Hello again! I posted a homebrew Monk Subclass a while back and got some nice pointers on how to tweak it. This is what I came up with. Please, again, feel free to tell me your brutally honest thoughts. I'd like to make this a really awesome subclass!
Monastic Tradition - Way of Thunder
Bonus Proficiencies: At 3 level, you gain proficiency in the Performance or Acrobatics skill, if you don’t have it already, as your movements become more akin to a dance.
Dance of Thunder: At 3 level, your learn to manipulate the flow of air with your dance-like movements. As a bonus action, you can enter a slow, flowing dance. This dance takes up 10ft of movement to keep up on each of your turns. You can dance for a number of minutes equal to your proficiency bonus and you can enter your dance a number of times equal to half your proficiency bonus (rounded up) in between short or long rests. While you are dancing, you gain the following benefits:
You can make attacks with your monk weapons or unarmed strikes deal thunder damage instead of their usual damage type
You have advantage on saving throws against being grappled, pushed, pulled, restrained, or knocked prone
You can spend a Ki point to increase the intensity of your movements to create a wall of flowing air around you until the start of your next turn. Creatures that come within 5ft of you during that time take a number of D6 equal to your Wisdom modifier thunder damage
You gain resistance to thunder damage
Flying Fist: At 6 level, your manipulation of the flow air becomes more forceful. While you are in your thunder dance, you can attack any creature within 30ft of you with your unarmed strikes as if it was within 5ft of you. The damage of your attack then automatically becomes thunder damage, as you apply the damage of your attacks through the force of pressure waves. The reach of your Flying Fists increases to 60ft at level 11 and 90ft at level 17.
Pressure Augmentation: At 11 level, your manipulation of the flow of air becomes more precise. Once per turn, while you are dancing, when you hit an enemy with an attack, you can spend a Ki point to
push the creature up to 15ft in any direction away from you. The Distance increases to 30ft at 17 level
impose disadvantage on their attacks until the beginning of your next turn, as you disorient them with your pressure waves, at 17 level, the creature cannot take any reactions during that time either
encase the creature in a sonic field that will last until the beginning of your next turn and deal a number of D8 equal to your Wisdom modifier thunder damage, should the creature move out of it. At 17 level this field will disperse violently at the start of your next turn, dealing the thunder damage regardless of whether the creature moved or not.
Master of Thunder: At 17 level your thunder dance reaches perfection. While you are dancing, your attack that deal thunder damage ignore resistances or immunities to thunder damage, as you yourself become immune to thunder damage during that time. Noise cancelling effects such as the Silence spell do not affect the damage of your attacks. In addition, you are immune to being grappled, pushed, pulled, restrained, or knocked prone.
It's interesting, but it's quite weak as a subclass.
Bonus Proficiencies - These are fine.
Dance of Thunder - This is too complicated & limited considering the limited benefits you are getting.
- Why does this cost movement? Does that mean you cannot use it if your movement speed is < 10 ft (e.g. grappled or trapped in super difficult terrains). It seems like a pretty harsh penalty for a melee-focused class that has high move speed as one of their selling points.
- Why is this limited usage? If it has a significant cost (i.e. reduced move speed), then there is already an incentive to not have it up all the time. [I'd also suggest have it impose disadvantage on Stealth checks b/c a Thunder Dance seems pretty antithesis to sneaking around].
You can spend a Ki point to increase the intensity of your movements to create a wall of flowing air around you until the start of your next turn. Creatures that come within 5ft of you during that time take a number of D6 equal to your Wisdom modifier thunder damage
This one seems really hard to use effectively, 3d6 thunder damage with no save is a lot so I understand why it is so limited - any creature with reach or that is already within 5ft of you is unaffected - but I can't help but think something that deals less damage but is triggered more reliably would be better.
- Thunder damage is fine, it's rarely resisted, but likewise resistance to thunder damage is pretty meh very few monsters deal thunder damage. - Advantage to avoid those conditions is pretty good but it will only come up occasionally, in many cases monsters just auto-grapple on a hit so it's not particularly powerful.
Flying Fist - meh, ranged unarmed strikes is decent but considering a monk can just pick up a short bow to get a 80ft ranged attack, or I could just be a Sun Soul Monk and get a 30ft radiant damage dealing attack at 3rd level.
Pressure Augmentation - This ones ok. The guaranteed push is pretty good (though Open Hand Monk can do something similar at 3rd level), as is the guaranteed disadvantage on attacks (though Mercy Monk can do something similar at 6th level), and the 3rd point is just Booming Blade.
