Base Class: Monk
Monks of the Way of the Elastic Form have trained their body to stretch and contort far beyond the limits of normal folk.
By manipulating the elasticity and shape of their body, an elastic monk can augment their unarmed strikes in force, form, and reach. They are also known for being difficult to pin down in a fight.
Elastic Technique
Starting when you choose this tradition at 3rd level, you can stretch your appendages into deadly weapons. When you use the Attack action with an unarmed strike, you gain the following benefits:
- Bloated Blows: Your Martial Arts die for that unarmed strike is doubled. For example, at 3rd level, the unarmed strike damage would be 2d4; at 5th level, the damage would be 2d6. This does not affect unarmed strikes dealt as a bonus action.
- Sculpted Strikes: Once per turn, you can change the damage type of all of your unarmed strikes to piercing, slashing, or bludgeoning.
- Elongated Limbs: You can spend 1 ki point to increase the range of your unarmed strikes to a distance of 10 feet. Starting at 8th level, you can spend 1 additional ki point to increase this range to 15 feet.
Slingshot
At 6th level, if you are within 5 feet of an appropriate anchor point, you can use your action to slingshot yourself in a feasible direction by a distance equal to your Unarmored Movement modifier. You can spend 1 ki point to double this distance. What can be used as an anchor point as well as the direction of slingshot are up to DM discretion.
Rubber Body
At 11th level, you gain the following benefits:
- Shock Absorption: When you take bludgeoning, thunder, or lightning damage, you can use your reaction to gain immunity against that damage type when calculating the damage.
- Extreme Contortion: You can move through spaces occupied by large or smaller creatures without suffering a movement penalty.
Bounce
At 17th level, you are a master of manipulation of your unarmed strikes. The maximum range of your unarmed strikes increases permanently by 5 feet, and when you hit a creature with an unarmed strike, you can spend up to 10 ki points to deliver a rebounding strike. The creature must then make a Strength saving throw. On a failed save, the creature is pushed a distance in feet equal to 5 times the amount of ki points spent. On a successful save, the creature is pushed half that distance.
If the creature is pushed into solid object or surface, it takes force damage equal to your monk level. if the creature is pushed into a second creature, both creatures take force damage equal to half your monk level, and the second creature must succeed on a Strength saving throw or be pushed the remaining distance the first creature would have traveled.







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Posted Jul 12, 2024I love this but I think the level 11 future might be busted
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Posted May 10, 2018Hey everyone! I wanted to mention a few things regarding this subclass-
• I roughly based this off of Luffy from One Piece with a bit of Mr. Fantastic as well, but it’s not meant to fully emulate either one of those characters. I’d like for it to have its own unique identity.
• This is a very rough draft. I’ve been watching Mike Mearls’s Happy Fun Hour and decided to take his advice to just throw something together so I can get to playtesting and sharing the concept. With that in mind, please be kind and constructive with any criticism, as there are plenty of things about this draft that I’m not fully satisfied with either. This is not meant to be even close to a final version.
• One thing I know I want to add is plenty more flavor text to each subclass feature. I love the flavor and theme of this class, so I think it could really make it stand out.
• On that note, Iwas also thinking that it would be neat if I could somehow include added flavor text to the base monk abilities, but I don’t know if there are any official examples of this. It doesn’t seem useful for a lot other subclasses, but i feel as though this monk discipline would approach things differently. For example, rather than using lightning fast reflexes for “deflect missiles,” the monk’s rubbery body would /literally/ deflect the missiles like a trampoline, and “slow fall” would come from the cushioning of their elastic legs. Please let me know your thoughts on if/how I should apply that in this format.
• I think one thing that is unique about this subclass is that there are at least a couple dozen distinct abilities that I could include, and the abilities I include could change it dramatically. I was thinking that I could split the subclass with multiple options: some more offensive with a lot of stretching abilities (similar to this current version) and some more defensive with an emphasis on resilience and deflecting attacks back at opponents. Does that sound better or unnecessarily complicated? And what types of “elastic”-y abilities did i not include that y’all think would be cool to include?
• Any and all feedback is appreciated, but like I said, please be kind, lol. This is my first time doing any homebrew! And if by the grace of Pelor any of you actually playtest this in your own games, /please/ reach out to me because I would really love to hear your thoughts.
Thanks, everyone! Hope you all like it!