Glenn_Beckett
2018-11-29, 07:36 PM
Hello, fellow nerds. Long time reader, first time poster. I’ve been dissatisfied with the monk subclasses for a while, because none of them reflect that classic Hong Kong cinema Kung Fu that I grew to love as a kid. If even Kung Fu god damn Panda gets it, why can’t D&D?
So, I wrote up a classic ‘70s Kung Fu-inspired subclass. I’m hoping to get feedback on potential balance issues. Here it is:
Monks who master The Way of the Five Forms are disciplined in form and art. Their schools emphasize not simply the power of the martial arts, but their artistry, their history. Monks of the Five Forms often adhere to a strict tradition, or are chiefly concerned with the preservation of a monastic lineage.
First Form
Starting when you choose this tradition at 3rd level, you can choose to learn two of three forms, taking the stance a a bonus action. The stance lasts for 1 minute. You can only hold one stance at a time. The forms each bestow the following benefits:
Tiger Style: The Tiger Style focuses on attack. It is an aggressive stance that confers high damage.
Claws Slashing Downward: Unarmed strikes now deal slashing damage, and an additional +2 to that damage.
Tiger Growls: For 1 ki point, you below a terrifying growl. The sound of this growl is so intimidating that your opponents are afraid to hit you. You are functionally under the effects of the sanctuary spell.
Tiger Chasing Tail: In place of Flurry of Blows, you can spend 2 ki points to perform an additional attack on your turn: a backflip kick, which deals 2d6+DEX+2 slashing damage. The target must then succeed on a Dexterity Saving throw or be knocked prone. This damage increases at 5th (2d8), 11th (2d10), and 17th (2d12).
Tiger’s Roar: For 3 ki points, you can use an action to end this stance early to expel a 20ft cone of fire, which deals 4d6 fire damage on a failed dexterity save, or half as much on a successful save. This damage increases to 6d6 at 5th level, 8d6 at 11th, and 10d6 at 17th. You automatically switch to a different form when you end your stance in this way.
Snake Style: The Snake Style is based on evasion, precise strikes, and counterattacks. It is a defensive stance that knocks opponents off balance.
Snake Moves Gracefully: While you are in this stance, your AC increases by +1. You gain advantage on Dexterity saving throws.
Snake Counterstrikes: When an enemy misses you with a melee attack, you can spend 1 ki point to instantly counterstrike with an unarmed attack
Snake Strikes Precisely: When you hit the same creature with two unarmed attacks in a single round, you can spend 2 ki points to impose the following conditions: the target cannot take reactions until the end of your next turn, and their AC is reduced by 1 for 1d4 rounds.
Snake’s Venom: For 3 ki points, you can use an action to end this stance early, making an attack at advantage on a creature. On a hit, the target must make a Constitution saving throw. On a failed save, the target becomes poisoned, ignoring immunity, for 1d4 rounds. You automatically switch to a different form when you end your stance this way.
Crane Style: The Crane Style emphasizes rapidity and range, and does not rely on strength or doing a great deal of damage for blows.
Crane Spreads Her Wings: While you are in this stance, your attacks have an additional +1 to hit. This increases at 5th level (+2), 11th level (+3), and 17th level (+4)
Crane Balances Gracefully: You spend 1 ki points to gain the following benefits for one minute: your melee attack range increases to 10ft; on your next hit, the target must succeed on a Strength saving throw or be knocked back 15 ft, landing prone; and you become immune to the prone condition. These benefits end if you leave the Crane Style.
Crane Dives for Fish: You spend 2 ki points to gain an additional round of attacks, as with the Action Surge feature. Your damage die decreases as a result. At 3rd level, your unarmed strikes do a flat 1+DEX damage. At 5th level, your damage die decreases to 1d4, and it decreases incrementally at 11th level (1d6), and 17th (1d8).
Crane Kicks: You can use an action to spend 3 ki points to end this stance early. You kick out a wave of force, in a line 5ft wide and 30ft long, dealing 2d6 force damage and forcing a Dexterity saving thrown. On a failed save, each affected creature makes all attacks until the end of your next turn with disadvantage. You automatically switch to a different stance when you end your stance this way.
