Base Class: Monk
MY HERO ACADEMY ANIME SPOILERS BELOW - PLEASE AVOID COMMENTING MANGA SPOILERS
--- Fun Copyright Fact: If you refer to any copyrighted subject while creating a subclass on dndbeyond, your post will be removed. This includes, I dunno, a certain popular anime centered around several high schoolers with super powers who are learning how to become heroes. Anyway, this is a a copyright-safe monk subclass aimed to emulate the powers of a definitely original character called Doku from my hero academy ---
Hey all
As the title suggests, I tried to put together a monk subclass/class rework that essentially allows you to play with the abilities that doku has from my hero academy. It sort of functions as a monk/wizard hybrid with many of the monk class abilities for his hand to hand combat alongside access to a decent amount of leveled spells for his other quirks and more unique abilities. The spells are grouped specifically by their corresponding quirk and you can unlock a new quirk category every 3 levels or so in any order you choose.
This is my first time making a homebrew subclass or something of the sort so I'd genuinely love any feedback. The vast majority of the subclass/class abilities is taken straight from the player's handbook and other official content or baldur's gate mechanics. Though there are also a few homebrew abilities thrown in there. I do have a tendency to make things a little overpowered when I am excited about them, so directions on toning specific parts of the subclass/class down are certainly welcome - specifically around the homebrew abilities or just the amount of features that are included in the class/subclass. Another potential area for suggestions is the level 13+ content - I have a decent amount of dnd experience with low to mid level play, but not so much with high level play so I truly don't have much to base things off for balance there.
If you read this far, I really appreciate it and hope to hear some suggestions from you all!
Subclass Features
LEVEL 1 - Monk Class Rework
Since I added so many new features for this subclass, I removed some of the features already included in the Monk class. Also a few of them just didn't really fit the aesthetic I was going for.
Additionally, use INT as the modifier rather than WIS for any of the monk class features.
MONK FEATURES REMOVED
lv 7 stillness of mind
lv 10 purity of body
lv 13 tongue of the sun and moon
lv 15 timeless body
lv 19 feat
lv 20 perfect self
MONK FEATURES KEPT
lv 1 unarmored defense, martial arts
lv 2 ki, unarmored movement
lv 3 deflect missiles
lv 5 extra attack, stunning strike
lv 6 ki empowered strikes
lv 7 evasion
lv 8 feat
lv 9 unarmored movement improvement
lv 12 feat
lv 14 diamond soul
lv 16 feat
LEVEL 3 - Spellcasting/Unlock New Quirk
The spells that this subclass can learn are cateogrized by their corrosponding quirk type - every 3 levels you can unlock a new quirk and gain access to the list of spells it contains (provided you have the spell slot levels to cast them). The first quirk becomes avaible at level 3 and unlocks the One for All group of spells - this includes several lightning and wind based attacks like thunderwave and gust. After unlocking One for All at level 3, the order of quirks you can unlock every 3 levels is up to the player. Other quirk groups include blackwhip (with spells such as lightning lure and telekenisis), smokescreen (with darkness and black tentacles), and so on. Several of the quirks contain passive abilities that are also unlocked once you hit the prereq level for them. Several of these are homebrew abilities that are explained further in the following features. The list of what quirk categories contian which spells is shown below.
