Just looking for some feedback on this Monk Subclass I've come up with:
Monks who study the way of the Zodiac learn to channel the powers of the protective animal spirits that drive the changing seasons and years.
Disciple of the Zodiac
When you choose this tradition at 3rd level, you learn mystic disciplines and martial arts styles that harness the power of various zodiac spirits. You start knowing two such disciplines, and learn one additional discipline of your choice at 6 level, two at 11 level, and one at 17 level. Whenever you learn a new discipline, you can also replace one discipline that you already know with a different discipline. You are restricted to one level 17 discipline.
Spells and Spell-Like Abilities
Some disciplines allow you to cast spells or activate spell-like abilities. You do not require any components for these spells, but must follow all other casting time and rules restrictions unless otherwise noted. Whenever such a spell or ability calls for a saving throw DC, use your Ki save DC.
Crane's Agility
Whenever you use your Patient Defense ability, the next time a creature within 5 feet attacks and misses you before the beginning of your next turn, you may use your reaction to immediately make one unarmed strike against that creature.
Natural Senses
As a Bonus Action, you may grant yourself Darkvision out to 60 feet, and advantage on all Wisdom (Perception) checks for 10 minutes. You can use this ability a number of times equal to your Wisdom modifier, and regain all uses upon completing a long rest.
Serpent's Charm
As an Action, you may expend 1 Ki point to cast the Charm Person spell. Alternatively, you may expend 1 Ki point to gain advantage on a Charisma skill of your choice for 10 minutes.
Tiger's Ferocity
As a Bonus Action, you may expend 1 Ki point to cause spectral claws to appear from your fingers for 1 minute, until you die or are incapacitated, or you dismiss them as a Bonus Action. While active, your unarmed strikes deal bonus Magical Slashing damage equal to your Strength modifier on each hit.
Zodiac Apprentice
At 6th level, you learn one additional discipline. You may also replace one discipline you currently know with another of your choice.
Animal Tutor
You gain proficiency in the Animal Handling skill. As an Action, you may bond with a friendly animal for up to 10 minutes. While bonded, the animal obeys your commands, and you sense everything the animal senses. You also gain knowledge the animal may have of the surrounding area it lives in. You can use this ability a number of times equal to your Wisdom modifier, and regain all uses upon completing a long rest.
Bull's Endurance
As a Bonus Action, you can expend 1 Ki point and 1 hit die to regain hit points equal to the maximum result of your martial arts die.
Rat's Speed
Whenever you roll for Initiative, you may expend 1 Ki point after rolling to add ½ a roll of your martial arts die to the total. Whenever a creature provokes an attack of opportunity from you, you may spend 1 Ki point to make that attack without using your reaction.
Scorpion's Sting
When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a Scorpion Strike. The target must succeed on a Constitution saving throw or take poison damage equal to one roll of your martial arts die and become poisoned for 1 minute. Targets take half as much damage on a successful save.
Zodiac Adept
At 11th level, you learn two additional disciplines. You may also replace one discipline you currently know with another of your choice.
Boar's Vigor
Whenever you move 20 feet or more in one turn before hitting with a melee attack, you may expend 1 Ki point to empower that attack. The target takes additional Magical Slashing damage equal to 3 rolls of your martial arts die and must succeed on a Strength saving throw or be knocked prone.
Guardian Spirits
As an Action, you may expend 3 Ki points to cast the Summon Beast spell without any components as a 6 level spell. The summoned beast is a Celestial, and its attacks count as magical for the purpose of overcoming resistance. You may end the spell early as a Reaction to prevent damage to yourself equal to the beast’s current hit points, or to automatically stabilize yourself.
Monkey's Adaptability
When you take damage, you may expend 2 Ki points as a Reaction to gain resistance against that type of damage for 1 minute, until you die or are incapacitated, you end this ability, or you use this ability again. The resistance immediately applies to the incoming damage.
Owl's Insight
As an Action, you may expend 2 Ki points to cast the Divination spell without any components. Alternatively, you may expend 1 Ki point to gain advantage on all Intelligence checks for 10 minutes.