Master of Thunder - meh. Hardly any enemy resist thunder damage, and this monk could just not use their thunder dance and deal regular magical bludgeoning damage if the enemy is resistant. Likewise hardly any enemy deal thunder damage so immunity is kinda a waste. The only good thing here is immunity to grapple/prone/restrained which is decent but nothing to get too excited about at 17th level.
Bonus Proficiencies: At 3 level, you gain proficiency in the Performance or Acrobatics skill, if you don’t have it already, as your movements become more akin to a dance.
Dance of Thunder: At 3 level, your learn to manipulate the flow of air with your dance-like movements. As a bonus action, you can enter a slow, flowing dance. You must spend 10 ft of movement to maintain your dance at the start of each turn, you can end your dance at will (no action required). While dancing your footsteps mimic the sound of thunder, and your body direct the flow of air granting you the following benefits:
Your monk weapons and unarmed strikes deal thunder damage instead of their usual damage type, and they have reach of 10 ft.
You have advantage on ability checks and saving throws against being grappled, pushed, pulled, restrained, or knocked prone.
You can cast thunderclap at will, using your ki DC as your spell casting DC.
You gain resistance to thunder damage
You have disadvantage on Stealth checks
Flying Fist: At 6th level, you gain a permanent aura of gentle wind. You can choose to deal thunder damage with your monk weapons and unarmed strikes even if you are not in your Thunder Dance, and your reach with them increases to 30 ft, this increases to 60 ft at 17th level. In addition, when you use your Extra Attack feature you can replace one of the attacks with casting thunderclap.
Pressure Augmentation: At 11th level, your Thunder Dance increases in intensity and speed. You no longer need to spend movement to maintain your Thunder Dance as long as your movement speed is not 0. While your Thunder Dance is active, you can:
Spend 1 ki point when you hit a creature with an attack to push a it up to 15ft away from you.
Use a bonus action to give yourself a fly speed equal to your walking speed until the end of your next turn.
Use an Action to expend 2 or more ki points to cast shatter, for each ki point above 2 that you spend you increase the level of the spell by 1, up to a maximum of 5th level. You use your ki DC as the spell casting DC for this spell, and any creature that fails the save against this spell is also knocked prone
Master of Thunder: At 17 level your Thunder Dance reaches perfection. Any creature that you deal thunder damage to cannot use reactions until the start of their turn, silence or other forms of sound dampening do not affect the thunder damage you deal. In addition, you are immune to being grappled, restrained, or having your movement speed reduced in any way.
Tried to include some of your suggestions to revise the subclass. This is what I came up with :)
Monk Subclass: Way of the Thunder Fist: Monks who follow this Monastic tradition learn to use their movement to manipulate the air around them. Their Martial Arts is accompanied by waves of pressure that enhance both their defensive and offensive abilities.
Acolyte of Thunder: At 3rd level, you learn to manipulate the flow of air, and your movements become more akin to a dance. You learn the Booming Blade Cantrip. In addition, you gain proficiency in the Performance or Acrobatics skill, if you don’t have it already.
Dance of Thunder: At 3rd level, you can manipulate the air around you with your dance-like movements. As a bonus action, you can enter a calm, flowing dance by spending 1 Ki point. Your dance ends after a number of minutes equal to half your proficiency bonus (rounded down) or when you end it yourself with another bonus action. You can enter your dance a number of times equal to half your proficiency bonus (rounded up) in between short or long rests. While you are dancing, you gain the following benefits:
You can make attacks with your monk weapons or unarmed strikes deal thunder damage instead of their usual damage type
You have advantage on saving throws against being grappled, pushed, pulled, restrained, or knocked prone
You can use the Booming Blade cantrip both on your monk weapons and unarmed strikes. Once you gain your Extra Attack feature, you can replace one of your attacks with casting Booming Blade
You gain resistance to thunder damage
When your dance ends or you end it yourself, the air pressure built up by it discharges in a controlled manner. Any creature of your choice within 30ft of you must make a constitution saving throw. On a failed save, they take 2D6 thunder damage.
Flying Fist: At 6th level, your manipulation of the flow air becomes more forceful. You can attack any creature within 30ft of you with your unarmed strikes as if it was within 5ft of you. The damage of your attack then automatically becomes thunder damage, as you apply the damage of your attacks through the force of pressure waves. The reach of your Flying Fists increases to 60ft 11th and 90ft at 17th level.
