I created a monk subclass for this new campaign I'm getting into and I REALLY don't want my character to be op and make the game not fun for everyone else while still being able to participate effectively in the campaign. I'm doing a semi modern campaign with guns and the guns do A LOT of damage (3d8 before any buffs), and they're expected to be common. I want to just be a monk, with modern world knowledge, but I don't want to have anything to do with guns as part of my character, so I made this subclass. My dm already buffed my monk slightly by making my monk damage die = 1d6+1d4 at the start and the 1d4 stays the whole time for the rest of forever, and I gain ki points at first level, and my ki points are tripled up until level 4, and after that I gain 2 ki points per level. If you think it is OP or even underpowered I would love alternative suggestions that keep the spirit of the subclass. I'm bad at uploading stuff to here so I'm just pasting the subclass data here.
Way Of The Flashing Fist
Level 3: Unending Flurry
The monk has gain awareness and agility beyond normal perception, allowing them to make blow after blow in rapid succession. When you take flurry of blows as an action or bonus action, you may make an additional unarmed strike, removing ability damage modifiers. At level 6 you may make two flurry of blows using a single bonus action, increasing to 3 at level 11, and 4 at level 17, these additional flurry of blows spend ki points as normal
In addition to this, when you would make an unarmed strike, including in flurry of blows, players may choose to make the unarmed strike rapid, this grants the player an additional unarmed strike, with a separate attack roll, but at a -5 penalty to attack, this effect can stack (4 unarmed strikes for -10, 8 unarmed strikes for -15, etc.)
These unending blows leave the enemy disoriented and confused, if the player lands unarmed strikes equal to the enemies challenge rating rounded up or higher in a single turn, the enemy gains disadvantage on attack rolls made against the monk, and the enemy is taunted if they fail a wisdom check equal 8+proficiency bonus+dex modifier.
Level 6: Rapid Footwork
Unarmored movement increase is doubled
The monk gains an additional Bonus Action.
The player may expend 3 ki points to gain speed faster than any human ever known for 1 minute, total movement speed doubles, and jump distance triples for no action or bonus action cost.
During this state, the player may use enemies as surfaces to push off of to gain higher momentum, if the player runs into an enemy with at least 10 feet of momentum, they may run through that spot, launching themself off of the enemies body, gaining an additional 10 ft of movement, and dealing two monk die worth of damage to the creature plus your dexterity bonus, and they must make a strength save with DC equal to your dexterity modifier doubled, plus your wisdom modifier, plus your proficiency bonus or be knocked prone. This attack does not require an attack roll, and enemies can be attacked using this attack more than once, until they have been knocked prone, or are already prone.
Unarmed strikes now have reach.
Level 6: Unending Flurry +
When you take flurry of blows as an action or bonus action, you may make an additional unarmed strike, without removing ability damage modifiers.
Level 11: Supersonic Reflexes
The monks agility has been honed to slow their perception of time in dire situations, allowing them to react to anything thrown at them. The monk gains an additional reaction, if flurry of blows is used as an opportunity attack, it can be used twice in this way using a single reaction, only expending 1 ki point
The deflecting attacks ability is enhanced to reduce damage equal to 2 of the monks damage die plus your dexterity modifier, wisdom modifier, proficiency bonus, and monk level. If the damage is reduced to 0, you may choose to redirect some of the attacks force without expending a ki point. You may use this action for no reaction cost if the attack misses. If you do so, choose a creature you can see within 10 feet of yourself if the attack was a melee attack or a creature you can see within 60 feet of yourself that isn’t behind Total Cover if the attack was a ranged attack. That creature must succeed on a Dexterity saving throw or take damage equal to two rolls of your Martial Arts die plus your Dexterity modifier. The damage is the same type dealt by the attack. Or you may instead choose to expend a ki point to use 5 martial arts die to calculate the damage.
Level 11: Enhanced Unending Flurry
You may take two additional unarmed strikes after taking the action Flurry of Blows, each a separate attack with separate attack and damage rolls.
Level 17: Lightspeed
You gain momentum with each strike you make, increasing power into your next strike with your every move, allowing you to gain momentum high enough to make devastating blows from sheer speed.
The penalty of making attacks rapid in Unending Flurry is reduced to -3.
