fails, the creature is teleported to a random location on a different plane of existence you specify. A creature so teleported must find it's own way back to your plane of existence. A willing creature may choose to automatically fail the save.
More explanation on the original with major limitations. I set it up so if you max the stat(in that case intelligence, in the new one, wisdom) then you would be able to have a total of 20 uses of Planar Conditions per short rest, same number of uses of stunning strike at 20th level.
4 uses of Misty Step per long rest, same as the number of spell slots of that level for standard spellcasting classes.
4 uses of Sramana step per long rest (taken down to two with the new wisdom based build) which should be only 1 or 2.. it's pretty powerful.
3 uses of Sramana Sight per long rest, same as the number of spell slots of that level for standard spellcasting classes.
2 uses of Sramana shift per long rest, same as the number of spell slots of that level for standard spellcasting classes.
This was all done so they aren't using these spells more times than a standard spell casting type of character. It seems balanced to me and my DM.
The DM and I worked on this for the past couple months. Hope to get some feedback. I am currently 4th level playtesting.
-Way of the Sramana-
Monks that follow the Way of the Sramana are wanderers, never comitting themselves to the monastic lifestyle. Instead these monks travel the realms learning from unique people and places, practicing ascetic meditation and esoteric, long forgotten techniques to gain an uncanny attunement to the forces outside the prime material. They make a vow to never use weapons and instead learn to channel energy directly from the planes, turning their body into the greatest weapon. When you choose this tradition at 3rd level, you lose your proficiency with all weapons, gain proficiency with the navigators tools, learn one language of your choice and gain proficiency in the Arcana skill.
Planar Channeling - starting at 3rd level you can augment your unarmed attacks with planar energy. As a Bonus Action, you may spend 1 Ki to add an extra 1D4 Planar Damage on successful unarmed attacks during the Attack Action. The duration of this feature is up to 1 minute of concentration. You choose the type of Planar Damage, which lasts the entire duration, as you activate this feature. At higher levels you may spend more Ki to increase the extra Planar Damage. 6th level - 2 Ki - 1d6. 11th level - 3 Ki - 1D8. 17th level - 4 Ki - 1d10. Additionally, during the duration of this feature, whenever you hit a creature with an attack granted by Flurry of Blows, you may choose to force the target to make a specified saving throw, against your Ki save DC, to impose the associated Planar Condition. Each associated condition lasts until the end of your next turn. You may use each chosen Planar Condition a number of times equal to your Intelligence Modifier, minimum 1. This number replenished after a long rest.
Planar Damage types/Conditions/saves. - At 3d level you choose 1 type of Planar Damage. You choose 1 more at 6th, 11th and 17th levels.
Acid - AC minus 2 - Dexterity save
Cold - Petrified - Strength save
Fire - Charmed - Charisma save
Force - Restrained - Strength save
Lightning - Incapacitated - Dexterity save
Necrotic - Can't regain hit points - Constitution save
Poison - Poisoned - Constitution save
Psychic - Frightened - Intelligence save
Radiant - Blinded - Wisdom save
Thunder - Stunned - Constitution save
•When you gain the Stunning Strike feature at 5th level, it works with unarmed attacks instead of weapon attacks during the Attack Action. Alternatively, you may choose to gain Misty Step, which replaces the Stunning Strike feature. You cast Misty Step by spending 2 Ki and may use it a number of times equal to your Intelligence Modifier minus 1 and a minimum of 1, which replenished after a long rest.
Sramana Step - Starting at 6th level, you can step between the planes at a moment's notice. When another creature hits you with a melee attack, you can use your reaction to teleport to an unoccupied space you can see within 15 feet of the space you started from, making the attack miss. You may use this feature a number of times equal to half your Intelligence Modifier, rounded up, minimum 1. This number replenished after a long rest.
Sramana Sight - Starting at 11th level you can use your Ki to extend your senses. You may spend 3 Ki to cast Clairvoyance. When you do you may spend an additional 3 Ki to use the Hearing and Seeing options simultaneously or to use See Invisibility with the Seeing option. You can use this feature a number of times equal to half your Intelligence Modifier, rounded up, minimum 1. This number replenished after a long rest.
Sramana Shift - Starting at 17th level you can focus on a single strike to permanently banish a creature. You may spend 7 Ki to cast Plane Shift as a melee spell attack. On a hit, the creature must make a Charisma saving throw. If it succeeds, it is not teleported, instead the shift energies release in the current plane of existence and it takes 10D10 Planar Damage. If the Planar Channeling feature is currently active, you must choose that type of Planar Damage, otherwise it may be of any type, either way it does not cause it's associated condition. If it fails, the creature is teleported to a random location on a different plane of existence you specify. A creature so teleported must find it's own way back to your plane of existence. A willing creature may choose to automatically fail the save. You can use this feature a number of times equal to half your Intelligence Modifier, rounded down, minimum 1. This number replenished after a long rest.
