Base Class: Monk
this monk subclasse focus on defence instead of attack, utalizing the power of his foes against them.
Patient Defender
At 3rd level when you use patient defense it costs you no Ki. Additionally when a melee attack misses you while patient defending, you can spend 1 Ki point to sway the Attacker in one of the following ways:
Disarm: The attacker must succeed on a strength saving throw against the monks Ki save DC or drop the weapon that the attacker was attacking with. The monk can use a reaction to pick up the dropped weapon instantly.
Take down: The attacker must succeed on a strength saving throw against the monks Ki save DC or be knocked prone. while Prone, the attacker is considered restrained and the monk is considered grappled until the attacker succeeds on a strength saving throw against the monks Ki save DC at the start of its next turn or if the monk releases the attacker early (no action required).
Throw: The attacker must succeed on a strength saving throw against the monks Ki save DC or be thrown 10 feet in a direction away from the monk. The monk chooses which direction and the attacker falls prone upon reaching the destination if the saving throw is failed by more than 5.
Redirect: The attacker must succeed on a Dexterity saving throw against the monks Ki save DC or hit another creature within 5 feet of the monk. The monk can choose any creature within 5 feet, even the attacker.
The swaying of attacks cost Ki but not reactions. Therefore the monk can sway multiple attacks until his next turn.
Dodgy Movment
At 6th level you gain a bonus 10 feet of movement when you take a dodge action (or patient defense). Additionally, when you move out of a creatures threat you can choose to not trigger opportunity attacks as if you where disengaging.
Fast Adapter
At 11th level, while Dodging you take half damage from any damage taken from melee attacks(magic or otherwise). Additionally you gain 1 AC when you are hit by ranged or melee weapon attack. This effect stacks and all bonus AC generated by this feature is lost at the start of your turn.
Mental Defense
At 17th level you gain proficiency in all saving throws and creatures that attempt to attack you takes psychic damage equal to half your monk level. The attacker must succeed on an intelligence saving throw against the Monks Ki save DC to determine that the psychic damage comes from attempting to attack the monk.
The attacker can take a saving throw every time they take psychic damage from this feature. If the attacker succeeds they know that it hurts to attack the monk and need not to make any further intelligence saving throws against this feature.







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Posted Mar 29, 2020Great content. I created a Pacifist subclass (just on paper, and entered into Background) in my campaign. My subclass contained a Dexterity modifier +1, and balanced that advantage with a Sensitivity to Death component, in which the monk experiences psychic damage if he/she kills the creature. The psychic damage is equal to the killing blow in sentient beings, and half damage in non-sentient beings.
In addition, I considered having the psychic damage start when the creature becomes injured approaching death, past the point where HP is luck and experience in absorbing blows, to the point where HP is grievous body damage.