Sk8ter274
2018-03-11, 10:39 PM
the following subclass is something my DM & I came up with in order to spice up the monk a bit and give it more a "mixed martial art" feel to it. Plan to play test in the near future, but love some feed back
Description – While wandering monks, while not unheard of, are relatively uncommon in the world. Monks of the Wondering Path are a rarity even among other monks. For these monks do not actually belong to a monastery dedicated to this particular tradition. A monk may be part of one, but eventually leaves in pursuit of long lost, possibly forbidden, techniques. For a monk of the Wondering Path seeks knowledge of techniques lost to time or calamity. As a wizard might delve deep into a long forgotten dungeon in order to find a spellbook that belonged to a famous mage or Arch-
Lich, a monk of the wandering path will do the same and seek out long abandoned or destroyed monasteries in hope to find a scrap of a scroll illustrating long lost techniques.
Forgotten Techniques – Starting when you choose this tradition at 3rd level, you learn Forgotten Techniques that are fueled by special dice called Knowledge dice. You learn three techniques of your choice, which are detailed under “Techniques” below. Many techniques enhance an attack in some way. You can use only one technique per attack. You learn two additional techniques of your choice at 7th, 10th, and 15th level. Each time you learn new techniques, you can also replace one technique you know with a different one.
Saving Throws - Some of your techniques require your target to make a saving throw to resist the technique’s effects. The saving throw DC is calculated as follows:
Technique save DC = 8 + your proficiency bonus + Dexterity modifier
Knowledge Dice - You have 4 Knowledge dice, which are d8s. A Knowledge die is expended when you use it. You regain all of your expended Knowledge dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level.
Techniques
1. Roaring Waterfall – When you make a melee attack roll. On hit, roll a Knowledge die & double damage add by result. Crits at 19 -20
2. Wailing Wall Defense - When a creature hits with a melee attack, roll a knowledge die and reduce the damage by the result. You can then, as a reaction, make an unarmed strike in response.
3. Claw of the Raging Bear - Spend a knowledge die to attack with advantage for the round, but all attacks made against you for the round also have advantage.
4. Gather Water Hidden Cloud – Spend a knowledge die and cast Shield spell as a reaction
5. Typhoon Rain – Spend a knowledge die to gain an extra hit. At 7 & 11 level add an extra attack.
6. Grip of the Yuan-ti – Roll a knowledge die and add result to grapple check
7. Dance of the Rabbit – When you move spend knowledge die and add to AC until you stop moving.
8. Ancestor Eye – Spend a Knowledge and gain Truesight for a 10ft radius for 1 minute
9. Thieves Slap - you can expend one Knowledge die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the Knowledge die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
10. Undisciplined Folly - When you hit a creature with an attack, you can expend one knowledge die to distract the creature, giving your allies an opening. You add the knowledge die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
11. Eye of the Beholder - When you hit a creature with an attack, you can expend one knowledge die to attempt to frighten the target. You add the knowledge die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
12. Dragon Tail - When you hit a creature with a melee attack, you can expend one knowledge die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your knowledge die. The damage is of the same type dealt by the original attack.
13. Charging Ram - When you hit a creature with an attack, you can expend one knowledge die to attempt to knock the target down. You add the knowledge die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
Harmonic Hobby – you gain proficiency with one type of artisan’s tools of your choice.
Surpassing Limitations – Starting at level 7, If reduced to 0 hit points, but not killed outright, you can spend 3 ki point to roll one of your hit dice to recover hit points, if no hit die available than it cannot be used, If used more than once per day gain a level of exhaustion per use.
Improved Techniques – Starting at level 10, Knowledge die becomes d10 & level 18 a d12
Hidden Technique – Starting at level 15, if roll for initiative with no Knowledge dice, you gain one.
Description – While wandering monks, while not unheard of, are relatively uncommon in the world. Monks of the Wondering Path are a rarity even among other monks. For these monks do not actually belong to a monastery dedicated to this particular tradition. A monk may be part of one, but eventually leaves in pursuit of long lost, possibly forbidden, techniques. For a monk of the Wondering Path seeks knowledge of techniques lost to time or calamity. As a wizard might delve deep into a long forgotten dungeon in order to find a spellbook that belonged to a famous mage or Arch-
Lich, a monk of the wandering path will do the same and seek out long abandoned or destroyed monasteries in hope to find a scrap of a scroll illustrating long lost techniques.
Forgotten Techniques – Starting when you choose this tradition at 3rd level, you learn Forgotten Techniques that are fueled by special dice called Knowledge dice. You learn three techniques of your choice, which are detailed under “Techniques” below. Many techniques enhance an attack in some way. You can use only one technique per attack. You learn two additional techniques of your choice at 7th, 10th, and 15th level. Each time you learn new techniques, you can also replace one technique you know with a different one.
Saving Throws - Some of your techniques require your target to make a saving throw to resist the technique’s effects. The saving throw DC is calculated as follows:
Technique save DC = 8 + your proficiency bonus + Dexterity modifier
Knowledge Dice - You have 4 Knowledge dice, which are d8s. A Knowledge die is expended when you use it. You regain all of your expended Knowledge dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level.
Techniques
1. Roaring Waterfall – When you make a melee attack roll. On hit, roll a Knowledge die & double damage add by result. Crits at 19 -20
2. Wailing Wall Defense - When a creature hits with a melee attack, roll a knowledge die and reduce the damage by the result. You can then, as a reaction, make an unarmed strike in response.
3. Claw of the Raging Bear - Spend a knowledge die to attack with advantage for the round, but all attacks made against you for the round also have advantage.
4. Gather Water Hidden Cloud – Spend a knowledge die and cast Shield spell as a reaction
5. Typhoon Rain – Spend a knowledge die to gain an extra hit. At 7 & 11 level add an extra attack.
6. Grip of the Yuan-ti – Roll a knowledge die and add result to grapple check
7. Dance of the Rabbit – When you move spend knowledge die and add to AC until you stop moving.
8. Ancestor Eye – Spend a Knowledge and gain Truesight for a 10ft radius for 1 minute
9. Thieves Slap - you can expend one Knowledge die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the Knowledge die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
10. Undisciplined Folly - When you hit a creature with an attack, you can expend one knowledge die to distract the creature, giving your allies an opening. You add the knowledge die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
11. Eye of the Beholder - When you hit a creature with an attack, you can expend one knowledge die to attempt to frighten the target. You add the knowledge die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
12. Dragon Tail - When you hit a creature with a melee attack, you can expend one knowledge die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your knowledge die. The damage is of the same type dealt by the original attack.
13. Charging Ram - When you hit a creature with an attack, you can expend one knowledge die to attempt to knock the target down. You add the knowledge die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
Harmonic Hobby – you gain proficiency with one type of artisan’s tools of your choice.
Surpassing Limitations – Starting at level 7, If reduced to 0 hit points, but not killed outright, you can spend 3 ki point to roll one of your hit dice to recover hit points, if no hit die available than it cannot be used, If used more than once per day gain a level of exhaustion per use.
Improved Techniques – Starting at level 10, Knowledge die becomes d10 & level 18 a d12
Hidden Technique – Starting at level 15, if roll for initiative with no Knowledge dice, you gain one.