Been working on a Trickster monk subclass inspired by Sun Wukong, and I need a capstone and names for the 11th level abilities. Thoughts?
Way of the Trickster
Monkey's Agility (Working title)
Starting when you choose this tradition at 3rd level, your Ki grants you supernatural mobility. You gain a climbing speed equal to your walking speed and you can use your Dexterity to determine the height and distance you can jump. (Or In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.)
In addition, you can use your Ki to duplicate the effects of certain spells. The spells can be cast without providing material components and are available when you reach certain levels in this class as listed in the table below, however, you can only cast them on yourself, and you cannot spend more Ki points to cast them at higher levels.
Monk level
Ki Point Cost
Spells
3rd
2
Jump, Longstrider
6th
3
Mirror Image, Spider Climb
11th
4
Fly, Haste
17th
5
Freedom of Movement, (Hallucinatory Terrain, Polymorph?)
Ricocheting Technique
At 3rd level, your attacks can disorient your opponents long enough for you to escape unharmed. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can move away from that creature without provoking an attack of opportunity from them for the rest of your turn. In addition, the target must succeed on a Strength saving throw or be pushed 5 feet away from you and knocked prone.
Trickster's Escape
Starting at 6th level, you are incredibly difficult to pin down in a fight. You gain the following benefits.
Leap to Your Feet. When you're prone, you can stand up by spending 5 feet of movement, rather than half your speed.
Twist of Freedom. When you are avoiding or escaping a grapple, you can spend 1 Ki point to gain advantage on the roll. (Needs better wording)
Art of Duplicity
Starting at 11th level, you can create duplicates of yourself to attack and harass your foes.
Ki Clone. When you when you use your Flurry of blows, you can spend 1 additional Ki point to make one additional attack with it (to a total of three Flurry of Blows attacks)
(Distracting duplicate). As a bonus action, you can choose a creature within 30 feet of you and spend 2 Ki points to create a duplicate that distracts it. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
Substitution. When a creature makes an attack roll against you, you can use your reaction to spend 2 Ki points and interpose a duplicate between the attacker and yourself. The attack automatically misses you, and the duplicate disappears.
This looks very solid and fun to me. I can easily see some features of other classes or spell effects here but, it adds a ton of flavor to this Monk subclass. Using abilities that already exist or ones that are close mechanically helps maintain some balance.
How about this for a subclass Capstone? A limited reskinning of a Rogue's Stroke of luck.
Return of the King. Any ability failed while attempting escape mechanics or employing trickery can be turned into a roll of 20. Including but, not limited to, saving throws, steath checks, deception rolls, etc.
Your penchant for mischief can lead to misfortune for your foes. When you hit a creature with a melee attack, you can spend 3 Ki points to cause subsequent attacks to debilitate the target's body and mind. For the next minute, or when you use this feature on another target, when you hit that creature with with a melee attack on your turn, the target has disadvantage on the next saving throw they make before the start of your next turn.
You can use this to chain Stunning Strike or set up your party to hit it with a spell or something.
Eh, creating an ability with unresistable effects to make you less likely to be resisted on follow up effects seems a little much to me. Stunning Strike to any follow up is bad enough.
ok, should it be a Con save? Also, the effect only works if you hit the target on subsequent turns, so if you miss, or they're too far away, they won't be effected.
Your penchant for mischief can lead to misfortune for your foes. When you hit a creature with a melee attack, you can spend 3 Ki points to cause subsequent attacks to debilitate the target's body and mind. Using this ability allows you to perform an Acrobatics check against the target, your results establishes the DC the target must overcome with their own Acrobatics or Athletics check. If the target fails the check , you slyly maneuver the target to give your allies advantage on the next attack roll or impose disadvantage on the next saving throw the target makes before the start of your next turn.
Play the Fool. Your penchant for mischief can lead to misfortune for your foes. When you hit a creature with a melee attack, you can spend 3 Ki points to cause subsequent attacks to debilitate the target's body and mind. For the next minute, or when you use this feature on another target, when you hit that creature with with a melee attack on your turn, the target has to make an Acrobatics or Athletics check (the target's choice) against your Ki save DC. If the target fails the check , you slyly maneuver the target to give the next creature who attacks the target advantage on the attack roll or impose disadvantage on the next saving throw the target makes before the start of your next turn.
1 minute is a really long time in D&D, most encounters last 2 to 5 rounds, not 10. Imagine having a debuff on your character for 10 rounds, kind of annoying, right? I think of things in terms of what can be done to NPCs can be done to characters.
No matter what, it's your subclass, and a really good one in my opinion.
Been working on a Trickster monk subclass inspired by Sun Wukong, and I need a capstone and names for the 11th level abilities. Thoughts?
This looks very solid and fun to me. I can easily see some features of other classes or spell effects here but, it adds a ton of flavor to this Monk subclass. Using abilities that already exist or ones that are close mechanically helps maintain some balance.
How about this for a subclass Capstone? A limited reskinning of a Rogue's Stroke of luck.
Return of the King. Any ability failed while attempting escape mechanics or employing trickery can be turned into a roll of 20. Including but, not limited to, saving throws, steath checks, deception rolls, etc.
That sounds good, but a little too vague in my opinion. Any other ideas?
Lol, it's meant to be vague because you are creating the subclass, not me. Look up the Rogue ability I mention for reference.
I think this subclass is ready to play, I know I would.
I have an idea. Need a name for it though.
You can use this to chain Stunning Strike or set up your party to hit it with a spell or something.
Eh, creating an ability with unresistable effects to make you less likely to be resisted on follow up effects seems a little much to me. Stunning Strike to any follow up is bad enough.
ok, should it be a Con save? Also, the effect only works if you hit the target on subsequent turns, so if you miss, or they're too far away, they won't be effected.
This is great! Is it a 1 round thing or does is last a minute like the one I came up with?
How about this?
1 minute is a really long time in D&D, most encounters last 2 to 5 rounds, not 10. Imagine having a debuff on your character for 10 rounds, kind of annoying, right? I think of things in terms of what can be done to NPCs can be done to characters.
No matter what, it's your subclass, and a really good one in my opinion.
maybe I should up the Ki point cost then.