I tried to make a Monk for one of my players who wants to give the class a spin based around a "protector" them that also address some of the core weaknesses of the class. Already got a little help to fine tune it, but let me know if you have any feedback/suggestions.
Monks of the Way of the Guardian are devoted to a life of protecting and comforting the innocent, as well as instilling fear in those who would harm others. They learn techniques to frighten would-be assailants, influence those around them with wise words, and protect themselves from harm.
Guardian's Defense
Starting at 3rd level, you can use your deflect missiles reaction on melee attacks that deal piercing, bludgeoning, or slashing damage a number of times per long rest equal to your Dexterity Modifier (minimum 1 use).
If you reduce the damage to 0, you can choose to deflect the attack at any creature within 5 feet of you. You make this attack with proficiency, regardless of your weapon proficiencies, and the weapon counts as a monk weapon for the attack, dealing damage equal to your Martial Arts Die plus your Dexterity Modifier.
Inner Focus
Starting at 3rd Level, you can use a bonus action on your turn to regain ki points equal to your Wisdom modifier (minimum +1). Once you use this feature, you must finish a short or long rest before you can use it again.
Intimidating Blows
Starting at 3rd Level, when you hit a creature with unarmed strike or monk weapon attack, you deal an extra 1d4 psychic damage to the target, which can take this extra damage only once per turn.
Calming Presense
Starting at 6th level, you can use your ki to duplicate the effects of certain spells. You can spend 2 ki points to cast Calm Emotions, Detect Thoughts, Suggestion, or Healing Word at 2nd level without providing material components. Wisdom is your spellcasting modifier for these spells. Additionally, you gain the Guidance cantrip if you don’t already know it.
Improved Intimidating Blows
Starting at 11th Level, whenever you deal damage from an intimidating blow, you can spend 1 Ki Point to deal an additional 3d4 psychic damage and force the target succeed on a Wisdom saving throw or be frightened of you for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.
Protective Dash
When an ally is reduced to zero hit points, you can use your reaction to move up to your movement towards your ally. This movement does not invoke attacks of opportunity. If you are within 5 feet of your ally at the end of your movement, you may as part of your reaction place yourself in front of the blow attempting to deflect the damage. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level. Any remaining damage is delt to you instead of your ally.
If you reduce the damage to 0, you can spend 1 ki point to reflect the full damage rolled at a creature of your choice within 30 feet.
Once you use this ability, you must finish a short or long rest before using it again.
Most of these abilities revolve around hitting something harder than usual and avoiding getting hit back (and also the random Ki gaining ability thrown in at 3rd level).
Guardian's Defense doesn't stipulate what attacks you can block, as far as the person being targeted. I assume it means you can redirect attacks against yourself, but maybe you meant it to be for allies only? It should be one or the other, and if it's yourself, then this ain't a Guardian -it's a brawler.
Protective Dash doesn't say what level you gain it at. Also these types of abilities usually stipulate something like "that you can see" or "within 30 feet". Currently as written, if an ally is brought to 0HP a mile away you can use your reaction to run towards them. Not super useful if that's the case lol. I don't think the wording should say "you may" place yourself in front of the blow. The point of the ability is to run to an ally's aid. I think if you are using the ability then as part of the reaction you:
1) must be within movement range to reach them.
2) must place yourself in-between the attacker and the ally so that you take the blow.
Reflecting the damage to anyone within 30 feet is kinda silly - it should probably just be reflecting it back at the attacker. Although this brings up a question: do you intend this ability to work no matter what the type of attack is, or for strictly melee attacks? Will it work with AoE damage?
Overall I like the subclass but it hardly fits into the 'Guardian' motif. It's just a powerful (probably OP) brawling monk.
Rollback Post to RevisionRollBack
I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
1. Guardian's Defense was meant to protect you to increase survivability. I agree though it would make sense thematically to apply to allies. The more I think about it, I think it makes the most sense to be something like:
"Starting at 3rd level, whenever you or an ally within five feet of you are hit by a melee attack that deals piercing, bludgeoning, or slashing damage, you can chose use your reaction and reduce the damage taken from the attack by 1d10 + your Dexterity modifier + your monk level. You can use this ability.a number of times per long rest equal to your Dexterity Modifier (minimum 1 use).
If you reduce the damage to 0, you can choose to deflect the attack at any creature within 5 feet of you. You make this attack with proficiency, regardless of your weapon proficiencies, and the weapon counts as a monk weapon for the attack, dealing damage equal to your Martial Arts Die plus your Dexterity Modifier."
... or something like that. Since it's limited to 3-5 uses per long rest I'm not really sure the ability is significantly more powerful, just more versatile ... which is in my opinion generally good.
2. Inner Focus is something I think the Monk Class as a whole should get, so I tagged it onto this subclass. I think it's especially needed though to help fuel the level 6 ability and give the Monk some much improved utility out of combat and emphasize the "wise monk guardian" ya know?
3. Protective Dash definitely needs work. "That you can see" is probably a necessary qualification. I don't think it needs to add a distance to the ability though, if your not within range of your movement when the hit happens, you can just choose not to use it ... because why would you? You definitely have to be within 5 ft when your movement ends to make use of the deflection portion. I might also change this one to be more readily useful, and expand it to ant hit with the short rest refresh, or maybe cost a ki point or something.