Second Form
At 6th level, you learn one of two new styles: Monkey Style or Bear Style.
Monkey Style. Monkey Style emphasizes quick movement and mobility.
Monkey Swings Effortlessly: While you are in this stance, you do not provoke opportunity attacks. Additionally, your movement speed increases by 10ft, and you gain +1 to attacks made after moving to a target you were not currently engaged in combat with.
Monkey’s Swift Hands: Whenever you spend 1 ki point for Flurry of Blows, you are granted an extra attack, provided you move to a target you were not currently engaged in combat with.
Monkey Tumbles: You can spend 2 ki points to take the Dodge action as a free action.
Monkey Leaps: As an action, you can spend 3 ki points to end this stance early. When you do so, make your next melee attack at advantage. If this attack hits, you kick the target for 2d6 additional damage and immediately launch yourself up to 30ft toward another creature. Make an additional attack against that creature at advantage. You immediately assume another known stance of your choice when ending your stance in this way.
Bear Style. Bear Style grapples opponents to incapacitate them.
Bear’s Strength: While you are in this stance, your Strength score becomes equal to your Dexterity score, and you gain proficiency in Athletics. If you already have proficiency, you gain double proficiency. Any creature grappled by you also becomes restrained.
Bear Crushes Prey: You spend 1 ki point to deal 2d6 bludgeoning damage to a creature you are grappling.
Bear Tosses Fish: As an action, you spend 2 ki points to roll a contested Strength (Athletics) check against a creature you are grappling. If you win this contested check, you throw the grappled creature up to 40 ft in any direction you choose.
Bear Mangles Bone: As an action, you can spend 3 ki points to end this stance early. When you do so, you slam a currently grappled creature to the ground, it lands prone and becomes stunned until the end of your next turn. You immediately assume another known stance of your choice when ending your stance in this way.
Third Form
Beginning at 11th level, you can learn one of two new stances: Dragon Form or Phoenix Form. At 17th level, you can take either form.
Dragon Style: The Dragon Style focuses on heartiness and resilience.
Dragon’s Luck: Assuming this Form grants you +2 AC, and +1 to saving throws.
Scale of the Dragon: You gain 10 temporary HP at the end of each turn you spend in Dragon Form
Dragon’s Resilience: You spend 2 ki points to gain resistance to one of the following: bludgeoning, piercing, or slashing damage, along with one damage of your choice: fire, cold, lightning, acid, or poison, until this stance ends.
Dragon Takes Vengeance: You spend 4 ki points to end this stance early and cast Fireball, centered on yourself, and choosing which creatures will be affected.. Additionally, You can choose the type of damage the spell does: fire, cold, lightning, acid, or poison. You immediately assume another known stance of your choice when ending dragon stance in this way.
Phoenix Style: The Phoenix Style focuses on self-sacrifice for explosive damage.
Phoenix Ruffles Flaming Feathers: Assuming this Form costs 5hp and casts Investiture of Flame on yourself. You have advantage on concentration checks to maintain the spell.
Phoenix Fire Strike: You spend 2 ki points to add 1d6 fire damage to your attacks for the next round. You can spend an additional 10hp to increase this damage to 2d6.
Phoenix Ignites Her Way: You spend 4 ki points to end this stance early and become flame, moving 30ft in any direction you choose. Any creature in your path of movement takes 5d8 fire damage. You can spend an additional 20 hitpoints to increase this damage to 8d8. You immediately assume another known stance of your choice when ending your stance in this way.
The saving throw DC for all spell effects equals 8 + your Wisdom modifier + your proficiency bonus.
Form Breaker
At 17th level, you have mastered Kung Fu such that you can assume two stances simultaneously, gaining the benefits of both. Additoinally, you can now perform a finishing move. When you hit a creature with an unarmed strike, you can spend 10 ki points to perform this finishing move. The move depends on your current stance(s).
