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View Full Version : D&D 5e/Next The Jedi: a Monk Subclass [WIP]



Dralnu
2015-11-25, 02:09 PM
Like many of you, I am super excited for Star Wars. Instead of studying, I've been brainstorming about how to bring the iconic Jedi to D&D.

I'm 90% sure that Monk is the best fit. WIS is an appropriate primary stat, as Jedi value wisdom, have great intuition, hyper-awareness of their surroundings. Jedi often train in temples/monasteries, they have enhanced speed, often fight unarmored relying on speed + reading the situation to get out of harm's way or deflect attacks, can deflect missiles and/or redirect them, can rid their body of poisons, and on -- all things the base monk already does.

Really, the big difference is that the Monk doesn't have a lightsaber. This subclass will address that. There are way too many jedi powers (http://starwars.wikia.com/wiki/Force_power) to try and fit them all, but we'll try to make the most iconic ones available.

DESIGN GOALS
- access to the iconic lightsaber at all times (no ki cost)
- selection of iconic jedi powers to choose from
- seeks to be roughly the same power level as most other monk subclasses, exception being PHB elements monk (decisively more powerful)



THE JEDI
(INSERT FLUFF HERE)

FORCE DISCIPLINES
When you choose this tradition at 3rd level, you begin your path of enlightenment in the Force. You learn one discipline of your choice, which are detailed under "Disciplines" below. You learn one additional power at 6th, 11th, and 17th levels.
Unlocking Greater Power. As your knowledge and mastery of the Force increases, you unlock greater powers within your chosen disciplines. For each discipline you learn, you automatically gain access to every ability that you meet the monk level requirement for. For example, when you choose the Force Persuasion discipline, you automatically gain access to Affect Mind, Mind Trick at 6th level, Force Illusion at 11th level, and Dominate Mind at 17th level.
Casting Force Spells. Some force disciplines allow you to cast spells. To cast one of these spells, you use its casting time and other rules, but you don't need to provide material components for it. You can spend additional ki points to increase the level of a force discipline spell that you cast, provided that the spell has an enhanced effect at a higher level. The spell's level increases by 1 for each additional ki point you spend.
The maximum number of ki points you can spend to cast a spell in this way (including its base ki point cost and any additional ki points you spend to increase its level) is equal to half your monk level.

I like giving players variety in what abilities they choose, so I'm doing the modular approach that you can see in Battle Master / Eldritch Knight and most spellcasters. The monk gets them at the same levels as every other monk subclass.

LIGHTSABER
At 3rd level, you learn an attunement ritual that transforms a melee weapon into a lightsaber. You perform the ritual over 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, during which the weapon breaks apart into thousands of tiny floating shards that reconfigure themselves into a lightsaber hilt. If the lightsaber was made from a weapon with magical properties, those properties persist.
The lightsaber is a martial melee weapon with the Finesse and Light properties. It is considered a monk weapon and can be used with any monk ability that requires an unarmed strike or free hand, such as Flurry of Blows and Deflect Missiles.
The weapon is comprised of a hilt that, while held in your hand, can emit a blade of pure arcane energy without requiring an action. The blade's damage is radiant, and its damage die is a d6. This die changes as you gain Monk levels, as shown in the Martial Arts column of the Monk table.


DISCIPLINES

Force Persuasion. You learn to influence the thoughts of sentient creatures with the Force, from planting subtle suggestions to complete domination of their minds.
Affect Mind. You gain proficiency in the Deception and Persuasion skills.
Mind Trick (6th level). You can spend 2 ki points to cast Suggestion.
Force Illusion (11th level). You can spend 3 ki points to cast Major Image.
Dominate Mind (17th level). You can spend 4 ki points to cast Dominate Beast and 5 ki points to cast Dominate Person.

