Astofel
2016-12-29, 09:23 PM
So I was sitting around one day and I thought to myself, "You know what would be cool? If there was a way to play a Jedi-style character in 5e." Looking at the classes, Monk seemed like the obvious choice for a chassis, so I sat down and spat this out after some thought. This is my first real attempt at homebrewing anything like this, so some things might be imbalanced. As we go through the features, I'll try to provide some insight as to my thought processes as I was making them. Now, let's get down to business.
Way of the Invisible Hand
Bonus Proficiency: At 3rd level, you gain proficiency in longswords, which count as a monk weapon for you.
My thoughts: Since D&D is fantasy, I can't really have a monk swinging around a laser sword, so longswords will have to do. Sure, it's a d10 of damage when two-handed, but I don't think that's too much of an increase over other monks two-handing a quarterstaff for a d8.
Use the Power: Starting when you chose this tradition at 3rd level, you can use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast Suggestion, Thunderwave, or Detect Thoughts as 2nd-level spells. You can also spend 1 ki point to cast Shield as a reaction. Additionally, you also gain the Mage Hand cantrip, if you don’t already know it.
My thoughts: I based this off the Way of Shadow's spellcasting, trying to pick spells that would suit a force-user. Suggestion and Detect Thoughts are obviously Jedi mind-tricks, while Thunderwave and Shield are meant to represent shoving someone or something with the Force. I'm a bit iffy about Shield, though.
Improved Deflection: At 6th level, your ability to deflect attacks improves thanks to your attunement to the cosmic power. While you are wielding a longsword and you are targeted by a Magic Missile spell or a line spell, you can use your Deflect Missiles feature to reduce the damage from these attacks. The caster of the spell must then make a saving throw against their own spell save DC, or take damage equal to the amount of damage you reduced, of the same type that the spell deals. In addition, you no longer need a free hand to catch and throw a missile if you are wielding a longsword.
My thoughts: Deflecting bolts of blaster energy or force lighting is an iconic Jedi thing, so I had to find a way to fit it in. The wording might be a bit awkward, but the intention is that when you are targeted by multiple MM darts you can use this to reduce the total damage and reflect it back at the caster. When you are hit by a line spell, for example Lighting Bolt, I realized that you'll never reduce 8d6 to zero, so I decided that the caster would have to make a saving throw against their own spell DC (LB uses Dex, so it's a Dex save in this case), and if they fail they take damage equal to the amount the monk reduced.
Cosmic Lifting: At 11th level, your attunement to the cosmic power allows you to lift objects that would be impossible to lift by yourself. As an action, you can expend 5 ki points to cast the Telekinesis spell. Once you have cast the spell in this way, you cannot do so again until you finish a short or long rest.
My thoughts: It's Yoda lifting Luke's ship out of the swamp! The ki cost is equal to the spell's level, which at the level you get it is almost half your total ki. The short rest restriction is because other caster's at this level aren't going to be casting 5th level spells more than once a day, but since it's this monk's only high-level spell I let it recharge on a short rest, similar to the warlock.
Future Sight: At 17th level, your connection to the cosmic power has become so strong that you have a limited vision into the future. When you finish a long rest, you may spend 10 ki points to cast the Foresight spell on yourself. Ki points expended in this way cannot be regained until you finish another long rest.
My thoughts: This is the one I'm most unsure about balance-wise. Foresight is an incredibly powerful spell. Sure, this comes online at the same level other casters would get access to Foresight, but it just might be too good in the monk's capable fists. It does consume half or more of your ki resource for the whole day, though, and it's essentially cutting out the middleman of the wizard casting this on you, but at this point I feel like I'm trying to justify its brokenness to myself. Some advice on how well this works would be appreciated.
Way of the Invisible Hand
Bonus Proficiency: At 3rd level, you gain proficiency in longswords, which count as a monk weapon for you.
My thoughts: Since D&D is fantasy, I can't really have a monk swinging around a laser sword, so longswords will have to do. Sure, it's a d10 of damage when two-handed, but I don't think that's too much of an increase over other monks two-handing a quarterstaff for a d8.
Use the Power: Starting when you chose this tradition at 3rd level, you can use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast Suggestion, Thunderwave, or Detect Thoughts as 2nd-level spells. You can also spend 1 ki point to cast Shield as a reaction. Additionally, you also gain the Mage Hand cantrip, if you don’t already know it.
My thoughts: I based this off the Way of Shadow's spellcasting, trying to pick spells that would suit a force-user. Suggestion and Detect Thoughts are obviously Jedi mind-tricks, while Thunderwave and Shield are meant to represent shoving someone or something with the Force. I'm a bit iffy about Shield, though.
Improved Deflection: At 6th level, your ability to deflect attacks improves thanks to your attunement to the cosmic power. While you are wielding a longsword and you are targeted by a Magic Missile spell or a line spell, you can use your Deflect Missiles feature to reduce the damage from these attacks. The caster of the spell must then make a saving throw against their own spell save DC, or take damage equal to the amount of damage you reduced, of the same type that the spell deals. In addition, you no longer need a free hand to catch and throw a missile if you are wielding a longsword.
My thoughts: Deflecting bolts of blaster energy or force lighting is an iconic Jedi thing, so I had to find a way to fit it in. The wording might be a bit awkward, but the intention is that when you are targeted by multiple MM darts you can use this to reduce the total damage and reflect it back at the caster. When you are hit by a line spell, for example Lighting Bolt, I realized that you'll never reduce 8d6 to zero, so I decided that the caster would have to make a saving throw against their own spell DC (LB uses Dex, so it's a Dex save in this case), and if they fail they take damage equal to the amount the monk reduced.
Cosmic Lifting: At 11th level, your attunement to the cosmic power allows you to lift objects that would be impossible to lift by yourself. As an action, you can expend 5 ki points to cast the Telekinesis spell. Once you have cast the spell in this way, you cannot do so again until you finish a short or long rest.
My thoughts: It's Yoda lifting Luke's ship out of the swamp! The ki cost is equal to the spell's level, which at the level you get it is almost half your total ki. The short rest restriction is because other caster's at this level aren't going to be casting 5th level spells more than once a day, but since it's this monk's only high-level spell I let it recharge on a short rest, similar to the warlock.
Future Sight: At 17th level, your connection to the cosmic power has become so strong that you have a limited vision into the future. When you finish a long rest, you may spend 10 ki points to cast the Foresight spell on yourself. Ki points expended in this way cannot be regained until you finish another long rest.
My thoughts: This is the one I'm most unsure about balance-wise. Foresight is an incredibly powerful spell. Sure, this comes online at the same level other casters would get access to Foresight, but it just might be too good in the monk's capable fists. It does consume half or more of your ki resource for the whole day, though, and it's essentially cutting out the middleman of the wizard casting this on you, but at this point I feel like I'm trying to justify its brokenness to myself. Some advice on how well this works would be appreciated.