Starting at 3rd Level, when you make a critical hit against a creature, or hit them while they are surprised, you may make an additional unarmed strike against them without using another action.
Wake up
Starting at 4th Level, you gain the ability to return the senses to a creature that you strike. You may, as an action, slap a creature within 5 feet that is unconscious, incapacitated, paralyzed, frightened, or stunned to end that condition. This ability can also be used to stabilize a dying creature in an effect identical to the spare the dying cantrip.
Deafening Clap
Starting at 6th level, you can channel your ki to produce a deafening clap. When you are not holding anything, you may expend one ki point to bring your hands together, forcing everyone in a 20 foot radius to make a constitution saving throw or be deafened until the end of their next turn. Additionally, any creature within five feet must succeed on the same saving throw or be stunned and deafened,
Put that down!
Starting at 8th Level, you can, as a reaction, attempt to disarm a creature who is making a melee weapon attack against you. They must make a dexterity check against your strength, having the weapon knocked out of their hand on a failure, causing it to fall into an unoccupied space within 5 feet. If you try and fail to disarm the creature in this way, the creature makes a critical hit against you. You may use this ability three times per long or short rest.
Careening Strike
Starting at 13th Level, when you make an unarmed strike against a creature, you can choose to expend up to three ki points to curl your hands just so, pushing the creature back five feet in a cardinal direction of your choice for every ki point expended.
True Slap
At 16th Level, you have mastered the art of slapping, turning your hands into weapons beyond what even a blade would be capable of. Your unarmed strikes are considered magical as they pertain to resistances and immunities to non-magical damage. Additionally, when you hit a creature with one of the attacks given to you in your flurry of blows, you may add one of the effects to it:
The creature suffers 2d4 necrotic damage, and is unable to heal this damage until the end of the combat encounter
The creature is heavily bruised. They have disadvantage on the next strength or dexterity check or saving throw they make
You make contact with a vital organ, causing the creature to lose 1d6+1 piercing damage until they make an action to heal themselves.
It's massively underpowered, half the features are just discount versions of what other monk subclasses get, and the features are at the wrong levels. Several features are just straight up redundant. It's an "LOL-jokes!" subclass written by someone who has never played a monk and doesn't really understand the game rules.
WAY OF THE PALM MONK
Backhand
Starting at 3rd Level, when you make a critical hit against a creature, or hit them while they are surprised, you may make an additional unarmed strike against them without using another action.
Wake up
Starting at 4th Level, you gain the ability to return the senses to a creature that you strike. You may, as an action, slap a creature within 5 feet that is unconscious, incapacitated, paralyzed, frightened, or stunned to end that condition. This ability can also be used to stabilize a dying creature in an effect identical to the spare the dying cantrip.
Deafening Clap
Starting at 6th level, you can channel your ki to produce a deafening clap. When you are not holding anything, you may expend one ki point to bring your hands together, forcing everyone in a 20 foot radius to make a constitution saving throw or be deafened until the end of their next turn. Additionally, any creature within five feet must succeed on the same saving throw or be stunned and deafened,
Put that down!
Starting at 8th Level, you can, as a reaction, attempt to disarm a creature who is making a melee weapon attack against you. They must make a dexterity check against your strength, having the weapon knocked out of their hand on a failure, causing it to fall into an unoccupied space within 5 feet. If you try and fail to disarm the creature in this way, the creature makes a critical hit against you. You may use this ability three times per long or short rest.
Careening Strike
Starting at 13th Level, when you make an unarmed strike against a creature, you can choose to expend up to three ki points to curl your hands just so, pushing the creature back five feet in a cardinal direction of your choice for every ki point expended.
True Slap
At 16th Level, you have mastered the art of slapping, turning your hands into weapons beyond what even a blade would be capable of. Your unarmed strikes are considered magical as they pertain to resistances and immunities to non-magical damage. Additionally, when you hit a creature with one of the attacks given to you in your flurry of blows, you may add one of the effects to it:
Best Spells: https://www.dndbeyond.com/spells/2190706-applause, https://www.dndbeyond.com/spells/2047204-big-ol-switcheroo, https://www.dndbeyond.com/spells/2188701-cerwicks-copper-cables
Best Feats: https://www.dndbeyond.com/feats/1512461-soapbox-revised
Best Monsters: https://www.dndbeyond.com/monsters/3775489-jar-jar-binks, https://www.dndbeyond.com/monsters/3860024-spare-ribs
It’s against the rules. Monks get their subclass features at 3rd, 6th, 11th, and 17th levels
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
I meant in concept. The rules obviously need work but I'll cross that bridge when I get to it
Best Spells: https://www.dndbeyond.com/spells/2190706-applause, https://www.dndbeyond.com/spells/2047204-big-ol-switcheroo, https://www.dndbeyond.com/spells/2188701-cerwicks-copper-cables
Best Feats: https://www.dndbeyond.com/feats/1512461-soapbox-revised
Best Monsters: https://www.dndbeyond.com/monsters/3775489-jar-jar-binks, https://www.dndbeyond.com/monsters/3860024-spare-ribs
It seems underpowered.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
true
Best Spells: https://www.dndbeyond.com/spells/2190706-applause, https://www.dndbeyond.com/spells/2047204-big-ol-switcheroo, https://www.dndbeyond.com/spells/2188701-cerwicks-copper-cables
Best Feats: https://www.dndbeyond.com/feats/1512461-soapbox-revised
Best Monsters: https://www.dndbeyond.com/monsters/3775489-jar-jar-binks, https://www.dndbeyond.com/monsters/3860024-spare-ribs
It's massively underpowered, half the features are just discount versions of what other monk subclasses get, and the features are at the wrong levels. Several features are just straight up redundant. It's an "LOL-jokes!" subclass written by someone who has never played a monk and doesn't really understand the game rules.
Hit the nail on the head there
Best Spells: https://www.dndbeyond.com/spells/2190706-applause, https://www.dndbeyond.com/spells/2047204-big-ol-switcheroo, https://www.dndbeyond.com/spells/2188701-cerwicks-copper-cables
Best Feats: https://www.dndbeyond.com/feats/1512461-soapbox-revised
Best Monsters: https://www.dndbeyond.com/monsters/3775489-jar-jar-binks, https://www.dndbeyond.com/monsters/3860024-spare-ribs