With every unarmed strike you land, you gain one stack of momentum, and for every 50 feet you move, you gain an additional stack of momentum, and for every attack made using the Rapid Footwork state, you gain two stacks of momentum, there is no limit to the amount of stacks of momentum you can accumulate. At the end of your turn, you lose 5 stacks of momentum, and if you are hit, you lose 3 stacks of momentum for every instance of damage (if the attack is deflected, this effect is nullified, but you do not gain momentum). For every stack of momentum, your movement speed increases by 5ft (this effect is applied at the beginning of your turn, momentum gained mid turn is not taken into account), and for every 2 stacks of momentum (rounded down), you do an additional 1 damage with unarmed strikes.
You may choose to expend your momentum in a single attack, dealing 1d6 force damage for every stack expended. You must expend all stacks at once.
You may expend one ki point to deal two instances of flurry of blows
Sorry it's impossible for any of us to give you an opinion worth anything because it is clear this is an extremely HB campaign. So while this is certainly OP for a normal campaign using normal classes, it might be fine in your campaign if the DM is doing this to all the classes / subclasses.
Though note: many of the features are poorly designed, and terribly worded so it's not even clear how they are supposed to work. So my advice would be don't worry about rules for this campaign just go and ask the DM if you can do whatever you want your character to do.
Subclass Name: Double Double Monk! (play on words Double Happiness...)
Level 3: Unending Flurry
When you take flurry of blows as an action or bonus action, you may make an additional unarmed strike, removing ability damage modifiers. At level 6 you may make two flurry of blows using a single bonus action, increasing to 3 at level 11, and 4 at level 17, these additional flurry of blows spend ki points as normal.
The above is nonsense, Flurry of Blows is defined as a Bonus Action - it cannot be an "Action" or "Reaction" - and it already gives you 2 unarmed strikes at 3rd level which increases to 3 at level 11. Not to mention you will find that making a ton of attacks is actually really boring at the table, so rather than adding an additional attack that deals little damage, why not just give yourself extra damage on the attacks you are making already? Monk already gets 3 attacks per turn at 3rd level, turning that into 7 attacks most of which miss or deal almost no damage won't be as fun as you think.
In addition to this, when you would make an unarmed strike, including in flurry of blows, players may choose to make the unarmed strike rapid, this grants the player an additional unarmed strike, with a separate attack roll, but at a -5 penalty to attack, this effect can stack (4 unarmed strikes for -10, 8 unarmed strikes for -15, etc.)
I've played pathfinder that uses this rule, and what it ends up meaning is your 3rd attack almost never hits and is just a waste of time. This again is largely performative - it sounds cool on paper but won't be cool at the table.
These unending blows leave the enemy disoriented and confused, if the player lands unarmed strikes equal to the enemies challenge rating rounded up or higher in a single turn, the enemy gains disadvantage on attack rolls made against the monk, and the enemy is taunted if they fail a wisdom check equal 8+proficiency bonus+dex modifier.
This will likely get out-paced by enemy challenge rating extremely quickly, with how OP it sounds like this campaign is going to be, you'll be fighting CR 4 monsters at 1st level, and CR 16 by the time you are 8th level. Similarly, "taunt" is not defined in the game so I have not idea what "the enemy is taunted" is supposed to mean.
Replacement:
Rapid Strikes. Whenever you take the Attack action on your turn, you can make one additional unarmed strike as part of that action. If this attack hits you do not add your Str/Dex modifier to the damage.
Combo Move. If you have advantage on an attack, you can sacrifice that advantage to instead make 2 attacks without advantage.
Stagger. If you hit the same target with three attacks in a row, the target has disadvantage on all attacks it makes until the end of its next turn.
Taunt. As a bonus action, you can spend 1 ki point to attempt to manipulate an enemy that you hit with an unarmed strike during this turn. The target must make a Wisdom saving throw against your ki DC, on a failure they have disadvantage on attack rolls against creatures other than you until the start of your next turn.
Level 6: Rapid Footwork
Unarmored movement increase is doubled
Which unarmored movement increase is this referring to??? Monk gets several and you could get some from multiclassing as well.
The monk gains an additional Bonus Action.
Yeah this one is easily OP since monks make most of their attacks as a BA.
