To ensure that even unarmed attacking has a sort of “Weapon Mastery,” I thought I would propose this background and Origin feat. I would like to hear your opinion.
I developed the origin feat based on the Weapon Mastery “Cleave” technique, which resembles a spinning kick and, since it can only be used once per turn, is not too exaggerated. It also synergizes well with “Push,” which is widely used in monk subclasses.
Why I think it is necessary : "See spoiler"
Unarmed Strike rule limitations compared to weapon mastery. Shove includes Push and Topple, but they are extremely limited compared to the options offered by Weapons Mastery.
Push in “shove” only pushes 5 feet. (10 feet in WM)
Push in “shove” requires a Strength or Dexterity saving throw (at the target's choice). (no saving throw in WM)
Topple in “shove” also requires a Strength or Dexterity saving throw (chosen by the target). (only Constitution in WM)
Topple in “shove”requires a limitation on the size of the opponent (in WM it is not limited).
In Unarmed Strike, “Grapple” and “shove” require sacrificing damage to be used (no sacrifice in WM).
To calculate the DC of the specific “shove,” use the strength modifier (monk dex) (while WM uses the modifier used in the attack).
The only positive point is that you can choose between pushing 5 feet, knock down, grab, or cause damage, but 6 negative points is not insignificant, and the saving throw required for “shove” makes it practically useless.
Shove. The target must succeed on a Strength or Dexterity saving throw (it chooses which), or you either push it 5 feet away or cause it to have the Prone condition. The DC for the saving throw equals 8 plus your Strength modifier and Proficiency Bonus. This shove is possible only if the target is no more than one size larger than you.
If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
DISCIPLE OF MARTIAL ARTS
Home » Backgrounds » Disciple of martial arts Source: Homebrew
"You have lived as a disciple, with the weight of tradition upon your shoulders and the protective wrapping pulsing in your hands. You have measured yourself against brothers-in-arms in more circles of dust than you can remember, faced the exhaustion that breaks the body, and sought the guidance of masters who see beyond the veil of form and strength."
Ability Scores: Strength, Dexterity, Wisdom
Feat: Flowing Unarmed Striker (homebrew)
Skill Proficiencies: Athletics, Insight
Tool Proficiency: One type of gaming set or Herbalism kit.
Equipment: A worn uniform of your school, a diary of techniques and forms, common clothes, and a pouch containing 10 gp.
Trial of Blood and Sweat
Your reputation as a seeker is not yet established, but your determination is evident. When you enter a new town, you can easily locate places where underground fights, arenas, or training halls are held. Local challengers will be drawn to your foreign style: this allows you to gather information about the area or earn a living by challenging local champions, receiving food and a place to sleep in exchange for the display of your training.
Within these establishments, if you have participated in a fight or a sparring match during your current visit, you have Advantage on Charisma or Wisdom (Insight) checks made to influence the local combatants or gather information from them.
Additionally, you can challenge a local champion to earn a living. Doing so grants you and up to four companions a Comfortable lifestyle for the night. To succeed, you must make a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check. If you fail the check, you still gain the lifestyle benefits, but you are bruised and fatigued, giving you Disadvantage on Initiative rolls until you finish a Long Rest.
Originfeat: Flowing Unarmed Striker (homebrew)
You have learned to fight in the toughest environments, where the only rules are survival and using your surroundings—including your enemies—against each other.
Expert Boxer: Your Unarmed Strikes deal 1d4 bludgeoning damage. If your Unarmed Strike damage is already a d4 or higher, once per turn, when you hit a creature with an Unarmed Strike as part of the Attack action, you can deal damage to the target and also push it 5 feet away from you to an unoccupied space.
Unarmed Mastery (Cleave): Your Unarmed Strikes gain the Cleave property. Once per turn, when you hit a creature with an Unarmed Strike, you can make a second attack roll against a different creature that is within 5 feet of the first target and within your reach. On a hit, the second creature takes your unarmed strike damage, but don't add your ability modifier to that damage unless that modifier is negative.
Collision: If you use your Cleave property and both attacks (the original and the extra one) hit, the targets are momentarily disoriented. Both creatures cannot make Opportunity Attacks until the start of its next turn.
To ensure that even unarmed attacking has a sort of “Weapon Mastery,” I thought I would propose this background and Origin feat. I would like to hear your opinion.
I developed the origin feat based on the Weapon Mastery “Cleave” technique, which resembles a spinning kick and, since it can only be used once per turn, is not too exaggerated. It also synergizes well with “Push,” which is widely used in monk subclasses.
Why I think it is necessary : "See spoiler"
Unarmed Strike rule limitations compared to weapon mastery.
Shove includes Push and Topple, but they are extremely limited compared to the options offered by Weapons Mastery.
The only positive point is that you can choose between pushing 5 feet, knock down, grab, or cause damage, but 6 negative points is not insignificant, and the saving throw required for “shove” makes it practically useless.
DISCIPLE OF MARTIAL ARTS
Home » Backgrounds » Disciple of martial arts
Source: Homebrew
"You have lived as a disciple, with the weight of tradition upon your shoulders and the protective wrapping pulsing in your hands. You have measured yourself against brothers-in-arms in more circles of dust than you can remember, faced the exhaustion that breaks the body, and sought the guidance of masters who see beyond the veil of form and strength."
Trial of Blood and Sweat
Your reputation as a seeker is not yet established, but your determination is evident. When you enter a new town, you can easily locate places where underground fights, arenas, or training halls are held. Local challengers will be drawn to your foreign style: this allows you to gather information about the area or earn a living by challenging local champions, receiving food and a place to sleep in exchange for the display of your training.
Within these establishments, if you have participated in a fight or a sparring match during your current visit, you have Advantage on Charisma or Wisdom (Insight) checks made to influence the local combatants or gather information from them.
Additionally, you can challenge a local champion to earn a living. Doing so grants you and up to four companions a Comfortable lifestyle for the night. To succeed, you must make a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check. If you fail the check, you still gain the lifestyle benefits, but you are bruised and fatigued, giving you Disadvantage on Initiative rolls until you finish a Long Rest.
Originfeat: Flowing Unarmed Striker (homebrew)
You have learned to fight in the toughest environments, where the only rules are survival and using your surroundings—including your enemies—against each other.