Zodiac Master
At 17th level, you learn one additional discipline. You may also replace one discipline you currently know with another of your choice. You are restricted to one level 17 discipline.
Dragon's Majesty
Whenever you use your Step of the Wind ability, you gain a flying speed of 30 feet for 1 turn. You may add your Wisdom modifier to all Charisma (Intimidate) and (Persuade) checks. As an Action, you may spend 6 Ki points to assume the Dragon Aspect for 1 minute, with the following effects:
You gain a +3 bonus to AC and blindsight out to 20 feet.
Choose a damage type: Acid, Cold, Fire, Lightning, or Poison. You have resistance against the chosen type.
Anytime you deal damage to a creature for the second time in one turn, that creature must succeed on a Wisdom saving throw or become frightened of you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours.
Once per activation of this ability, you may make a breath attack as an Action. Each creature in either a 20-foot cone or a 30-foot line that is 5 feet wide (your choice) must make a Dexterity saving throw, taking damage of the type chosen earlier equal to 6d10 on a failed save, or half as much on a successful save.
After 1 minute, you may spend 1 Ki point to continue this aspect for 1 additional minute, and may do so as many times as you wish.
Phoenix's Vitality
Whenever you expend hit dice at the end of a rest to regain hit points, treat those dice as though you had rolled the maximum number on each die. As an Action, you may spend 5 Ki points to assume the Phoenix Aspect for 1 minute, with the following effects:
You have resistance against Fire damage, shed bright light in a 15 foot radius, and dim light 15 feet beyond that.
Whenever a creature within 5 feet of you damages you, you may have that creature take 1d10 Fire damage.
Once per activation of this ability, you may cast the Fireball spell centered on you. You are immune to the effects of the spell, and immediately after its effects, you regain 4d6 hit points and this aspect ends.
After 1 minute, you may spend 1 Ki point to continue this aspect for 1 additional minute, and may do so as many times as you wish.
Sphinx's Inscrutability
You are immune to any effect that would sense your emotions or read your thoughts, as well as any divination spell that you refuse. Wisdom (Insight) checks made against you have disadvantage. As an Action, you may spend 5 Ki points to assume the Sphinx Aspect for 1 minute, with the following effects:
You have resistance against Psychic damage, can read and write all languages, and have advantage on checks to identify illusions and disguises.
Whenever a creature you can see within 60 feet of you casts a spell, you may force that creature to take 2d10 Psychic damage or lose the spell.
Once per activation of this ability, you may teleport as an Action to any location you can see within 60 feet of you. When you arrive, all creatures of your choosing in a 30 foot radius must make a Constitution saving throw (DC {{8+modifier:wis+proficiency#unsigned}}), taking 6d8 Thunder damage on a failure, or half as much on a success.
After 1 minute, you may spend 1 Ki point to continue this aspect for 1 additional minute, and may do so as many times as you wish.
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Just looking for some feedback on this Monk Subclass I've come up with:
Monks who study the way of the Zodiac learn to channel the powers of the protective animal spirits that drive the changing seasons and years.
Disciple of the Zodiac
When you choose this tradition at 3rd level, you learn mystic disciplines and martial arts styles that harness the power of various zodiac spirits. You start knowing two such disciplines, and learn one additional discipline of your choice at 6 level, two at 11 level, and one at 17 level. Whenever you learn a new discipline, you can also replace one discipline that you already know with a different discipline. You are restricted to one level 17 discipline.
Spells and Spell-Like Abilities
Some disciplines allow you to cast spells or activate spell-like abilities. You do not require any components for these spells, but must follow all other casting time and rules restrictions unless otherwise noted. Whenever such a spell or ability calls for a saving throw DC, use your Ki save DC.
Crane's Agility
Whenever you use your Patient Defense ability, the next time a creature within 5 feet attacks and misses you before the beginning of your next turn, you may use your reaction to immediately make one unarmed strike against that creature.
Natural Senses
As a Bonus Action, you may grant yourself Darkvision out to 60 feet, and advantage on all Wisdom (Perception) checks for 10 minutes. You can use this ability a number of times equal to your Wisdom modifier, and regain all uses upon completing a long rest.