The player may expend 3 ki points to gain speed faster than any human ever known for 1 minute, total movement speed doubles, and jump distance triples for no action or bonus action cost.
This sounds like it is just free Step of the Wind????
During this state, the player may use enemies as surfaces to push off of to gain higher momentum, if the player runs into an enemy with at least 10 feet of momentum, they may run through that spot, launching themself off of the enemies body, gaining an additional 10 ft of movement, and dealing two monk die worth of damage to the creature plus your dexterity bonus, and they must make a strength save with DC equal to your dexterity modifier doubled, plus your wisdom modifier, plus your proficiency bonus or be knocked prone. This attack does not require an attack roll, and enemies can be attacked using this attack more than once, until they have been knocked prone, or are already prone.
Momentum isn't a thing in D&D so I haven't a clue what you are talking about, your save DC description makes no sense, an attack must require an attack roll otherwise it isn't an attack, and this easily becomes infinite damage if an enemy can be targeted more than once because you move 10 ft, and gain 10 ft of movement each time you use this so you can just vibrate back and forth dealing infinite damage to an enemy.
Unarmed strikes now have reach.
Why? What does this have to do with anything else in this feature???
Replacement:
Lightning Speed. You can spend 3 ki points at the start of your turn to enter a state of hyper-speed, for the rest of your turn the only actions you can take are the Dash action and Step of the Wind. While in this state, your movement speed is doubled and whenever you move within 5 ft of an enemy the enemy takes bludgeoning damage equal to two rolls of your martial arts die + your Dexterity modifier and must succeed on a Strength saving throw against your ki DC, on a failure they are knocked prone. An enemy can only take this damage once per turn.
Level 6: Even More Unending Flurry
Replacement:
You gain an additional Bonus Action on your turn that can only be used for Flurry of Blows.
Level 11: Supersonic Reflexes
The monks agility has been honed to slow their perception of time in dire situations, allowing them to react to anything thrown at them. The monk gains an additional reaction, if flurry of blows is used as an opportunity attack, it can be used twice in this way using a single reaction, only expending 1 ki point
Flurry of Blows cannot be used as a Reaction so this makes no sense at all.
The deflecting attacks ability is enhanced to reduce damage equal to 2 of the monks damage die plus your dexterity modifier, wisdom modifier, proficiency bonus, and monk level. If the damage is reduced to 0, you may choose to redirect some of the attacks force without expending a ki point. You may use this action for no reaction cost if the attack misses. If you do so, choose a creature you can see within 10 feet of yourself if the attack was a melee attack or a creature you can see within 60 feet of yourself that isn’t behind Total Cover if the attack was a ranged attack. That creature must succeed on a Dexterity saving throw or take damage equal to two rolls of your Martial Arts die plus your Dexterity modifier. The damage is the same type dealt by the attack. Or you may instead choose to expend a ki point to use 5 martial arts die to calculate the damage.
This is a weird mishmash of 2024 rules (deflecting any attack and the saving throw damage) and 2014 rules (making an attack afterwards) so I'm very confused.
Replacement:
Heightened Reflexes. You gain an additional Reaction that can only be used for your Deflect Attack ability.
Opportunistic Onslaught. When you make an attack of opportunity, you can spend 1 ki to replace that opportunity attack with 2 unarmed strikes.
Powerful Deflection. When you use your Deflect Attack ability, you can spend 1 ki to double the amount the damage is reduced by, if you spend an additional ki to redirect the attack that redirected attack deals double it's normal damage.
Level 11: Even, Even More Unending Flurry
Again the wording doesn't make sense.
Replacement:
You make 4 unarmed strikes when you use your Flurry of Blows.
Level 17: Lightspeed
You gain momentum with each strike you make, increasing power into your next strike with your every move, allowing you to gain momentum high enough to make devastating blows from sheer speed.
The penalty of making attacks rapid in Unending Flurry is reduced to -3. I've already explained why this is a bad idea.
With every unarmed strike you land, you gain one stack of momentum, and for every 50 feet you move, you gain an additional stack of momentum, and for every attack made using the Rapid Footwork state, you gain two stacks of momentum, there is no limit to the amount of stacks of momentum you can accumulate. At the end of your turn, you lose 5 stacks of momentum, and if you are hit, you lose 3 stacks of momentum for every instance of damage (if the attack is deflected, this effect is nullified, but you do not gain momentum). For every stack of momentum, your movement speed increases by 5ft (this effect is applied at the beginning of your turn, momentum gained mid turn is not taken into account), and for every 2 stacks of momentum (rounded down), you do an additional 1 damage with unarmed strikes.