Tiger Form Finisher: You strike a creature with tremendous force. Your hit does an additional 8d10 force damage. You can increase this damage with additional ki points, dealing another 1d10 force damage per ki point. After performing this finisher, you instantly switch to another stance of your choice.
Snake Form Finisher: You strike a creature with inhuman precision. The creature automatically fails the next saving throw of your choice and becomes poisoned for 1 minute, ignoring immunity to the poisoned condition. After performing this finisher, you instantly switch to another stance of your choice.
Crane Form Finisher: You cast Steel Wind Strike. Use your normal melee attack (Dexterity) in place of a melee spell attack. After performing this finisher, you instantly switch to another stance of your choice.
Monkey Form Finisher: You zip from opponent to opponent, making a melee attack against up to 10 creatures of your choice. You end your turn within five ft of one creature that you attacked. These rapid attacks give you sudden insight into combat, and you gain the benefits of the Foresight spell for the next 8 hours. After performing this finisher, you instantly switch to another stance of your choice.
Bear Form Finisher*: You force a grappled opponent to make a Strength saving throw: the DC is 8+Proficiency+Strength. On a failed save, you attempt to break the creature’s spine, dealing 12d10 bludgeoning damage and 3 levels of exhaustion. On a successful save, the creature takes half as much damage and no levels of exhaustion. A creature reduced to 0 hitpoints by this finisher is instantly killed as you snap its spine. After performing this finisher, you instantly switch to another stance of your choice.
Dragon Form Finisher: You cast Fireball at 9th level. You can choose which creatures in range are affected, along with the damage type: fire, cold, poison, lightning, or acid. After performing this finisher, you instantly switch to another stance of your choice.
Phoenix Form Finisher: You explode with energy at the additional cost of 25 hitpoints. Each creature of your choice within 30ft must make a Dexterity saving throw, taking 10d6 fire damage and 10d6 bludgeoning damage on a failed save, or half as much on a successful save. You can choose, instead, to reduce your hitpoint total to 1 in order to make this 20d6 fire and 20d6 bludgeoning, provided you have at least half your maximum hitpoint total remaining. After performing this finisher, you instantly switch to another stance of your choice.
*Credit to Grod_the_Giant’s “Path of the Fist” homebrew barbarian for the spine breaker idea.
So, I wrote up a classic ‘70s Kung Fu-inspired subclass. I’m hoping to get feedback on potential balance issues. Here it is:
Monks who master The Way of the Five Forms are disciplined in form and art. Their schools emphasize not simply the power of the martial arts, but their artistry, their history. Monks of the Five Forms often adhere to a strict tradition, or are chiefly concerned with the preservation of a monastic lineage.
First Form
Starting when you choose this tradition at 3rd level, you can choose to learn two of three forms, taking the stance a a bonus action. The stance lasts for 1 minute. You can only hold one stance at a time. The forms each bestow the following benefits:
Tiger Style: The Tiger Style focuses on attack. It is an aggressive stance that confers high damage.
Claws Slashing Downward: Unarmed strikes now deal slashing damage, and an additional +2 to that damage.
Tiger Growls: For 1 ki point, you below a terrifying growl. The sound of this growl is so intimidating that your opponents are afraid to hit you. You are functionally under the effects of the sanctuary spell.
Tiger Chasing Tail: In place of Flurry of Blows, you can spend 2 ki points to perform an additional attack on your turn: a backflip kick, which deals 2d6+DEX+2 slashing damage. The target must then succeed on a Dexterity Saving throw or be knocked prone. This damage increases at 5th (2d8), 11th (2d10), and 17th (2d12).
Tiger’s Roar: For 3 ki points, you can use an action to end this stance early to expel a 20ft cone of fire, which deals 4d6 fire damage on a failed dexterity save, or half as much on a successful save. This damage increases to 6d6 at 5th level, 8d6 at 11th, and 10d6 at 17th. You automatically switch to a different form when you end your stance in this way.
Snake Style: The Snake Style is based on evasion, precise strikes, and counterattacks. It is a defensive stance that knocks opponents off balance.
Snake Moves Gracefully: While you are in this stance, your AC increases by +1. You gain advantage on Dexterity saving throws.