New quirk categories can be unlocked at levels 6,9,12,15, and 18. At these levels, choose a new quirk category to unlock and gain the corresponding spells provided you have the spell levels to cast them. Unlocking a quirk also retroactively grants any abilities that you would have learned if taking that quirk at a lower level (ie unlocking Danger Sense at level 9 also unlocks the passive abilities danger sense (barbarian ability) and quirk awareness which would have been unlocked at level 6 and 7 if you had unlocked the Danger Sense quirk earlier)
Spells/Quirk Categories
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One for All | Smokescreen | Fa Jin | Danger Sense | Blackwhip | Float | |
Passive Abilities | Saving Face (Hobgoblin ability) | self smokescreen (HOMEBREW) | full cowl (BG3 - add lightning charges to your unarmed attacks) | danger sense (barbarian ability) | - | - |
- | improved self smokescreen (prereq lv 13) (HOMEBREW) | improved full cowl (prereq lv 9) (HOMEBREW) | quirk awareness (prereq lv 7) (HOMEBREW) | - | - | |
- | - | perfect full cowl (prereq lv 16) (HOMEBREW) | alert feat (prereq lv 10) | - | - | |
- | - | - | - | - | - | |
Ki Abilities | fist of unbroken air | - | - | - | water whip | - |
Cantrips | thunderclap | - | - | - | thorn whip | - |
shocking grasp | - | - | - | lightning lure | - | |
gust | - | - | - | - | - | |
true strike | - | - | - | - | - | |
Lv 1 Spells | thunderwave | fog cloud | expeditious retreat | - | arms of hadar | feather fall* |
zephyr strike | - | - | - | entangle | - | |
earth tremor | - | - | - | ensaring strike | - | |
heroism* | - | - | - | - | - | |
jump* | - | - | - | - | - | |
longstrider* | - | - | - | - | - | |
Lv 2 Spells | gust of wind | darkness | kinetic jaunt | shield | earthbind | levitate* |
blur | - | - | - | - | - | |
Lv 3 Spells | lightning bolt | hungar of hadar | haste* | - | - | fly* |
Lv 4 Spells | freedom of movement* | black tentacles | - | - | - | - |
- | shadow of moil | - | - | - | - | |
Lv 5 Spells | control winds | - | - | - | telekinesis | - |
destructive wave | - | - | - | enervation | - | |
legend lore | - | - | - | - | - | |
Lv 6 Spells | investiture of wind | - | - | - | - | - |
chain lightning | - | - | - | - | - | |
Lv 7 Spells | whirlwind | - | - | - | - | - |
Lv 8 Spells | earthquake | maddening darkness | - | - | - | - |
Lv 9 Spells | - | - | - | foresight* | - | - |
*starred spells can only be cast on self
Spell slot levels are unlocked at the below levels - I just used a slightly modified version of the wizard chart that starts at level 3
Level | Cantrips Known |
1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
1st | - | - | - | - | - | - | - | - | - | - |
2nd | - | - | - | - | - | - | - | - | - | - |
3rd | 2 | 2 | ||||||||
4th | 2 | 3 | ||||||||
5th | 2 | 4 | 2 | |||||||
6th | 3 | 4 | 3 | |||||||
7th | 3 | 4 | 3 | 2 | ||||||
8th | 3 | 4 | 3 | 3 | ||||||
9th | 3 | 4 | 3 | 3 | 1 | |||||
10th | 3 | 4 | 3 | 3 | 2 | |||||
11th | 3 | 4 | 3 | 3 | 3 | 1 | ||||
12th | 4 | 4 | 3 | 3 | 3 | 2 | ||||
13th | 4 | 4 | 3 | 3 | 3 | 2 | 1 | |||
14th | 4 | 4 | 3 | 3 | 3 | 2 | 1 | |||
15th | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | ||
16th | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | ||
17th | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | |
18th | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | |
19th | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
20th | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
LEVEL 3 - Saving Face
You gain the hobgoblin ability saving face.
I mean come on, this is literally just the anime power of friendship
LEVEL 6 - Unlock New Quirk 2
Choose a new quirk category to unlock and gain the corresponding spells provided you have the spell levels to cast them. Unlocking a quirk also retroactively grants any abilities that you would have learned if taking that quirk at a lower level (ie unlocking Danger Sense at level 9 also unlocks the passive abilities danger sense (barbarian ability) and quirk awareness which would have been unlocked at level 6 and 7 if you had unlocked the Danger Sense quirk earlier)
LEVEL 6 - Monastic Tradition Subclass Feature (Manifestation of Soul)
Basically ripped right from Bulder's Gate monk class. Rather than dealing radiant damage, however, this deals lightning damage
"Your hands sap the ki from your enemies' bodies. Your unarmed attacks deal an additional 1d4 + Wisdom Modifier lightning damage."
LEVEL 6 - Full Cowl (PREREQ - must have unlocked Fa Jin quirk category)
Another one taken right from Baldur's Gate - unarmed attacks build lightning charges. lightning attack roll buffs, damage roll buffs, and burst damage only apply to unarmed attacks
- Lightning courses through you. You have +1 to Attack Rolls and deal an additional 1 Lightning damage.
- If you gain 5 charges, they are consumed the next time you deal damage, and you deal an additional 1d8 Lightning damage.
- You lose 1 charge per turn.
LEVEL 6 - Danger Sense (PREREQ must have unlocked Danger Sense quirk category)
You gain the barbarian ability danger sense
You gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.
You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.