Momentum isn't a thing, it doesn't exist in the game, and why is it "stacks"??? of it....
You may choose to expend your momentum in a single attack, dealing 1d6 force damage for every stack expended. You must expend all stacks at once.
When you make this choice is not defined, do you use it before you make an attack? after you hit? does it get doubled on a crit?
You may expend one ki point to deal two instances of flurry of blowsThis is redundant with your "you have two bonus actions" feature.
Replacement:
Level 17: Momentum
You gain a new resource called Momentum, you gain 1 point of momentum whenever you do any of the following:
Hit a hostile creature with an unarmed strike on your turn.
Use your entire movement.
While you have at least 1 point of Momentum you gain the following benefits:
Your unarmed strikes deal 1 additional point of damage for each point of Momentum you have (max +10).
Your movement speed increases by +5 ft for each point of Momentum you have at the start of your turn.
Losing Momentum: When you end your turn you lose 5 points of Momentum, each time you take damage you lose 3 points of Momentum, your Momentum is reset to 0 if you fall Prone.
MEGA PUNCH! When you hit a creature with an unarmed strike, you can choose to put all of your momentum behind it, the attack deals additional damage equal to a 1d6 for each point of Momentum you have, and your Momentum is reset to 0 after the attack.
NOTE: I call this Subclass Double Double Monk because it is ~ 4x more powerful than the base Monk class, if a player asked me if they could play this I would probably kick them out of the game because it is so obviously OP. However, your table might be different where everyone is playing OP Homebrew stuff, and this might be fine.
This is the most broken subclass I have ever seen. Every single feature is broken, except for supersonic reflexes, which doesn't work, as flurry of blows is not a reaction.
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I created a monk subclass for this new campaign I'm getting into and I REALLY don't want my character to be op and make the game not fun for everyone else while still being able to participate effectively in the campaign. I'm doing a semi modern campaign with guns and the guns do A LOT of damage (3d8 before any buffs), and they're expected to be common. I want to just be a monk, with modern world knowledge, but I don't want to have anything to do with guns as part of my character, so I made this subclass. My dm already buffed my monk slightly by making my monk damage die = 1d6+1d4 at the start and the 1d4 stays the whole time for the rest of forever, and I gain ki points at first level, and my ki points are tripled up until level 4, and after that I gain 2 ki points per level. If you think it is OP or even underpowered I would love alternative suggestions that keep the spirit of the subclass. I'm bad at uploading stuff to here so I'm just pasting the subclass data here.
Way Of The Flashing Fist
Level 3: Unending Flurry
The monk has gain awareness and agility beyond normal perception, allowing them to make blow after blow in rapid succession. When you take flurry of blows as an action or bonus action, you may make an additional unarmed strike, removing ability damage modifiers. At level 6 you may make two flurry of blows using a single bonus action, increasing to 3 at level 11, and 4 at level 17, these additional flurry of blows spend ki points as normal
In addition to this, when you would make an unarmed strike, including in flurry of blows, players may choose to make the unarmed strike rapid, this grants the player an additional unarmed strike, with a separate attack roll, but at a -5 penalty to attack, this effect can stack (4 unarmed strikes for -10, 8 unarmed strikes for -15, etc.)
These unending blows leave the enemy disoriented and confused, if the player lands unarmed strikes equal to the enemies challenge rating rounded up or higher in a single turn, the enemy gains disadvantage on attack rolls made against the monk, and the enemy is taunted if they fail a wisdom check equal 8+proficiency bonus+dex modifier.
Level 6: Rapid Footwork
Unarmored movement increase is doubled
The monk gains an additional Bonus Action.
The player may expend 3 ki points to gain speed faster than any human ever known for 1 minute, total movement speed doubles, and jump distance triples for no action or bonus action cost.
