Base Class: Monk
I'm pretty new to D&D and this is my first attempt at making a subclass so it's probably unbalanced with a lot of stuff that should be done differently.
You have chosen to walk the path of the Absolvers, an elite group of masked peacekeepers. For now you are only a prospect, in order to prove yourself worthy of the title of Absolver you must travel to the far corners of the world and defeat the most powerful adversaries you can find.
Prospect Mask
When you begin your journey towards the achieving the title of Absolver you receive a special mask. Wearing your mask grants you two benefits:
- your mask increases your senses, making you more aware of danger. Passive perception +2
- If you die make a WIS saving throw with a DC of 15. On a success you are revived in 1d10 hours at the last place your took a long or short rest with the benefits of a short rest.
On a failure you are revived at your place of death in 1d4 hours and become a lost prospect, an empty shell of your former that shows no sign of sentience and fights any creature that comes near you.
Combat Style
Starting when you choose this tradition at 3rd level, you choose one of the listed Absolver combat styles. Each combat style offers unique defensive benefits.
You may change your combat style after a short rest.
Forsaken
Forsaken is a balanced and powerful style with Parry as it's special ability. Users of the Forsaken style are able to counter moves, briefly stunning their opponent.
When hit by a melee attack you can, as a reaction, make a DEX saving throw with the attack roll as the DC. On a success you may make a free attack against your attacker and you regain 1 ki point. The attacker's turn is then over.
The amount of ki points recovered increases to 2 at 11th level.
Khalt
The Khalt method is strong and defensive, with a special ability called Absorb. This allows Prospects to absorb the damage from attacks and recover lost ki points.
When hit by a melee attack you can, as a reaction, make a CON saving throw with the attack roll as the DC. On a success you half the amount of damage you would have taken and you regain 1 ki point.
The amount of ki points recovered increases to 2 at 11th level.
Windfall
The Windfall style is agile and quick to react. Its special ability is called Avoid which allows Prospects to easily dodge attacks and change their position during combat.
When hit by a melee attack you can, as a reaction, make a DEX saving throw with the attack roll as the DC. On a success you avoid all damage and can move 5 feet in any direction. You also regain 1 ki point.
The amount of ki points recovered increases to 2 at 11th level.
The Fold
Starting at 6th level you gain access to the Fold, another dimension that you can use to store objects. The size of objects that can be folded is limited to 6ft by 1ft so it can comfortably fit most weapons. Objects must be within touch range to be folded and can be folded or unfolded as a bonus action. Objects such as backpacks filled with items can be folded and will only count as a single object.
Some items such as a Bag of Holding, Handy Haversack, Portable Hole, or similar items cannot be folded and if an attempt is made to do so the item is instantly destroyed and a gate to the Astral Plane is opened. The gate originates where the item was folded. Any creature within 10 feet of the gate, including yourself, is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
When you gain this ability at 6th level you can only store a single object in the fold, the amount increases by one at 9th, 13th and 17th level.
At 16th level you become so skilled at manipulating the Fold that all weapons you store within it can be treated as monk weapons.
Shard Powers
Walking the path of an Absolver and gaining access to the Fold grants you several new ki powers. At 11th level you may choose any two from the list below and they can be changed after a long rest.
At 15th level you may choose three shard powers and at 17th level you may choose four.
Earthquake
As an action you can use 2 ki points to channel your energy into the earth, creating a powerful tremor that shakes the ground and stuns nearby foes.
Each creature within 5ft of you must succeed a CON saving throw against your ki save DC or become stunned for one turn.
Exhaust
As a bonus action you can target one creature within 20 ft and attempt to exhaust them.
The target must make a CON saving throw against your ki save DC. If they fail their fatigue increases by 1.
Gravity
As an action you may use 2 ki points to increase the gravity of the area around you.
All creatures within 10ft of you must succeed a STR saving throw or be pulled down into a prone position. This also affects flying creatures that are 15ft or lower.
Heal
As an action, use 2 ki points to channel your ki through your body, healing your wounds.
The amount heal increases with your level in this class. At 11th level you heal 1d4 hit points, at 17th level you heal 2d4 hit points.
Shield
As a bonus action you can spend 1 ki point to reinforce your physical defense, increasing your AC by 1 until your next turn.
At 15th level you can choose to spend 2 ki points to increase your AC by 2 until your next turn.
Shockwave
As a reaction, before attack dice are rolled against you, you can spend 2 ki points to send out a shockwave originating from yourself.
All creatures withing 5ft of you must succeed a STR saving throw against your ki save DC or be pushed back 5ft.
Silence
As an action you can spend 3 ki points to attempt to silence a creature within 25ft. The target must succeed a WIS saving throw against your ki save DC or be unable to cast any spells with a verbal component on their next turn.
Trapped in the Fold
At 15th level, when you hit a creature with an attack, you can use this feature to push them into the Fold. The creature disappears from where they were and become trapped in the Fold until they manage to escape.
For every turn the creature remains trapped in the Fold they take 5d10 psychic damage. The creature must succeed a STR saving throw against your ki save DC to escape. On a success the target returns to the space it previously occupied, or the nearest unoccupied space.
Once you use this feature, you can’t use it again until you finish a long rest.
True Absolver
At 17th level you have achieved the title of Absolver. Your mask and uniform make you easily recognizable and commoners will do everything in their power to aid you.
The enchantments on your mask have grown in strength, wearing your mask now gives you these benefits:
- The Fold whispers to you, telling you of nearing danger. Passive perception +4
- If you die make a WIS saving throw with a DC of 10. On a success you are revived in 1d8 hours at the last place your took a long or short rest with the benefits of a long rest.
On a failure you are revived at your place of death in 1d4 hours and become a lost prospect, an empty shell of your former that shows no sign of sentience and fights any creature that comes near you.
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Posted Sep 20, 2022Please don't
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Posted Sep 20, 2022As an absolver fan, I salute you for this amazing subclass, I might use it in the future if I ever play as a monk.
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Posted Mar 10, 2021By that do you mean overpowered? Because I made this when I had hardly any idea how D&D worked so it's probably unbalanced as hell
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Posted Feb 22, 2021this is like seriously the best subclass ever in the history of all