Flying Step: Also at 6th level you learn to use the flow of air to give a temporary boost to your movement. You can spend 2 Ki points to cast Thunder Step.
Pressure Augmentation: At 11th level, your use of air flow becomes more precise. Once per turn, while you are dancing, when you hit an enemy with an attack, you can spend a Ki point to
push the creature up to 15ft in any direction away from you. The Distance increases to 30ft at 17th level
halve the creature's movement speed until the beginning of your next turn. At 17th level you also prevent the creature from taking its reaction that turn
deal an additional D12 thunder damage. This damage increases to 2D12 at 17th level
Master of Thunder: At 17th level your thunder dance reaches perfection. While you are dancing, your attack that deal thunder damage ignore resistances and immunities to thunder damage, as well as noise cancelling effects such as the Silence spell. You are immune to thunder damage, as well as being grappled, pushed, pulled, restrained, or knocked prone. Additionally, you can now use your Flying Fist in combination with your Booming Blade Cantrip. The damage creatures take on a failed con save increases to 4D6 and creatures that succeed on their save still take half that damage.
Hello again! I posted a homebrew Monk Subclass a while back and got some nice pointers on how to tweak it. This is what I came up with. Please, again, feel free to tell me your brutally honest thoughts. I'd like to make this a really awesome subclass!
Monastic Tradition - Way of Thunder
Bonus Proficiencies: At 3 level, you gain proficiency in the Performance or Acrobatics skill, if you don’t have it already, as your movements become more akin to a dance.
Dance of Thunder: At 3 level, your learn to manipulate the flow of air with your dance-like movements. As a bonus action, you can enter a slow, flowing dance. This dance takes up 10ft of movement to keep up on each of your turns. You can dance for a number of minutes equal to your proficiency bonus and you can enter your dance a number of times equal to half your proficiency bonus (rounded up) in between short or long rests. While you are dancing, you gain the following benefits:
Flying Fist: At 6 level, your manipulation of the flow air becomes more forceful. While you are in your thunder dance, you can attack any creature within 30ft of you with your unarmed strikes as if it was within 5ft of you. The damage of your attack then automatically becomes thunder damage, as you apply the damage of your attacks through the force of pressure waves. The reach of your Flying Fists increases to 60ft at level 11 and 90ft at level 17.
Pressure Augmentation: At 11 level, your manipulation of the flow of air becomes more precise. Once per turn, while you are dancing, when you hit an enemy with an attack, you can spend a Ki point to
Master of Thunder: At 17 level your thunder dance reaches perfection. While you are dancing, your attack that deal thunder damage ignore resistances or immunities to thunder damage, as you yourself become immune to thunder damage during that time. Noise cancelling effects such as the Silence spell do not affect the damage of your attacks. In addition, you are immune to being grappled, pushed, pulled, restrained, or knocked prone.
It's interesting, but it's quite weak as a subclass.
Bonus Proficiencies - These are fine.
Dance of Thunder - This is too complicated & limited considering the limited benefits you are getting.
- Why does this cost movement? Does that mean you cannot use it if your movement speed is < 10 ft (e.g. grappled or trapped in super difficult terrains). It seems like a pretty harsh penalty for a melee-focused class that has high move speed as one of their selling points.
- Why is this limited usage? If it has a significant cost (i.e. reduced move speed), then there is already an incentive to not have it up all the time. [I'd also suggest have it impose disadvantage on Stealth checks b/c a Thunder Dance seems pretty antithesis to sneaking around].
This one seems really hard to use effectively, 3d6 thunder damage with no save is a lot so I understand why it is so limited - any creature with reach or that is already within 5ft of you is unaffected - but I can't help but think something that deals less damage but is triggered more reliably would be better.
- Thunder damage is fine, it's rarely resisted, but likewise resistance to thunder damage is pretty meh very few monsters deal thunder damage.
- Advantage to avoid those conditions is pretty good but it will only come up occasionally, in many cases monsters just auto-grapple on a hit so it's not particularly powerful.
Flying Fist - meh, ranged unarmed strikes is decent but considering a monk can just pick up a short bow to get a 80ft ranged attack, or I could just be a Sun Soul Monk and get a 30ft radiant damage dealing attack at 3rd level.