During this state, the player may use enemies as surfaces to push off of to gain higher momentum, if the player runs into an enemy with at least 10 feet of momentum, they may run through that spot, launching themself off of the enemies body, gaining an additional 10 ft of movement, and dealing two monk die worth of damage to the creature plus your dexterity bonus, and they must make a strength save with DC equal to your dexterity modifier doubled, plus your wisdom modifier, plus your proficiency bonus or be knocked prone. This attack does not require an attack roll, and enemies can be attacked using this attack more than once, until they have been knocked prone, or are already prone.
Unarmed strikes now have reach.
Level 6: Unending Flurry +
When you take flurry of blows as an action or bonus action, you may make an additional unarmed strike, without removing ability damage modifiers.
Level 11: Supersonic Reflexes
The monks agility has been honed to slow their perception of time in dire situations, allowing them to react to anything thrown at them. The monk gains an additional reaction, if flurry of blows is used as an opportunity attack, it can be used twice in this way using a single reaction, only expending 1 ki point
The deflecting attacks ability is enhanced to reduce damage equal to 2 of the monks damage die plus your dexterity modifier, wisdom modifier, proficiency bonus, and monk level. If the damage is reduced to 0, you may choose to redirect some of the attacks force without expending a ki point. You may use this action for no reaction cost if the attack misses. If you do so, choose a creature you can see within 10 feet of yourself if the attack was a melee attack or a creature you can see within 60 feet of yourself that isn’t behind Total Cover if the attack was a ranged attack. That creature must succeed on a Dexterity saving throw or take damage equal to two rolls of your Martial Arts die plus your Dexterity modifier. The damage is the same type dealt by the attack. Or you may instead choose to expend a ki point to use 5 martial arts die to calculate the damage.
Level 11: Enhanced Unending Flurry
You may take two additional unarmed strikes after taking the action Flurry of Blows, each a separate attack with separate attack and damage rolls.
Level 17: Lightspeed
You gain momentum with each strike you make, increasing power into your next strike with your every move, allowing you to gain momentum high enough to make devastating blows from sheer speed.
The penalty of making attacks rapid in Unending Flurry is reduced to -3.
With every unarmed strike you land, you gain one stack of momentum, and for every 50 feet you move, you gain an additional stack of momentum, and for every attack made using the Rapid Footwork state, you gain two stacks of momentum, there is no limit to the amount of stacks of momentum you can accumulate. At the end of your turn, you lose 5 stacks of momentum, and if you are hit, you lose 3 stacks of momentum for every instance of damage (if the attack is deflected, this effect is nullified, but you do not gain momentum). For every stack of momentum, your movement speed increases by 5ft (this effect is applied at the beginning of your turn, momentum gained mid turn is not taken into account), and for every 2 stacks of momentum (rounded down), you do an additional 1 damage with unarmed strikes.
You may choose to expend your momentum in a single attack, dealing 1d6 force damage for every stack expended. You must expend all stacks at once.
You may expend one ki point to deal two instances of flurry of blows
Sorry it's impossible for any of us to give you an opinion worth anything because it is clear this is an extremely HB campaign. So while this is certainly OP for a normal campaign using normal classes, it might be fine in your campaign if the DM is doing this to all the classes / subclasses.
Though note: many of the features are poorly designed, and terribly worded so it's not even clear how they are supposed to work. So my advice would be don't worry about rules for this campaign just go and ask the DM if you can do whatever you want your character to do.
Yep - definitely broken in something like a WoTC precon module, but in a high-homebrew campaign this is probably not that bad.
Finally the feature names are really goofy but idk how your campaign is structured. "Lightspeed" is funny tho.
Religious frisbee player, writer, goofball, and nerd. Some may say professional for the latter two.
Extended sig here. Send me a PM if you want to chat.
DM: Westeros - A Homebrew D&D Campaign, Liquid Swords - A Historical Wuxia Campaign
Player: Marcus Aquillus Arcade (Quil) - 1st Rogue - Pax Romana
If I try to decipher this mess....
Subclass Name: Double Double Monk! (play on words Double Happiness...)
