Beginning at 3rd level, upon choosing this monastic tradition, the monk's body hardens to withstand heavy blows. He has gained the passive ability of Iron Body. This technique allows the monk to shrug off the first 10pts(+monk level + Dex Mod) of damage. This increases to 15pts(+monk level + Dex Mod) at 8th level, 20pts(+monk level + Dex Mod) at 13th level, and 25pts(+monk level + Dex Mod) at 20th level. This ability is passive and resets after a short/long rest.
Heavenly Leap
At 3rd level, the monk of this monastic tradition has honed their legs to a point where they can jump many times their own height in a single bound; this technique is called Heavenly Leap. At the expense of 1 ki point, the monk can leap into the air in height equal to 10 feet(+monk level). This increases to 15 feet(+monk level) at 10th level, and 20 feet(+monk level) at 20th level. This ability can only be used twice per day per short/long rest.
Chin Na
At 6th level, the monk is now able to trap and parry and opponent's attack. This technique is called Chin Na. At the expense of 2 ki points, the monk can grab the opponent's attack and make an attack of their own. This can only be done as a reaction, and only if the opponent misses an attack. This ability can only be used twice per combat per short/long rest.
Devestating Barrage
At 11th level, the monk can now focus their attack on a single point on the opponent. This technique is called Devestating Barrage. At the expense of 3 ki points, the monk makes 3 consecutive attacks to the same exact spot. This attack hits automatically, but is subject to a constitution save against a DC8(+proficiency mod +wisdom mod). The opponent only takes 1/2 damage on a successful save. Each blow hits for 1 HD higher than the previous blow; starting at 1d8(1d8/2d8/3d8). These increase by 1 at 15th level(2d8/3d8/4d8), and again at 20th level(3d8/4d8/5d8). This ability can only be used once per day per short/long rest.
Dim Mak
At 17th level, the monk knows every aspect of the physical body, and can pinpoint the deadly pressure points. This technique is called Dim Mak(Death Touch). At the expense of 3 ki points, the monk can make a single deadly attack on and opponent's pressure point. Upon being struck by this attack, the opponent must succeed on a constitution save against a DC8(+proficiency mod + wisdom mod) or die. Upon a successful save, the opponent takes 10d10 necrotic damage. This ability can only be used once per short/long rest.
Beginning at 3rd level, upon choosing this monastic tradition, the monk's body hardens to withstand heavy blows. He has gained the passive ability of Iron Body. This technique allows the monk to shrug off the first 10pts(+monk level + Dex Mod) of damage. This increases to 15pts(+monk level + Dex Mod) at 8th level, 20pts(+monk level + Dex Mod) at 13th level, and 25pts(+monk level + Dex Mod) at 20th level. This ability is passive and resets after a short/long rest.
Change to Temporary HP on completion of short or long rest. Otherwise it's stacking with other Temp HP which is a bit much given the availability of damage resistances, halving damages by other means, and so on. It'd be too easy to stack up this with other temp HP. Between the other defenses of monks plus those you can get from feats, items and multiclassing this single ability could too easily turn a monk into a supertank. Especially for burst-builds. By keeping to Temp HP the mechanics are already in place, it doesn't become broken and they're still getting the decent defense. Personally, I think it's still a tad much especially at higher levels and consider making it the increasing base amount plus Monk level but I can see many DMs being OK with it, as Temp HP. I'd also rethink the reset on short rests. By late level they're getting 50 dmg of any kind ignored, and the d8 hit dice gives them an average 103 health: i.e. you're basically giving them half max health extra as dmg soak every short rest - this is superior tanking to any other class except moon druid. Bit much, really. I'd suggest making it temp hp and either putting it long rest or reducing the amount or something.
At 3rd level, the monk of this monastic tradition has honed their legs to a point where they can jump many times their own height in a single bound; this technique is called Heavenly Leap. At the expense of 1 ki point, the monk can leap into the air in height equal to 10 feet(+monk level). This increases to 15 feet(+monk level) at 10th level, and 20 feet(+monk level) at 20th level. This ability can only be used twice per day per short/long rest.
With a score of 10 a Monk can, by 3rd level, long jump 5-10 ft or stand jump 6-13 ft (grabbing ledges above them for additional 1.5 x their height). All of this can be doubled using Step of the Wind. The stat for jumps is Strength. Long jump = Str score, straight jump up 3 + str score, (these need 10 ft run first else halve these). Your feature is overwriting and overcomplicating an existing jump mechanic needlessly while stepping (puns!) into the Step of the Wind's turf. Just have a feature that lets them use Dex instead of Str for jumps. Just that. Already a big increase (because most monks will focus on Dex) and can use Step of the Wind for 1 ki point if needs to. With max Dex that's 40 ft jump and will probably get that sooner than 20 th level. Don't forget there are already items and spells and such that further increase jumping, so you don't need a complicated feature to give a balance jump boost: just switch str with dex, and bam.