***Edited new version based on Wisdom with fewer limitations.
-Way of the Sramana-
Planar Channeling - starting at 3rd level you can augment your unarmed attacks with planar energy. As a Bonus Action, you may spend 1 Ki to add an extra 1D4 Planar Damage on successful unarmed attacks during the Attack Action. The duration of this feature is up to 1 minute of concentration. You choose the type of Planar Damage, which lasts the entire duration, as you activate this feature. At higher levels you may spend more Ki to increase the extra Planar Damage. 6th level - 2 Ki - 1d6. 11th level - 3 Ki - 1D8. 17th level - 4 Ki - 1d10. Additionally, during the duration of this feature, whenever you hit a creature with an attack granted by Flurry of Blows, you may choose to force the target to make a specified saving throw, against your Ki save DC, to impose the associated Planar Condition. Each associated condition lasts until the end of your next turn. You may use each chosen Planar Condition a number of times equal to your Wisdom Modifier, minimum 1. You regain all expended uses after finishing a long rest.
Planar Damage types/Conditions/saves. - At 3d level you choose 1 type of Planar Damage. You choose 1 more at 6th, 11th and 17th levels.
Acid - AC minus 2 - Dexterity save
Cold - Petrified - Strength save
Fire - Charmed - Charisma save
Force - Restrained - Strength save
Lightning - Incapacitated - Dexterity save
Necrotic - Can't regain hit points - Constitution save
Poison - Poisoned - Constitution save
Psychic - Frightened - Intelligence save
Radiant - Blinded - Wisdom save
Thunder - Stunned - Constitution save
•When you would gain the Stunning Strike feature at 5th level you may instead choose to gain Misty Step, which replaces the Stunning Strike feature. You cast Misty Step by spending 2 Ki.
Sramana Step - Starting at 6th level, you can step between the planes at a moment's notice. When another creature hits you with a melee attack, you can use your reaction to teleport to an unoccupied space you can see within 15 feet of the space you started from, making the attack miss. You can use this feature a number of times equal to half your Wisdom modifier, rounded down. You regain all expended uses after finishing a long rest.
Sramana Sight - Starting at 11th level you can use your Ki to extend your senses. You may spend 3 Ki to cast Clairvoyance. When you do you may spend an additional 3 Ki to use the Hearing and Seeing options simultaneously or to use See Invisibility with the Seeing option.
Sramana Shift - Starting at 17th level you can focus on a single strike to permanently banish a creature. You may spend 7 Ki to cast Plane Shift as a melee spell attack. On a hit, the creature must make a Charisma saving throw. If it succeeds, it is not teleported, instead the shift energies release in the current plane of existence and it takes 10D10 Planar Damage. If the Planar Channeling feature is currently active, you must choose that type of Planar Damage, otherwise it may be of any type, either way it does not cause it's associated condition. If it fails, the creature is teleported to a random location on a different plane of existence you specify. A creature so teleported must find it's own way back to your plane of existence. A willing creature may choose to automatically fail the save.
Monks are mainly Dex based, with Wis being a strong consideration for 2nd ability due to it's bonus to unarmored defense... now they need Int for most of these abilities?
Doesn't really make sense, without even looking deep into whether they unbalance the game or not, I would suggest substituting all instances of the word Intelligence with Wisdom (c'mon guys, at least make it playable).
Ok.. so do the substitution in your mind and tell me what you think of it.
For an actual by the book build, yeah, it would have to be wisdom instead of intelligence. I can make that change for this purpose. I made it intelligence based on my character and the fact that I rolled really well for my starting stats.
Okay, so, unless it's tied to a specific world--and probably even then--give it a more generic name, like "Way of the Wanderer."
1 ki for an extra 1d4 damage seems like a decent enough rate. 4 ki for 1d10, not so much. How many times do you get to do the extra damage, though?
I
ntelligence?Monks don't care about Intelligence, they care about Wisdom.Write it out and use tooltips.
First, that feature is completely redundant. Second, please don't take the Beastmaster ranger as a precedent for referencing and changing a class feature in a subclass feature, before that class feature shows up.
Why are you limiting it twice,
why is it based on Intelligence, and why do you not use the phrasing every other limited-use feature uses--that you "regain all expended uses (or charges, or spell slots, or points, or whatever) after a (short or) long rest"?Intelligence again?Ki is a limited resource. Why limit how many times one can expend a limited resource, above and beyond the inherent limitations?