(Alternative abilities: Confusion, Mirror Image)

Telekinesis. You can manipulate the physical world with the force, creating and/or controlling physical impulses and forces such as pressure, friction, kinetic energy, and even gravity.
Move Object. You can cast Mage Hand at will as a bonus action.
Force Push (6th level). You can create a concussive burst pressurized air that strikes with explosive force. As an action, you can spend 1 ki point and choose a creature within 30 feet of you. That creature must make a Strength saving throw. On a failed save, the creature takes bludgeoning damage equal to twice your Martial Arts die + twice your Wisdom modifier, and you push the creature up to 20 feet away from you and knock it prone. On a successful save, the creature takes half as much damage, and you don’t push it or knock it prone. Alternatively, you can use Force Push as a bonus action by spending 2 ki points instead of 1 ki point, but you can't cast a spell on the same turn.
Force Wave (11th level). You can create a wave of pure Force-energy that pulses outward from you as a telekinetic explosion. As an action, you can spend 3 ki points to have each creature in a 20-foot cube originating from you make a Constitution saving throw. On a failed save, a creature takes bludgeoning damage equal to twice your Martial Arts die + twice your Wisdom modifier and is pushed 20 feet away from you and knocked prone. On a successful save, the creature takes half as much damage, and you don't push it or knock it prone.
Master Gravity (17th level). You can spend 5 ki points to cast Telekinesis.

Dark Side. You draw power from raw emotions such as anger, hatred, greed, jealousy, and fear. You can then unleash these powers to crush your foes.
Force Lightning. You can spend 1 ki point to cast Witch Bolt, adding your Wisdom modifier to its damage. You can spend ki points equal to the spell's level to target a second creature in range with the same spell.
Force Choke (6th level). You can spend 2 ki points to cast Hold Person. While the spell is maintained, the target takes damage equal to twice your monk level at the start of each of its turns.
Fear (11th level). You can spend 3 ki points to cast Fear.
Force Drain (17th level). You can spend 4 ki points to cast Vampiric Touch as a bonus action. Subsequent attacks with the same spell can be made as bonus actions.

Force Sense. The Force binds all living things together. You've learned to recognize these bonds and how they interact. This enables you to reach through time and space and feel everything the Force touches, getting glimpses of possible future events and impending danger.
Danger Sense. You add your proficiency bonus to Initiative checks.
Psychometry (6th level). You can focus your mind to read the psionic imprint left on an object. If you hold an object and concentrate on it for 10 minutes, you learn a few basic facts about it. You gain a mental image from the object’s point of view, showing the last creature to hold the object, regardless of how long ago it was last handled. You also learn of any events that have occurred within 20 feet of the object within the past 24 hours. The events you perceive unfold from the object’s perspective. You see and hear such events as if you were there, but cannot use other senses.
Precognition (11th level). You gain brief glimpses of insight as to where the next strike will hit you, and can use this knowledge to avoid it. As a reaction when you are attacked, you can spend 1 ki point to gain a bonus to AC equal to your Wisdom modifier until the start of your next turn. You spend these points after learning the attack’s result but before applying its effects.
Shatterpoint (17th level). You see every fault line in your target; all you have to do is pour the Force into the cracks to shatter it. Before you make an attack roll, you can choose for it to be an automatic critical hit. Once you use this feature, you can't use it again until you finish a long rest.

Augment Body. You apply your knowledge of the force to enhance your body, letting you strike harder, improve your sight and hearing, and move quicker.
Force Jump. You can spend 1 ki point to cast Jump as a bonus action, targeting yourself.
Enhance Ability (6th level). You can spend 2 ki points to cast Enhance Ability.
Bladeweave (11th level). When you roll a 1 on a damage die for an attack you make with a lightsaber, you can reroll the die and must use the new roll, even if the new roll is a 1.
Absorb Energy (17th level). You can draw potentially harmful energies directed at you and use it to replenish your ki. When a targeted spell or spell-like attack that deals damage misses you, or you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage and succeed, you regain 1 ki point (up to your maximum amount).

manny2510
2015-11-25, 04:27 PM
I think the lightsaber should just be a proficiency you gain, not something you make out of thin air. Honestly being force sensitive is not equal to being a light saber engineer, without the saber they are still awesome.

Dralnu
2015-11-25, 04:52 PM
I'm letting them transform weapons into lightsabers so they aren't burned when it comes to acquiring magic weapons. It's been a common issue with classes in the past like the soulknife, and the best fix in my eyes has always been the kensai method of just turning any weapon you acquire into your super special signature weapon.

Dralnu
2015-11-28, 05:10 PM
First draft COMPLETE!

Rogthnor
2016-01-19, 10:20 AM
This class looks really cool! One problem I've noticed is that there doesn't seem to be a way to gain more disciplines, is this intentional?