At 6th level, the monk is now able to trap and parry and opponent's attack. This technique is called Chin Na. At the expense of 2 ki points, the monk can grab the opponent's attack and make an attack of their own. This can only be done as a reaction, and only if the opponent misses an attack. This ability can only be used twice per combat per short/long rest.
Unless you're actually employing a grapple ability, I'd avoid phrases like grabbing the opponent's attack or whatever. If you're just making a counter-attack on a miss, just describe it as that. Given that this ability already exists as battle manouvres for fighters and there is a feat letting anyone do it (and it gets to add extra damage). I'd change this to only trigger on melee attacks and that it works as a damage reduction roll the same as Deflect Missiles:
"Starting at 6th level, you can use your reaction to attempt to reduce the damage when you are hit with a melee weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.
If you reduce the damage to 0, you can make a counterattack: you can spend 1 ki point and make an unarmed attack against the attacker."
Since it only works against 1 attack per round and youmay have multiple enemies and enemies with multiattack there need not be any further restrictions on usage.
At 11th level, the monk can now focus their attack on a single point on the opponent. This technique is called Devestating Barrage. At the expense of 3 ki points, the monk makes 3 consecutive attacks to the same exact spot. This attack hits automatically, but is subject to a constitution save against a DC8(+proficiency mod +wisdom mod). The opponent only takes 1/2 damage on a successful save. Each blow hits for 1 HD higher than the previous blow; starting at 1d8(1d8/2d8/3d8). These increase by 1 at 15th level(2d8/3d8/4d8), and again at 20th level(3d8/4d8/5d8). This ability can only be used once per day per short/long rest.
The damage on this is fine, as is the whole auto-hit thing, due to save and limit on usage. But: it's: "Devastating", I'd start at the 15th level values for the 11th level and increase once to the 20th level values at 17th level and leave as that. Most games never make it to 20th level and piling on all the "increase in feature's figures" to 20th can make it seem like the 20th level milestone just has too much. To be honest, I wouldn't bother with the increases. If you're going "once per day" then give them the 20th level values at 11th level: it's still less than what a 4-elements monk can do (11th 4-ele level monks can use all their ki for a 12d10 attack once per short rest, or spread it out as 2 ki for 3d10 with 1 addtional ki for +1d10, whenever needed, and this is a auto-hit save for half thing too). So, 3 ki for a once per day 12d8 is fine, really. However, you need to reword this because as you have written it there is no indication on how it is used: can be used "as an attack", if so, that phrasing means they can replace one of their attacks for this feature, while if you take that part as fluff text then they get to use this whenever they want, even outside their turn. I recommend specifying it uses their action. You also need to clearly specify the usage restriction as describing it once per day per short/long rest is confusing. Just put "you may use this feature once and regain the ability to do so when you complete a long rest".
At 17th level, the monk knows every aspect of the physical body, and can pinpoint the deadly pressure points. This technique is called Dim Mak(Death Touch). At the expense of 3 ki points, the monk can make a single deadly attack on and opponent's pressure point. Upon being struck by this attack, the opponent must succeed on a constitution save against a DC8(+proficiency mod + wisdom mod) or die. Upon a successful save, the opponent takes 10d10 necrotic damage. This ability can only be used once per short/long rest.
Basically this is the Open Hand's Quivering Palm but with reduced versatlity and added usage restriction. I'd consider the following instead, not including fluff text:
"When you hit a creature with an unarmed attack you can spend 3 ki points to force the creature to make a Constitution saving throw. If the creature succeeds on this saving throw they receive 10d10 necrotic damage and are stunned untl the end of your next turn. If the creature failed the saving throw it instantly drops to 0 hit points."
The stun makes up the Quivering Palm's ability to delay the effect or even cancel it later (makes a great interrogation tactic). Since an Open Hand could combine both quivering palm and stunning strike for 4 ki it's perfectly balance for this deadly touch feature to replace that delay/cancel aspect with 1 ki reduction from the quiver/stun combo and with one less con save. There is no need to include further restrictions. However, avoid the use of "instant death" things, because bypassing 0-hp-safeguards, death wards, polymorph, wild shape, etc is a bit much. Especially considering PVP is often allowable (RAW). 0 hp drop, with option to use as often as you like, as long as youhave the ki to spend and the whole "stun and damage or drop to 0 hp" is strong enough for the main subclass capstone ability.