Level 3: Unending Flurry
When you take flurry of blows as an action or bonus action, you may make an additional unarmed strike, removing ability damage modifiers. At level 6 you may make two flurry of blows using a single bonus action, increasing to 3 at level 11, and 4 at level 17, these additional flurry of blows spend ki points as normal.The above is nonsense, Flurry of Blows is defined as a Bonus Action - it cannot be an "Action" or "Reaction" - and it already gives you 2 unarmed strikes at 3rd level which increases to 3 at level 11. Not to mention you will find that making a ton of attacks is actually really boring at the table, so rather than adding an additional attack that deals little damage, why not just give yourself extra damage on the attacks you are making already? Monk already gets 3 attacks per turn at 3rd level, turning that into 7 attacks most of which miss or deal almost no damage won't be as fun as you think.
In addition to this, when you would make an unarmed strike, including in flurry of blows, players may choose to make the unarmed strike rapid, this grants the player an additional unarmed strike, with a separate attack roll, but at a -5 penalty to attack, this effect can stack (4 unarmed strikes for -10, 8 unarmed strikes for -15, etc.)I've played pathfinder that uses this rule, and what it ends up meaning is your 3rd attack almost never hits and is just a waste of time. This again is largely performative - it sounds cool on paper but won't be cool at the table.
These unending blows leave the enemy disoriented and confused, if the player lands unarmed strikes equal to the enemies challenge rating rounded up or higher in a single turn, the enemy gains disadvantage on attack rolls made against the monk, and the enemy is taunted if they fail a wisdom check equal 8+proficiency bonus+dex modifier.This will likely get out-paced by enemy challenge rating extremely quickly, with how OP it sounds like this campaign is going to be, you'll be fighting CR 4 monsters at 1st level, and CR 16 by the time you are 8th level. Similarly, "taunt" is not defined in the game so I have not idea what "the enemy is taunted" is supposed to mean.
Replacement:
Rapid Strikes. Whenever you take the Attack action on your turn, you can make one additional unarmed strike as part of that action. If this attack hits you do not add your Str/Dex modifier to the damage.
Combo Move. If you have advantage on an attack, you can sacrifice that advantage to instead make 2 attacks without advantage.
Stagger. If you hit the same target with three attacks in a row, the target has disadvantage on all attacks it makes until the end of its next turn.
Taunt. As a bonus action, you can spend 1 ki point to attempt to manipulate an enemy that you hit with an unarmed strike during this turn. The target must make a Wisdom saving throw against your ki DC, on a failure they have disadvantage on attack rolls against creatures other than you until the start of your next turn.
Level 6: Rapid Footwork
Unarmored movement increase is doubledWhich unarmored movement increase is this referring to??? Monk gets several and you could get some from multiclassing as well.
The monk gains an additional Bonus Action.
Yeah this one is easily OP since monks make most of their attacks as a BA.
The player may expend 3 ki points to gain speed faster than any human ever known for 1 minute, total movement speed doubles, and jump distance triples for no action or bonus action cost.This sounds like it is just free Step of the Wind????
During this state, the player may use enemies as surfaces to push off of to gain higher momentum, if the player runs into an enemy with at least 10 feet of momentum, they may run through that spot, launching themself off of the enemies body, gaining an additional 10 ft of movement, and dealing two monk die worth of damage to the creature plus your dexterity bonus, and they must make a strength save with DC equal to your dexterity modifier doubled, plus your wisdom modifier, plus your proficiency bonus or be knocked prone. This attack does not require an attack roll, and enemies can be attacked using this attack more than once, until they have been knocked prone, or are already prone.Momentum isn't a thing in D&D so I haven't a clue what you are talking about, your save DC description makes no sense, an attack must require an attack roll otherwise it isn't an attack, and this easily becomes infinite damage if an enemy can be targeted more than once because you move 10 ft, and gain 10 ft of movement each time you use this so you can just vibrate back and forth dealing infinite damage to an enemy.
Unarmed strikes now have reach.
Why? What does this have to do with anything else in this feature???
Replacement:
Lightning Speed. You can spend 3 ki points at the start of your turn to enter a state of hyper-speed, for the rest of your turn the only actions you can take are the Dash action and Step of the Wind. While in this state, your movement speed is doubled and whenever you move within 5 ft of an enemy the enemy takes bludgeoning damage equal to two rolls of your martial arts die + your Dexterity modifier and must succeed on a Strength saving throw against your ki DC, on a failure they are knocked prone. An enemy can only take this damage once per turn.
Level 6: Even More Unending Flurry
Replacement:
You gain an additional Bonus Action on your turn that can only be used for Flurry of Blows.