Pressure Augmentation - This ones ok. The guaranteed push is pretty good (though Open Hand Monk can do something similar at 3rd level), as is the guaranteed disadvantage on attacks (though Mercy Monk can do something similar at 6th level), and the 3rd point is just Booming Blade.
Master of Thunder - meh. Hardly any enemy resist thunder damage, and this monk could just not use their thunder dance and deal regular magical bludgeoning damage if the enemy is resistant. Likewise hardly any enemy deal thunder damage so immunity is kinda a waste. The only good thing here is immunity to grapple/prone/restrained which is decent but nothing to get too excited about at 17th level.
Suggestions:
Bonus Proficiencies: At 3 level, you gain proficiency in the Performance or Acrobatics skill, if you don’t have it already, as your movements become more akin to a dance.
Dance of Thunder: At 3 level, your learn to manipulate the flow of air with your dance-like movements. As a bonus action, you can enter a slow, flowing dance. You must spend 10 ft of movement to maintain your dance at the start of each turn, you can end your dance at will (no action required). While dancing your footsteps mimic the sound of thunder, and your body direct the flow of air granting you the following benefits:
Flying Fist: At 6th level, you gain a permanent aura of gentle wind. You can choose to deal thunder damage with your monk weapons and unarmed strikes even if you are not in your Thunder Dance, and your reach with them increases to 30 ft, this increases to 60 ft at 17th level. In addition, when you use your Extra Attack feature you can replace one of the attacks with casting thunderclap.
Pressure Augmentation: At 11th level, your Thunder Dance increases in intensity and speed. You no longer need to spend movement to maintain your Thunder Dance as long as your movement speed is not 0. While your Thunder Dance is active, you can:
Master of Thunder: At 17 level your Thunder Dance reaches perfection. Any creature that you deal thunder damage to cannot use reactions until the start of their turn, silence or other forms of sound dampening do not affect the thunder damage you deal. In addition, you are immune to being grappled, restrained, or having your movement speed reduced in any way.
I like your suggestions :3
I didn't really think about casting certain spells that deal thunder damage with this subclass, that is actually brilliant!
You could also consider Thunderstep or Thunderwave, that's another very thematic spell you could include.
Tried to include some of your suggestions to revise the subclass. This is what I came up with :)
Monk Subclass: Way of the Thunder Fist: Monks who follow this Monastic tradition learn to use their movement to manipulate the air around them. Their Martial Arts is accompanied by waves of pressure that enhance both their defensive and offensive abilities.
Acolyte of Thunder: At 3rd level, you learn to manipulate the flow of air, and your movements become more akin to a dance. You learn the Booming Blade Cantrip. In addition, you gain proficiency in the Performance or Acrobatics skill, if you don’t have it already.
Dance of Thunder: At 3rd level, you can manipulate the air around you with your dance-like movements. As a bonus action, you can enter a calm, flowing dance by spending 1 Ki point. Your dance ends after a number of minutes equal to half your proficiency bonus (rounded down) or when you end it yourself with another bonus action. You can enter your dance a number of times equal to half your proficiency bonus (rounded up) in between short or long rests. While you are dancing, you gain the following benefits:
When your dance ends or you end it yourself, the air pressure built up by it discharges in a controlled manner. Any creature of your choice within 30ft of you must make a constitution saving throw. On a failed save, they take 2D6 thunder damage.
Flying Fist: At 6th level, your manipulation of the flow air becomes more forceful. You can attack any creature within 30ft of you with your unarmed strikes as if it was within 5ft of you. The damage of your attack then automatically becomes thunder damage, as you apply the damage of your attacks through the force of pressure waves. The reach of your Flying Fists increases to 60ft 11th and 90ft at 17th level.
Flying Step: Also at 6th level you learn to use the flow of air to give a temporary boost to your movement. You can spend 2 Ki points to cast Thunder Step.
Pressure Augmentation: At 11th level, your use of air flow becomes more precise. Once per turn, while you are dancing, when you hit an enemy with an attack, you can spend a Ki point to
Master of Thunder: At 17th level your thunder dance reaches perfection. While you are dancing, your attack that deal thunder damage ignore resistances and immunities to thunder damage, as well as noise cancelling effects such as the Silence spell. You are immune to thunder damage, as well as being grappled, pushed, pulled, restrained, or knocked prone. Additionally, you can now use your Flying Fist in combination with your Booming Blade Cantrip. The damage creatures take on a failed con save increases to 4D6 and creatures that succeed on their save still take half that damage.