I tried to make a Monk for one of my players who wants to give the class a spin based around a "protector" them that also address some of the core weaknesses of the class. Already got a little help to fine tune it, but let me know if you have any feedback/suggestions.
https://www.dndbeyond.com/subclasses/1762600-way-of-the-guardian
Monks of the Way of the Guardian are devoted to a life of protecting and comforting the innocent, as well as instilling fear in those who would harm others. They learn techniques to frighten would-be assailants, influence those around them with wise words, and protect themselves from harm.
Guardian's Defense
Starting at 3rd level, you can use your deflect missiles reaction on melee attacks that deal piercing, bludgeoning, or slashing damage a number of times per long rest equal to your Dexterity Modifier (minimum 1 use).
If you reduce the damage to 0, you can choose to deflect the attack at any creature within 5 feet of you. You make this attack with proficiency, regardless of your weapon proficiencies, and the weapon counts as a monk weapon for the attack, dealing damage equal to your Martial Arts Die plus your Dexterity Modifier.
Inner Focus
Starting at 3rd Level, you can use a bonus action on your turn to regain ki points equal to your Wisdom modifier (minimum +1). Once you use this feature, you must finish a short or long rest before you can use it again.
Intimidating Blows
Starting at 3rd Level, when you hit a creature with unarmed strike or monk weapon attack, you deal an extra 1d4 psychic damage to the target, which can take this extra damage only once per turn.
Calming Presense
Starting at 6th level, you can use your ki to duplicate the effects of certain spells. You can spend 2 ki points to cast Calm Emotions, Detect Thoughts, Suggestion, or Healing Word at 2nd level without providing material components. Wisdom is your spellcasting modifier for these spells. Additionally, you gain the Guidance cantrip if you don’t already know it.
Improved Intimidating Blows
Starting at 11th Level, whenever you deal damage from an intimidating blow, you can spend 1 Ki Point to deal an additional 3d4 psychic damage and force the target succeed on a Wisdom saving throw or be frightened of you for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.
Protective Dash
When an ally is reduced to zero hit points, you can use your reaction to move up to your movement towards your ally. This movement does not invoke attacks of opportunity. If you are within 5 feet of your ally at the end of your movement, you may as part of your reaction place yourself in front of the blow attempting to deflect the damage. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level. Any remaining damage is delt to you instead of your ally.
If you reduce the damage to 0, you can spend 1 ki point to reflect the full damage rolled at a creature of your choice within 30 feet.
Once you use this ability, you must finish a short or long rest before using it again.
Most of these abilities revolve around hitting something harder than usual and avoiding getting hit back (and also the random Ki gaining ability thrown in at 3rd level).
Guardian's Defense doesn't stipulate what attacks you can block, as far as the person being targeted. I assume it means you can redirect attacks against yourself, but maybe you meant it to be for allies only? It should be one or the other, and if it's yourself, then this ain't a Guardian -it's a brawler.
Protective Dash doesn't say what level you gain it at. Also these types of abilities usually stipulate something like "that you can see" or "within 30 feet". Currently as written, if an ally is brought to 0HP a mile away you can use your reaction to run towards them. Not super useful if that's the case lol. I don't think the wording should say "you may" place yourself in front of the blow. The point of the ability is to run to an ally's aid. I think if you are using the ability then as part of the reaction you:
1) must be within movement range to reach them.
2) must place yourself in-between the attacker and the ally so that you take the blow.
Reflecting the damage to anyone within 30 feet is kinda silly - it should probably just be reflecting it back at the attacker. Although this brings up a question: do you intend this ability to work no matter what the type of attack is, or for strictly melee attacks? Will it work with AoE damage?
Overall I like the subclass but it hardly fits into the 'Guardian' motif. It's just a powerful (probably OP) brawling monk.
I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
1. Guardian's Defense was meant to protect you to increase survivability. I agree though it would make sense thematically to apply to allies. The more I think about it, I think it makes the most sense to be something like:
"Starting at 3rd level, whenever you or an ally within five feet of you are hit by a melee attack that deals piercing, bludgeoning, or slashing damage, you can chose use your reaction and reduce the damage taken from the attack by 1d10 + your Dexterity modifier + your monk level. You can use this ability.a number of times per long rest equal to your Dexterity Modifier (minimum 1 use).
If you reduce the damage to 0, you can choose to deflect the attack at any creature within 5 feet of you. You make this attack with proficiency, regardless of your weapon proficiencies, and the weapon counts as a monk weapon for the attack, dealing damage equal to your Martial Arts Die plus your Dexterity Modifier."
... or something like that. Since it's limited to 3-5 uses per long rest I'm not really sure the ability is significantly more powerful, just more versatile ... which is in my opinion generally good.
2. Inner Focus is something I think the Monk Class as a whole should get, so I tagged it onto this subclass. I think it's especially needed though to help fuel the level 6 ability and give the Monk some much improved utility out of combat and emphasize the "wise monk guardian" ya know?
3. Protective Dash definitely needs work. "That you can see" is probably a necessary qualification. I don't think it needs to add a distance to the ability though, if your not within range of your movement when the hit happens, you can just choose not to use it ... because why would you? You definitely have to be within 5 ft when your movement ends to make use of the deflection portion. I might also change this one to be more readily useful, and expand it to ant hit with the short rest refresh, or maybe cost a ki point or something.