Base Class: Monk
This is a homebrewed Monk subclass based on the Marvel character Captain America. I have based many of these attributes on his MCU counterpart. I looked at his defensive abilities, resilience, and leadership.
This is just for fun, but I will publish it to be used across DND Beyond at your discretion.
Many of these features are inspired by existing official content from various classes, subclasses, and other features found throughout Dungeons and Dragons Fifth Edition.
This will be part of a series where I create various subclasses based on Marvel characters. I welcome any and all feedback for future version updates!
Image usage from pngimg (Captain America Shield/30043)
Brooklyn Brawler
When you choose this tradition at 3rd level, your unarmed strikes deal additional damage equal to your proficiency bonus. You also gain proficiency with shields. While using a shield, it does not interfere with any of your Monk features. Your shield counts as a Monk weapon and is treated as an unarmed strike. When you attack creatures or objects with your shield, you can cause it to bounce from the target to a different creature or object of your choice within its range. Make a new attack roll against the new target, this attack is part of your extra attack or Flurry of Blows. A creature may be targeted again only after it hits another creature or object first. You may choose to not damage the creature or object.
Whenever your shield is used to hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:
- It must succeed on a Dexterity saving throw or be knocked prone.
- It must make a Strength saving throw. If it fails, you can push it up to 10 feet away from you.
Shield Distance at 3rd level is 20/60.
Shield Distance at 6th level is 30/80.
Shield Distance at 11th level is 50/100.
Shield Distance at 17th level is 80/120.
Shield Bond
You have learned to use your ki to form a bond with your shield. You perform the ritual over the course of 1 hour, which can be done during a short rest. The shield must be within your reach throughout the ritual.
Once you have bonded a shield to yourself, you can’t be disarmed of it unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.
You may don or doff a bonded shield as a free action.
I Can Do This All Day
At 6th level, you gain the ability to push yourself beyond your limits. You gain immunity against being frightened. You gain proficiency in the Athletics skill.
When you are reduced to 0 hit points but not killed outright, you can spend 2 ki points to drop to hit points equal to monk level + constitution modifier + proficiency bonus instead. All attacks against you until the start of your turn have disadvantage. You cannot use this feature again until you finish a long rest.
On Your Left
At 11th level, you learn to better protect those around you. You may use your reaction and spend 2 ki points to provide one of the following benefits for allies:
- If a creature attacks an ally within 5 feet of you, you can interpose yourself between the attacker and the ally. The attack targets you instead. If the attack misses, you can spend 1 ki point to make an unarmed strike.
- You may shield yourself and an ally within 5 feet of you from certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When an ally is subjected to an effect that allows them to make a Dexterity saving throw to take only half damage, they instead take no damage if they succeed on the saving throw, and only half damage if they fail.
Assemble!
At 17th level, you have learned to inspire your allies and coordinate attacks.
As a bonus action, you can spend 4 ki points to bolster and inspire your allies. Choose a number of friendly creatures equal to your proficiency bonus within 60 feet of you to gain advantage on saving throws against being frightened. They also gain temporary hit points equal to your monk level + your Wisdom modifier + proficiency bonus. These effects last 1 minute. You may use this feature once per short rest.
Additionally, once per turn when you hit a creature with an attack, each of your allies within 30 feet of you that can see or hear you may choose to use their reaction to do one of the following:
- Coordinated Strike. Make one melee weapon attack against the target.
- Focused Assault. Make one ranged attack against the target.
- Flanking Maneuver. Move up to half their walking speed without provoking any opportunity attacks.
- Evasive Maneuver. Enter a defensive stance, allowing them to gain the benefits of dodge until the start of their turn.







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