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Overall suggestions: use "you" instead of "the monk", use "creature" instead of "opponent", and stick to a language. Going back and forth between English and Chinese (guessing) is coming across as inconsistent, haphazard and jarring for immersion. Most feature names are for the benefit of the player not the character: it is up to the player if they want to call it something else (and to work with their DM for what languages and styles are available in their campaign world), if the feature should have an in-game name or not, and such as. Personally, I recommend sticking with English (or the same language the features are written in, depending on who the target audience is for the subclass). Not all games may include Chinese (or whatever). Chinese, for example, in Forgotten Realms settings is limited to the Shou ethnicity of humans in Kara-Tur and will be called Shou or something similar to that instead of Chinese (because China doesn't exist in Forgotten Realms). Better instead to put in English (if target audience is English) and the player can put their "technique names" of their made-up martial arts style (they need not be the same as their subclass name, for instance, they could take a cue from Skyrim and say their open hand monk is a Tabaxi (*cough*Khajiit*cough*) trained in the Whispering Fang style (thank you Skyrim for that)). You could put the name in a different language with the English translation but then you're making the names awfully long. There's a reason why the "Way of the Open Hand" got named the way it is: it's English for Karate (well, actually Karate-do but shh).
It's a good subclass, needs tweaks and cleaning up but a great start with some interesting ideas. Well done.
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Monk (I created my own monastic tradition)
Base Class:
Monk
Beginning at 3rd level, upon choosing this monastic tradition, the monk's body hardens to withstand heavy blows. He has gained the passive ability of Iron Body. This technique allows the monk to shrug off the first 10pts(+monk level + Dex Mod) of damage. This increases to 15pts(+monk level + Dex Mod) at 8th level, 20pts(+monk level + Dex Mod) at 13th level, and 25pts(+monk level + Dex Mod) at 20th level. This ability is passive and resets after a short/long rest.
Heavenly Leap
At 3rd level, the monk of this monastic tradition has honed their legs to a point where they can jump many times their own height in a single bound; this technique is called Heavenly Leap. At the expense of 1 ki point, the monk can leap into the air in height equal to 10 feet(+monk level). This increases to 15 feet(+monk level) at 10th level, and 20 feet(+monk level) at 20th level. This ability can only be used twice per day per short/long rest.
Chin Na
At 6th level, the monk is now able to trap and parry and opponent's attack. This technique is called Chin Na. At the expense of 2 ki points, the monk can grab the opponent's attack and make an attack of their own. This can only be done as a reaction, and only if the opponent misses an attack. This ability can only be used twice per combat per short/long rest.
Devestating Barrage
At 11th level, the monk can now focus their attack on a single point on the opponent. This technique is called Devestating Barrage. At the expense of 3 ki points, the monk makes 3 consecutive attacks to the same exact spot. This attack hits automatically, but is subject to a constitution save against a DC8(+proficiency mod +wisdom mod). The opponent only takes 1/2 damage on a successful save. Each blow hits for 1 HD higher than the previous blow; starting at 1d8(1d8/2d8/3d8). These increase by 1 at 15th level(2d8/3d8/4d8), and again at 20th level(3d8/4d8/5d8). This ability can only be used once per day per short/long rest.
Dim Mak
At 17th level, the monk knows every aspect of the physical body, and can pinpoint the deadly pressure points. This technique is called Dim Mak(Death Touch). At the expense of 3 ki points, the monk can make a single deadly attack on and opponent's pressure point. Upon being struck by this attack, the opponent must succeed on a constitution save against a DC8(+proficiency mod + wisdom mod) or die. Upon a successful save, the opponent takes 10d10 necrotic damage. This ability can only be used once per short/long rest.
R. Hamilton
Interesting. Here are my suggestions/opinions:
Change to Temporary HP on completion of short or long rest. Otherwise it's stacking with other Temp HP which is a bit much given the availability of damage resistances, halving damages by other means, and so on. It'd be too easy to stack up this with other temp HP. Between the other defenses of monks plus those you can get from feats, items and multiclassing this single ability could too easily turn a monk into a supertank. Especially for burst-builds. By keeping to Temp HP the mechanics are already in place, it doesn't become broken and they're still getting the decent defense. Personally, I think it's still a tad much especially at higher levels and consider making it the increasing base amount plus Monk level but I can see many DMs being OK with it, as Temp HP. I'd also rethink the reset on short rests. By late level they're getting 50 dmg of any kind ignored, and the d8 hit dice gives them an average 103 health: i.e. you're basically giving them half max health extra as dmg soak every short rest - this is superior tanking to any other class except moon druid. Bit much, really. I'd suggest making it temp hp and either putting it long rest or reducing the amount or something.
With a score of 10 a Monk can, by 3rd level, long jump 5-10 ft or stand jump 6-13 ft (grabbing ledges above them for additional 1.5 x their height). All of this can be doubled using Step of the Wind. The stat for jumps is Strength. Long jump = Str score, straight jump up 3 + str score, (these need 10 ft run first else halve these). Your feature is overwriting and overcomplicating an existing jump mechanic needlessly while stepping (puns!) into the Step of the Wind's turf. Just have a feature that lets them use Dex instead of Str for jumps. Just that. Already a big increase (because most monks will focus on Dex) and can use Step of the Wind for 1 ki point if needs to. With max Dex that's 40 ft jump and will probably get that sooner than 20 th level. Don't forget there are already items and spells and such that further increase jumping, so you don't need a complicated feature to give a balance jump boost: just switch str with dex, and bam.