Level 11: Supersonic Reflexes
The monks agility has been honed to slow their perception of time in dire situations, allowing them to react to anything thrown at them. The monk gains an additional reaction, if flurry of blows is used as an opportunity attack, it can be used twice in this way using a single reaction, only expending 1 ki pointFlurry of Blows cannot be used as a Reaction so this makes no sense at all.
The deflecting attacks ability is enhanced to reduce damage equal to 2 of the monks damage die plus your dexterity modifier, wisdom modifier, proficiency bonus, and monk level. If the damage is reduced to 0, you may choose to redirect some of the attacks force without expending a ki point. You may use this action for no reaction cost if the attack misses. If you do so, choose a creature you can see within 10 feet of yourself if the attack was a melee attack or a creature you can see within 60 feet of yourself that isn’t behind Total Cover if the attack was a ranged attack. That creature must succeed on a Dexterity saving throw or take damage equal to two rolls of your Martial Arts die plus your Dexterity modifier. The damage is the same type dealt by the attack. Or you may instead choose to expend a ki point to use 5 martial arts die to calculate the damage.This is a weird mishmash of 2024 rules (deflecting any attack and the saving throw damage) and 2014 rules (making an attack afterwards) so I'm very confused.
Replacement:
Heightened Reflexes. You gain an additional Reaction that can only be used for your Deflect Attack ability.
Opportunistic Onslaught. When you make an attack of opportunity, you can spend 1 ki to replace that opportunity attack with 2 unarmed strikes.
Powerful Deflection. When you use your Deflect Attack ability, you can spend 1 ki to double the amount the damage is reduced by, if you spend an additional ki to redirect the attack that redirected attack deals double it's normal damage.
Level 11: Even, Even More Unending Flurry
Again the wording doesn't make sense.
Replacement:
You make 4 unarmed strikes when you use your Flurry of Blows.
Level 17: Lightspeed
You gain momentum with each strike you make, increasing power into your next strike with your every move, allowing you to gain momentum high enough to make devastating blows from sheer speed.
The penalty of making attacks rapid in Unending Flurry is reduced to -3.I've already explained why this is a bad idea.With every unarmed strike you land, you gain one stack of momentum, and for every 50 feet you move, you gain an additional stack of momentum,and for every attack made using the Rapid Footwork state, you gain two stacks of momentum, there is no limit to the amount of stacks of momentum you can accumulate. At the end of your turn, you lose 5 stacks of momentum, and if you are hit, you lose 3 stacks of momentum for every instance of damage (if the attack is deflected, this effect is nullified, but you do not gain momentum). For every stack of momentum, your movement speed increases by 5ft (this effect is applied at the beginning of your turn, momentum gained mid turn is not taken into account), and for every 2 stacks of momentum (rounded down), you do an additional 1 damage with unarmed strikes.Momentum isn't a thing, it doesn't exist in the game, and why is it "stacks"??? of it....
You may choose to expend your momentum in a single attack, dealing 1d6 force damage for every stack expended. You must expend all stacks at once.
When you make this choice is not defined, do you use it before you make an attack? after you hit? does it get doubled on a crit?
You may expend one ki point to deal two instances of flurry of blowsThis is redundant with your "you have two bonus actions" feature.Replacement:
Level 17: Momentum
You gain a new resource called Momentum, you gain 1 point of momentum whenever you do any of the following:
While you have at least 1 point of Momentum you gain the following benefits:
Losing Momentum: When you end your turn you lose 5 points of Momentum, each time you take damage you lose 3 points of Momentum, your Momentum is reset to 0 if you fall Prone.
MEGA PUNCH! When you hit a creature with an unarmed strike, you can choose to put all of your momentum behind it, the attack deals additional damage equal to a 1d6 for each point of Momentum you have, and your Momentum is reset to 0 after the attack.
NOTE: I call this Subclass Double Double Monk because it is ~ 4x more powerful than the base Monk class, if a player asked me if they could play this I would probably kick them out of the game because it is so obviously OP. However, your table might be different where everyone is playing OP Homebrew stuff, and this might be fine.
This is the most broken subclass I have ever seen. Every single feature is broken, except for supersonic reflexes, which doesn't work, as flurry of blows is not a reaction.