Snake Counterstrikes: When an enemy misses you with a melee attack, you can spend 1 ki point to instantly counterstrike with an unarmed attack
Snake Strikes Precisely: When you hit the same creature with two unarmed attacks in a single round, you can spend 2 ki points to impose the following conditions: the target cannot take reactions until the end of your next turn, and their AC is reduced by 1 for 1d4 rounds.
Snake’s Venom: For 3 ki points, you can use an action to end this stance early, making an attack at advantage on a creature. On a hit, the target must make a Constitution saving throw. On a failed save, the target becomes poisoned, ignoring immunity, for 1d4 rounds. You automatically switch to a different form when you end your stance this way.
Crane Style: The Crane Style emphasizes rapidity and range, and does not rely on strength or doing a great deal of damage for blows.
Crane Spreads Her Wings: While you are in this stance, your attacks have an additional +1 to hit. This increases at 5th level (+2), 11th level (+3), and 17th level (+4)
Crane Balances Gracefully: You spend 1 ki points to gain the following benefits for one minute: your melee attack range increases to 10ft; on your next hit, the target must succeed on a Strength saving throw or be knocked back 15 ft, landing prone; and you become immune to the prone condition. These benefits end if you leave the Crane Style.
Crane Dives for Fish: You spend 2 ki points to gain an additional round of attacks, as with the Action Surge feature. Your damage die decreases as a result. At 3rd level, your unarmed strikes do a flat 1+DEX damage. At 5th level, your damage die decreases to 1d4, and it decreases incrementally at 11th level (1d6), and 17th (1d8).
Crane Kicks: You can use an action to spend 3 ki points to end this stance early. You kick out a wave of force, in a line 5ft wide and 30ft long, dealing 2d6 force damage and forcing a Dexterity saving thrown. On a failed save, each affected creature makes all attacks until the end of your next turn with disadvantage. You automatically switch to a different stance when you end your stance this way.
Second Form
At 6th level, you learn one of two new styles: Monkey Style or Bear Style.
Monkey Style. Monkey Style emphasizes quick movement and mobility.
Monkey Swings Effortlessly: While you are in this stance, you do not provoke opportunity attacks. Additionally, your movement speed increases by 10ft, and you gain +1 to attacks made after moving to a target you were not currently engaged in combat with.
Monkey’s Swift Hands: Whenever you spend 1 ki point for Flurry of Blows, you are granted an extra attack, provided you move to a target you were not currently engaged in combat with.
Monkey Tumbles: You can spend 2 ki points to take the Dodge action as a free action.
Monkey Leaps: As an action, you can spend 3 ki points to end this stance early. When you do so, make your next melee attack at advantage. If this attack hits, you kick the target for 2d6 additional damage and immediately launch yourself up to 30ft toward another creature. Make an additional attack against that creature at advantage. You immediately assume another known stance of your choice when ending your stance in this way.
Bear Style. Bear Style grapples opponents to incapacitate them.
Bear’s Strength: While you are in this stance, your Strength score becomes equal to your Dexterity score, and you gain proficiency in Athletics. If you already have proficiency, you gain double proficiency. Any creature grappled by you also becomes restrained.
Bear Crushes Prey: You spend 1 ki point to deal 2d6 bludgeoning damage to a creature you are grappling.
Bear Tosses Fish: As an action, you spend 2 ki points to roll a contested Strength (Athletics) check against a creature you are grappling. If you win this contested check, you throw the grappled creature up to 40 ft in any direction you choose.
Bear Mangles Bone: As an action, you can spend 3 ki points to end this stance early. When you do so, you slam a currently grappled creature to the ground, it lands prone and becomes stunned until the end of your next turn. You immediately assume another known stance of your choice when ending your stance in this way.
Third Form
Beginning at 11th level, you can learn one of two new stances: Dragon Form or Phoenix Form. At 17th level, you can take either form.
Dragon Style: The Dragon Style focuses on heartiness and resilience.
Dragon’s Luck: Assuming this Form grants you +2 AC, and +1 to saving throws.