Your Unarmored Defense is based on Wis, your ki save DC is based on Wis, and you need Wis to multiclass in or out of monk. You have no class features that care about your Int.Yes, the Eldritch Knight and Arcane Archer martial archetypes care about Int when most fighters don't, but fighters have extra ASIs and, at least by default, only one primary attribute. Yes, the Arcane Trickster roguish archetype cares about Int, but rogues also get an extra ASI and already use Int for Investigation and a few other skills. And neither fighters nor rogues have a mental stat that they care about by default nearly as much as monks care about Wisdom by default.Monks, on the other hand, have two primary stats, one of which--Wisdom--is mental. Mechanically, monks have no reason to care about Int, they have no reason to want to care about Int, they have something that they can quite reasonably care about instead of Int, and they can't afford to care about Int. Don't make them care about Int."Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
The planar channeling damage works like the spell Divine Favor.. all attack action strikes for the entire concentration.
Stunning Strike says weapon attacks, so I made the distinction.. not redundant.
I switched it all up to wisdom and no limits on anything besides Planar Conditions and Sramana Step
[B]Planar Channeling[/B] - starting at 3rd level you can augment your unarmed attacks with planar energy. As a Bonus Action, you may spend 1 Ki to add an extra 1D4 Planar Damage on successful unarmed attacks during the Attack Action. The duration of this feature is up to 1 minute of concentration. You choose the type of Planar Damage, which lasts the entire duration, as you activate this feature. At higher levels you may spend more Ki to increase the extra Planar Damage. 6th level - 2 Ki - 1d6. 11th level - 3 Ki - 1D8. 17th level - 4 Ki - 1d10. Additionally, during the duration of this feature, whenever you hit a creature with an attack granted by Flurry of Blows, you may choose to force the target to make a specified saving throw, against your Ki save DC, to impose the associated Planar Condition. Each associated condition lasts until the end of your next turn. You may use each chosen Planar Condition a number of times equal to your Wisdom Modifier, minimum 1. You regain all expended uses after finishing a long rest.
Planar Damage types/Conditions/saves. - At 3d level you choose 1 type of Planar Damage. You choose 1 more at 6th, 11th and 17th levels.
Acid - AC minus 2 - Dexterity save
Cold - Petrified - Strength save
Fire - Charmed - Charisma save
Force - Restrained - Strength save
Lightning - Incapacitated - Dexterity save
Necrotic - Can't regain hit points - Constitution save
Poison - Poisoned - Constitution save
Psychic - Frightened - Intelligence save
Radiant - Blinded - Wisdom save
Thunder - Stunned - Constitution save
•When you would gain the Stunning Strike feature at 5th level you may instead choose to gain Misty Step, which replaces the Stunning Strike feature. You cast Misty Step by spending 2 Ki.
[B]Sramana Step[/B]- Starting at 6th level, you can step between the planes at a moment's notice. When another creature hits you with a melee attack, you can use your reaction to teleport to an unoccupied space you can see within 15 feet of the space you started from, making the attack miss. You can use this feature a number of times equal to half your Wisdom modifier, rounded down. You regain all expended uses after finishing a long rest.
[B]Sramana Sight[/B]- Starting at 11th level you can use your Ki to extend your senses. You may spend 3 Ki to cast Clairvoyance. When you do you may spend an additional 3 Ki to use the Hearing and Seeing options simultaneously or to use See Invisibility with the Seeing option.
[B]Sramana Shift[/B]- Starting at 17th level you can focus on a single strike to permanently banish a creature. You may spend 7 Ki to cast Plane Shift as a melee spell attack. On a hit, the creature must make a Charisma saving throw. If it succeeds, it is not teleported, instead the shift energies release in the current plane of existence and it takes 10D10 Planar Damage. If the Planar Channeling feature is currently active, you must choose that type of Planar Damage, otherwise it may be of any type, either way it does not cause it's associated condition. If it fails, the creature is teleported to a random location on a different plane of existence you specify. A creature so teleported must find it's own way back to your plane of existence. A willing creature may choose to automatically fail the save.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
Thanks, apologies for missing this somehow. They make a distinction between the two so many times that I had just disconnected them.
Updated at start of thread with new version under the original version.
Nothing seems game breaking about it?
Does it fit a wandering monk aesthetic?
Thanks again for the feedback so far.
Nothing's leaping out at me, but I'm not really all that good at that.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
More explanation on the original with major limitations. I set it up so if you max the stat(in that case intelligence, in the new one, wisdom) then you would be able to have a total of 20 uses of Planar Conditions per short rest, same number of uses of stunning strike at 20th level.
4 uses of Misty Step per long rest, same as the number of spell slots of that level for standard spellcasting classes.
4 uses of Sramana step per long rest (taken down to two with the new wisdom based build) which should be only 1 or 2.. it's pretty powerful.
3 uses of Sramana Sight per long rest, same as the number of spell slots of that level for standard spellcasting classes.
2 uses of Sramana shift per long rest, same as the number of spell slots of that level for standard spellcasting classes.
This was all done so they aren't using these spells more times than a standard spell casting type of character. It seems balanced to me and my DM.