Serpent's Charm
As an Action, you may expend 1 Ki point to cast the Charm Person spell. Alternatively, you may expend 1 Ki point to gain advantage on a Charisma skill of your choice for 10 minutes.
Tiger's Ferocity
As a Bonus Action, you may expend 1 Ki point to cause spectral claws to appear from your fingers for 1 minute, until you die or are incapacitated, or you dismiss them as a Bonus Action. While active, your unarmed strikes deal bonus Magical Slashing damage equal to your Strength modifier on each hit.
Zodiac Apprentice
At 6th level, you learn one additional discipline. You may also replace one discipline you currently know with another of your choice.
Animal Tutor
You gain proficiency in the Animal Handling skill. As an Action, you may bond with a friendly animal for up to 10 minutes. While bonded, the animal obeys your commands, and you sense everything the animal senses. You also gain knowledge the animal may have of the surrounding area it lives in. You can use this ability a number of times equal to your Wisdom modifier, and regain all uses upon completing a long rest.
Bull's Endurance
As a Bonus Action, you can expend 1 Ki point and 1 hit die to regain hit points equal to the maximum result of your martial arts die.
Rat's Speed
Whenever you roll for Initiative, you may expend 1 Ki point after rolling to add ½ a roll of your martial arts die to the total. Whenever a creature provokes an attack of opportunity from you, you may spend 1 Ki point to make that attack without using your reaction.
Scorpion's Sting
When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a Scorpion Strike. The target must succeed on a Constitution saving throw or take poison damage equal to one roll of your martial arts die and become poisoned for 1 minute. Targets take half as much damage on a successful save.
Zodiac Adept
At 11th level, you learn two additional disciplines. You may also replace one discipline you currently know with another of your choice.
Boar's Vigor
Whenever you move 20 feet or more in one turn before hitting with a melee attack, you may expend 1 Ki point to empower that attack. The target takes additional Magical Slashing damage equal to 3 rolls of your martial arts die and must succeed on a Strength saving throw or be knocked prone.
Guardian Spirits
As an Action, you may expend 3 Ki points to cast the Summon Beast spell without any components as a 6 level spell. The summoned beast is a Celestial, and its attacks count as magical for the purpose of overcoming resistance. You may end the spell early as a Reaction to prevent damage to yourself equal to the beast’s current hit points, or to automatically stabilize yourself.
Monkey's Adaptability
When you take damage, you may expend 2 Ki points as a Reaction to gain resistance against that type of damage for 1 minute, until you die or are incapacitated, you end this ability, or you use this ability again. The resistance immediately applies to the incoming damage.
Owl's Insight
As an Action, you may expend 2 Ki points to cast the Divination spell without any components. Alternatively, you may expend 1 Ki point to gain advantage on all Intelligence checks for 10 minutes.
Zodiac Master
At 17th level, you learn one additional discipline. You may also replace one discipline you currently know with another of your choice. You are restricted to one level 17 discipline.
Dragon's Majesty
Whenever you use your Step of the Wind ability, you gain a flying speed of 30 feet for 1 turn. You may add your Wisdom modifier to all Charisma (Intimidate) and (Persuade) checks. As an Action, you may spend 6 Ki points to assume the Dragon Aspect for 1 minute, with the following effects:
After 1 minute, you may spend 1 Ki point to continue this aspect for 1 additional minute, and may do so as many times as you wish.
Phoenix's Vitality
Whenever you expend hit dice at the end of a rest to regain hit points, treat those dice as though you had rolled the maximum number on each die. As an Action, you may spend 5 Ki points to assume the Phoenix Aspect for 1 minute, with the following effects:
After 1 minute, you may spend 1 Ki point to continue this aspect for 1 additional minute, and may do so as many times as you wish.
Sphinx's Inscrutability
You are immune to any effect that would sense your emotions or read your thoughts, as well as any divination spell that you refuse. Wisdom (Insight) checks made against you have disadvantage. As an Action, you may spend 5 Ki points to assume the Sphinx Aspect for 1 minute, with the following effects:
After 1 minute, you may spend 1 Ki point to continue this aspect for 1 additional minute, and may do so as many times as you wish.