Scale of the Dragon: You gain 10 temporary HP at the end of each turn you spend in Dragon Form
Dragon’s Resilience: You spend 2 ki points to gain resistance to one of the following: bludgeoning, piercing, or slashing damage, along with one damage of your choice: fire, cold, lightning, acid, or poison, until this stance ends.
Dragon Takes Vengeance: You spend 4 ki points to end this stance early and cast Fireball, centered on yourself, and choosing which creatures will be affected.. Additionally, You can choose the type of damage the spell does: fire, cold, lightning, acid, or poison. You immediately assume another known stance of your choice when ending dragon stance in this way.
Phoenix Style: The Phoenix Style focuses on self-sacrifice for explosive damage.
Phoenix Ruffles Flaming Feathers: Assuming this Form costs 5hp and casts Investiture of Flame on yourself. You have advantage on concentration checks to maintain the spell.
Phoenix Fire Strike: You spend 2 ki points to add 1d6 fire damage to your attacks for the next round. You can spend an additional 10hp to increase this damage to 2d6.
Phoenix Ignites Her Way: You spend 4 ki points to end this stance early and become flame, moving 30ft in any direction you choose. Any creature in your path of movement takes 5d8 fire damage. You can spend an additional 20 hitpoints to increase this damage to 8d8. You immediately assume another known stance of your choice when ending your stance in this way.
The saving throw DC for all spell effects equals 8 + your Wisdom modifier + your proficiency bonus.
Form Breaker
At 17th level, you have mastered Kung Fu such that you can assume two stances simultaneously, gaining the benefits of both. Additoinally, you can now perform a finishing move. When you hit a creature with an unarmed strike, you can spend 10 ki points to perform this finishing move. The move depends on your current stance(s).
Tiger Form Finisher: You strike a creature with tremendous force. Your hit does an additional 8d10 force damage. You can increase this damage with additional ki points, dealing another 1d10 force damage per ki point. After performing this finisher, you instantly switch to another stance of your choice.
Snake Form Finisher: You strike a creature with inhuman precision. The creature automatically fails the next saving throw of your choice and becomes poisoned for 1 minute, ignoring immunity to the poisoned condition. After performing this finisher, you instantly switch to another stance of your choice.
Crane Form Finisher: You cast Steel Wind Strike. Use your normal melee attack (Dexterity) in place of a melee spell attack. After performing this finisher, you instantly switch to another stance of your choice.
Monkey Form Finisher: You zip from opponent to opponent, making a melee attack against up to 10 creatures of your choice. You end your turn within five ft of one creature that you attacked. These rapid attacks give you sudden insight into combat, and you gain the benefits of the Foresight spell for the next 8 hours. After performing this finisher, you instantly switch to another stance of your choice.
Bear Form Finisher*: You force a grappled opponent to make a Strength saving throw: the DC is 8+Proficiency+Strength. On a failed save, you attempt to break the creature’s spine, dealing 12d10 bludgeoning damage and 3 levels of exhaustion. On a successful save, the creature takes half as much damage and no levels of exhaustion. A creature reduced to 0 hitpoints by this finisher is instantly killed as you snap its spine. After performing this finisher, you instantly switch to another stance of your choice.
Dragon Form Finisher: You cast Fireball at 9th level. You can choose which creatures in range are affected, along with the damage type: fire, cold, poison, lightning, or acid. After performing this finisher, you instantly switch to another stance of your choice.
Phoenix Form Finisher: You explode with energy at the additional cost of 25 hitpoints. Each creature of your choice within 30ft must make a Dexterity saving throw, taking 10d6 fire damage and 10d6 bludgeoning damage on a failed save, or half as much on a successful save. You can choose, instead, to reduce your hitpoint total to 1 in order to make this 20d6 fire and 20d6 bludgeoning, provided you have at least half your maximum hitpoint total remaining. After performing this finisher, you instantly switch to another stance of your choice.
*Credit to Grod_the_Giant’s “Path of the Fist” homebrew barbarian for the spine breaker idea.