Unless you're actually employing a grapple ability, I'd avoid phrases like grabbing the opponent's attack or whatever. If you're just making a counter-attack on a miss, just describe it as that. Given that this ability already exists as battle manouvres for fighters and there is a feat letting anyone do it (and it gets to add extra damage). I'd change this to only trigger on melee attacks and that it works as a damage reduction roll the same as Deflect Missiles:
"Starting at 6th level, you can use your reaction to attempt to reduce the damage when you are hit with a melee weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.
If you reduce the damage to 0, you can make a counterattack: you can spend 1 ki point and make an unarmed attack against the attacker."
Since it only works against 1 attack per round and youmay have multiple enemies and enemies with multiattack there need not be any further restrictions on usage.
The damage on this is fine, as is the whole auto-hit thing, due to save and limit on usage. But: it's: "Devastating", I'd start at the 15th level values for the 11th level and increase once to the 20th level values at 17th level and leave as that. Most games never make it to 20th level and piling on all the "increase in feature's figures" to 20th can make it seem like the 20th level milestone just has too much. To be honest, I wouldn't bother with the increases. If you're going "once per day" then give them the 20th level values at 11th level: it's still less than what a 4-elements monk can do (11th 4-ele level monks can use all their ki for a 12d10 attack once per short rest, or spread it out as 2 ki for 3d10 with 1 addtional ki for +1d10, whenever needed, and this is a auto-hit save for half thing too). So, 3 ki for a once per day 12d8 is fine, really. However, you need to reword this because as you have written it there is no indication on how it is used: can be used "as an attack", if so, that phrasing means they can replace one of their attacks for this feature, while if you take that part as fluff text then they get to use this whenever they want, even outside their turn. I recommend specifying it uses their action. You also need to clearly specify the usage restriction as describing it once per day per short/long rest is confusing. Just put "you may use this feature once and regain the ability to do so when you complete a long rest".
Basically this is the Open Hand's Quivering Palm but with reduced versatlity and added usage restriction. I'd consider the following instead, not including fluff text:
"When you hit a creature with an unarmed attack you can spend 3 ki points to force the creature to make a Constitution saving throw. If the creature succeeds on this saving throw they receive 10d10 necrotic damage and are stunned untl the end of your next turn. If the creature failed the saving throw it instantly drops to 0 hit points."
The stun makes up the Quivering Palm's ability to delay the effect or even cancel it later (makes a great interrogation tactic). Since an Open Hand could combine both quivering palm and stunning strike for 4 ki it's perfectly balance for this deadly touch feature to replace that delay/cancel aspect with 1 ki reduction from the quiver/stun combo and with one less con save. There is no need to include further restrictions. However, avoid the use of "instant death" things, because bypassing 0-hp-safeguards, death wards, polymorph, wild shape, etc is a bit much. Especially considering PVP is often allowable (RAW). 0 hp drop, with option to use as often as you like, as long as youhave the ki to spend and the whole "stun and damage or drop to 0 hp" is strong enough for the main subclass capstone ability.
--
Overall suggestions: use "you" instead of "the monk", use "creature" instead of "opponent", and stick to a language. Going back and forth between English and Chinese (guessing) is coming across as inconsistent, haphazard and jarring for immersion. Most feature names are for the benefit of the player not the character: it is up to the player if they want to call it something else (and to work with their DM for what languages and styles are available in their campaign world), if the feature should have an in-game name or not, and such as. Personally, I recommend sticking with English (or the same language the features are written in, depending on who the target audience is for the subclass). Not all games may include Chinese (or whatever). Chinese, for example, in Forgotten Realms settings is limited to the Shou ethnicity of humans in Kara-Tur and will be called Shou or something similar to that instead of Chinese (because China doesn't exist in Forgotten Realms). Better instead to put in English (if target audience is English) and the player can put their "technique names" of their made-up martial arts style (they need not be the same as their subclass name, for instance, they could take a cue from Skyrim and say their open hand monk is a Tabaxi (*cough*Khajiit*cough*) trained in the Whispering Fang style (thank you Skyrim for that)). You could put the name in a different language with the English translation but then you're making the names awfully long. There's a reason why the "Way of the Open Hand" got named the way it is: it's English for Karate (well, actually Karate-do but shh).
It's a good subclass, needs tweaks and cleaning up but a great start with some interesting ideas. Well done.
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I agree with Cyb3rM1nd on all points.