LEVEL 6 - Self Smokescreen (PREREQ - must have unlocked the Smokescreen quirk category) HOMEBREW
Smokescreen quirk spells can also be cast on self rather than area. The radius of the spell will move with you, but all movement is half-speed while the spell is focused on you (quirk awareness does not negate this). Smokescreen spells cast on self can be "dropped" to the space you are in with a reaction on your turn, but cannot be "picked up" once dropped or if initially cast on an area.
LEVEL 7 - Quirk Awareness (PREREQ - must have unlocked the Danger Sense quirk category) HOMEBREW
You are immune to any difficult terrain, conditions (such as blindness/restrained), or damage caused by your own quirk spells. This does not apply to any conditions created by others
LEVEL 6 - Unlock New Quirk 3
Choose a new quirk category to unlock and gain the corresponding spells provided you have the spell levels to cast them. Unlocking a quirk also retroactively grants any abilities that you would have learned if taking that quirk at a lower level (ie unlocking Danger Sense at level 9 also unlocks the passive abilities danger sense (barbarian ability) and quirk awareness which would have been unlocked at level 6 and 7 if you had unlocked the Danger Sense quirk earlier)
LEVEL 9 - Improved Full Cowl (PREREQ - must have unlocked Fa Jin quirk category) HOMEBREW
The lightning charge attack and damage roll buff increases to +2. Burst damage increases to 2(d8) after building 8 charges. lightning attack roll buffs, damage roll buffs, and burst damage only apply to unarmed attacks
LEVEL 10 - Parallel Processing HOMEBREW
You can concentrate on 2 quirk spells at once but have disadvantage and -2 on concentration checks when concentrating on more than 1 spell. Make a different concentration check for each spell active
LEVEL 10 - Alert Feat (PREREQ must have unlocked Danger Sense quirk category)
Gain the alert feat
Always on the lookout for danger, you gain the following benefits:
- You can't be surprised while you are conscious.
- You gain a +5 bonus to initiative.
- Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you.
LEVEL 12 - Unlock New Quirk 4
Choose a new quirk category to unlock and gain the corresponding spells provided you have the spell levels to cast them. Unlocking a quirk also retroactively grants any abilities that you would have learned if taking that quirk at a lower level (ie unlocking Danger Sense at level 9 also unlocks the passive abilities danger sense (barbarian ability) and quirk awareness which would have been unlocked at level 6 and 7 if you had unlocked the Danger Sense quirk earlier)
LEVEL 13 - Improved Self Smokescreen (PREREQ - must have unlocked the Smokescreen quirk category) HOMEBREW
Smokescreen quirk spells cast on self no longer reduce your movement.
LEVEL 16 - Perfect Full Cowl (PREREQ - must have unlocked Fa Jin quirk category) HOMEBREW
The lightning charge attack and damage roll buff increases to +3. Burst damage increases to 3(d8) after building 10 charges. Additionally, you no longer lose 1 charge per turn. lightning attack roll buffs, damage roll buffs, and burst damage only apply to unarmed attacks
LEVEL 15 - Unlock New Quirk 5
Choose a new quirk category to unlock and gain the corresponding spells provided you have the spell levels to cast them. Unlocking a quirk also retroactively grants any abilities that you would have learned if taking that quirk at a lower level (ie unlocking Danger Sense at level 9 also unlocks the passive abilities danger sense (barbarian ability) and quirk awareness which would have been unlocked at level 6 and 7 if you had unlocked the Danger Sense quirk earlier)
LEVEL 15 - Improved Parallel Processing HOMEBREW
You can concentrate on 3 quirk spells at once but have a -2 on concentration checks when concentrating on more than 1 spell. Make a different concentration check for each spell active
LEVEL 18 - Unlock New Quirk 6
Choose a new quirk category to unlock and gain the corresponding spells provided you have the spell levels to cast them. Unlocking a quirk also retroactively grants any abilities that you would have learned if taking that quirk at a lower level (ie unlocking Danger Sense at level 9 also unlocks the passive abilities danger sense (barbarian ability) and quirk awareness which would have been unlocked at level 6 and 7 if you had unlocked the Danger Sense quirk earlier)
LEVEL 20 - Perfect Parallel Processing HOMEBREW
You can concentrate on 4 quirk spells at once and have advantage on concentration checks. Make a different concentration check for each spell active.
Thanks for reading all!
The subclass creator required me to put text here as well
If I didn't put text here
then the program wouldn't let me post
that's all
bye!
Previous Versions
Name | Date Modified | Views | Adds | Version | Actions |
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11/10/2023 10:38:11 PM
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14
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2
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1.0
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Coming Soon
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