So, I'm working on a homebrew monk archetype that is somewhat based on a sumo or Shoguki from For Honor, but don't want to call it either of those. Was hoping for help on a naming convention, and tips if the subclass features are reasonable. The subclass is designed to be MAD, or at least encourage using a different stat build than other monk classes. Specifically leaving some details open to allow for multiclass options.
Here's the run down
Level 3 feature 1: Preferred weapon: gain proficiency in 1 simple or martial (or exotic) weapon. The weapon CAN have the Heavy or Two Handed property. When you make a weapon attack with this chosen weapon, you can add both Stength and Dexterity to the damage roll, Regardless of which attribute you made the attack roll. You can change this weapon during a long rest.
Level 3 feature 2: Physical Prowess: gain proficiency with Athletics if you do not already have the skill. If you already have the Atheletics skill proficiency, you may choose another Monk Skill.
-additionally, you may substitute an unarmed strike from your bonus action or one of your unarmed strikes from Flurry of Blows, with a grab/grapple attack. When you make unarmed strikes to a target you have grappled, you may add both your Strength and Dexterity bonus to the damage roll, regardless of which attribute you used for the attack roll. You must have a free hand to initiate a Grab.
Level 6 feature 1: Additional unarmored Defence: you have learned a another way to utilize your unarmed defense. Instead of utilizing in Dexterity and Wisdom, you may use both Strength and Dexterity or Strength and Wisdom to improve your AC. You cannot wear armor or a wield a Shield when you use this form of Unarmed Defense
Level 6 feature 2: Opportunist in Size: when an opponent within melee range misses with a melee attack and is with 5-foot reach, you may expend 1 Ki point to immediately attempt a Grab or perform a Shove Attack. This interrupts any multi attacks from the creature. You must have a fee hand to initiate a Grapple, but may make a Shove Attack even while carrying an item with both hands
Level 11 feature 1: Superior Athelete: you may add your Dexterity Bondus to your Atheletic Skill Checks and Strength Bonus to you Acrobatic Skill Checks.
Level 11 feature 2: Weapon Slam: You may Substitue one of your Weapon Attcks with a powerful slam attack towards the ground, that causes targets to be pushed back. Expend 2 Ki points and cause all creatures on the ground in 15 foot square, to make a Constitution Saving Throw versus your Monk DC. On a failed save, each target takes three Martial Arts Die of Bludgeoning Damage and is both pushed 10 feet and knocked prone. On a successful Constitution saving throw, the target takes NO damage, but must choose to either be knocked Prone OR pushed 5-feet.
***If you make this attack while falling or moving vertically prior to the attack, you incerase the DC by 1 for every 10 feet of vertical movement you make*** (this may over complicate the ability, so i dont know if I will add)
Level 17 feature 1: XX Stance: As a Bonus Action, you can expend 2 Ki points to enter a figting stance for 1 minute that allows you to take on a more threatening presence on the battlefield. While your size and weight do not physically change, you are treated as 1-size larger in terms of battlefield threat towards your opponents. Allies still treat you as the same size for the purpose of moving or ending in a square you occupy, but opponents cannot move or end in a square that you are technically occupying while in this stance. Additionally, you gain the following benefits for the duration of 1 minute:
---your Unarmed Defence is temporarily calculated by 10 + Strength + Dexterity + Wisdom while the stance is active.
--you have advantage on your Strength based skill checks
--your weapon attacks (and unarmed strikes) gain an additional 1d6 per hit per hit (or should be reduced to 1d4 to match Enlarge/Reduce)
---you may make as many Reactions on a round, equal to your Wisdom Bonus (minimum 1)
--your Critical Range for all melee attacks increases by 1
--Add your Strength Bonus to the DC AND Damage of your level 11 Weapon Slam Feature.
So, I'm working on a homebrew monk archetype that is somewhat based on a sumo or Shoguki from For Honor, but don't want to call it either of those. Was hoping for help on a naming convention, and tips if the subclass features are reasonable. The subclass is designed to be MAD, or at least encourage using a different stat build than other monk classes. Specifically leaving some details open to allow for multiclass options.
Here's the run down
Level 3 feature 1: Preferred weapon: gain proficiency in 1 simple or martial (or exotic) weapon. The weapon CAN have the Heavy or Two Handed property. When you make a weapon attack with this chosen weapon, you can add both Stength and Dexterity to the damage roll, Regardless of which attribute you made the attack roll. You can change this weapon during a long rest.
Level 3 feature 2: Physical Prowess: gain proficiency with Athletics if you do not already have the skill. If you already have the Atheletics skill proficiency, you may choose another Monk Skill.
-additionally, you may substitute an unarmed strike from your bonus action or one of your unarmed strikes from Flurry of Blows, with a grab/grapple attack. When you make unarmed strikes to a target you have grappled, you may add both your Strength and Dexterity bonus to the damage roll, regardless of which attribute you used for the attack roll. You must have a free hand to initiate a Grab.
Level 6 feature 1: Additional unarmored Defence: you have learned a another way to utilize your unarmed defense. Instead of utilizing in Dexterity and Wisdom, you may use both Strength and Dexterity or Strength and Wisdom to improve your AC. You cannot wear armor or a wield a Shield when you use this form of Unarmed Defense
Level 6 feature 2: Opportunist in Size: when an opponent within melee range misses with a melee attack and is with 5-foot reach, you may expend 1 Ki point to immediately attempt a Grab or perform a Shove Attack. This interrupts any multi attacks from the creature. You must have a fee hand to initiate a Grapple, but may make a Shove Attack even while carrying an item with both hands
Level 11 feature 1: Superior Athelete: you may add your Dexterity Bondus to your Atheletic Skill Checks and Strength Bonus to you Acrobatic Skill Checks.
Level 11 feature 2: Weapon Slam: You may Substitue one of your Weapon Attcks with a powerful slam attack towards the ground, that causes targets to be pushed back. Expend 2 Ki points and cause all creatures on the ground in 15 foot square, to make a Constitution Saving Throw versus your Monk DC. On a failed save, each target takes three Martial Arts Die of Bludgeoning Damage and is both pushed 10 feet and knocked prone. On a successful Constitution saving throw, the target takes NO damage, but must choose to either be knocked Prone OR pushed 5-feet.
***If you make this attack while falling or moving vertically prior to the attack, you incerase the DC by 1 for every 10 feet of vertical movement you make*** (this may over complicate the ability, so i dont know if I will add)
Level 17 feature 1: XX Stance: As a Bonus Action, you can expend 2 Ki points to enter a figting stance for 1 minute that allows you to take on a more threatening presence on the battlefield. While your size and weight do not physically change, you are treated as 1-size larger in terms of battlefield threat towards your opponents. Allies still treat you as the same size for the purpose of moving or ending in a square you occupy, but opponents cannot move or end in a square that you are technically occupying while in this stance. Additionally, you gain the following benefits for the duration of 1 minute:
---your Unarmed Defence is temporarily calculated by 10 + Strength + Dexterity + Wisdom while the stance is active.
--you have advantage on your Strength based skill checks
--your weapon attacks (and unarmed strikes) gain an additional 1d6 per hit per hit (or should be reduced to 1d4 to match Enlarge/Reduce)
---you may make as many Reactions on a round, equal to your Wisdom Bonus (minimum 1)
--your Critical Range for all melee attacks increases by 1
--Add your Strength Bonus to the DC AND Damage of your level 11 Weapon Slam Feature.