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Sk8ter274
2019-04-04, 11:04 PM
Some context first.

I had decided to blow the dust off my PlayStation and start a new game of MGS3. As we all know, this one is the game that introduced CQC and I was inspired. With the game and the knowledge that all armed forces all over the world teach thier solider how to fight hand to hand, I began combining the battle master maneuvers from the fighter class with the monk class. I worked it, in the hope of balance, that most of the "techniques" require you to be use ki abilities like flurry of blows or patient defense.




Way of the Solider

These monks are not found in monasteries contemplating the mean of life or living lives of quiet exile in search of enlightenment. They are found on the battlefield or in the city streets without a weapon within hand's reach. In fact, they are not truly monks. At least in the traditional way. As every fighter knows, your weapons must behave as an extension of your very body. A monk's body is his weapon is a saying made popular by grandmasters and it is a saying that battlemaster have taken literally.

Close Quarters Combat (CQC) Superiority

When you choose this archetype at 3rd level, you learn techniques that are fueled by special dice called CQC dice.

Techniques You learn three techniques of your choice, which are detailed under “CQC Techniques” below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

CQC Dice. You have three CQC dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended CQC dice when you finish a short or long rest. You gain another CQC die at 6th level, another at 11th level, and one more at 17th level.

Saving Throws Some o f your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:

Technique save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Improved CQC Superiority
At 10th level, your CQC dice turn into d10s. At 18th level, they turn into dl2s .

Soldier's Endurance
Starting at 15th level, when you roll initiative and have no CQC dice remaining, you regain 1 CQC die.

CQC Techniques
Some of the techniques presented require use other monk abilities such as flurry of blows, patient defense, step of the wind, stunning strike, etc.

Impromptu Shield Technique After stunning a creature, you can expend one CQC die to grapple the creature as bonus action. You gain 3/4 cover from ranged attacks and melee attack have disadvantage. This last until the creature is no longer stunned or until released.

Takedown Technique When dashing, if you move towards a creature you can expend one CQC die attempt to flip it onto the ground. The creature must succeed as Dexerity Saving Throw or be thrown prone.

Reappropriation Technique When you hit a creature with a weapon attack, you can expend one CQC die to attempt to take the target's weapon. The target must make a Strength saving throw. On a failed save, you succeed in taking his weapon. You add the CQC die to the attack’s damage roll. Any attacks made with the stolen weapon follow the standard rules and properties.

Redirection Technique When another creature damages you with a melee attack while taking the dodge action, you can use your reaction and expend one CQC die to redirect the attack to another creature within 5ft.

Parry Technique When another creature damages you with a melee attack while taking the dodge action, you can use your reaction and expend one CQC die to impose disadvantage.

Capitalizing Technique When a creature misses you with a melee attack, you can use your reaction and expend one CQC die to make a melee weapon attack against the creature. If you hit, you add the CQC die to the attack's damage roll.

Go Beyond Technique When using Flurry of Blows, you roll one CQC die to deal a devasting blow with your final strike. If the blow lands, you deal damage equal to double the result, but you take damage equal to half.

Blinding Technique When you hit a creature with a weapon attack, you can expend one CQC die to strike at or throw something into its eyes. You add your CQC die to the attack’s damage roll, and the creature must make a Constitution saving throw. On a failure, the creature is blinded until the end of the current turn.

Hobbling Technique When you hit a creature with a weapon attack, you can expend one CQC die to strike a crippling blow, temporarily hindering the target’s mobility. You add the superiority die to the attack’s damage roll, and the creature's is halved until the end of your next turn.

Steeling Technique When you are hit by a melee weapon attack, you can roll one CQC die and use your reaction to steel yourself against the blow, thus reducing the damage. You gain temporary hit points equal to the result plus half your monk level, rounded down.

Imposing Technique If you reduce a creature to 0 hit points after using Flurry of Blows, you can expend a CQC die to intimidate any remaining enemies. All hostile creatures within 30ft that can see you must succeed a Wisdom Saving throw or be frightened of you until the end of your next turn.

Vogie
2019-04-05, 01:25 PM
Some context first.

I had decided to blow the dust off my PlayStation and start a new game of MGS3. As we all know, this one is the game that introduced CQC and I was inspired. With the game and the knowledge that all armed forces all over the world teach thier solider how to fight hand to hand, I began combining the battle master maneuvers from the fighter class with the monk class. I worked it, in the hope of balance, that most of the "techniques" require you to be use ki abilities like flurry of blows or patient defense.

Way of the Solider

These monks are not found in monasteries contemplating the mean of life or living lives of quiet exile in search of enlightenment. They are found on the battlefield or in the city streets without a weapon within hand's reach. In fact, they are not truly monks. At least in the traditional way. As every fighter knows, your weapons must behave as an extension of your very body. A monk's body is his weapon is a saying made popular by grandmasters and it is a saying that battlemaster have taken literally.

Close Quarters Combat (CQC) Superiority

When you choose this archetype at 3rd level, you learn techniques that are fueled by special dice called CQC dice.

Techniques You learn three techniques of your choice, which are detailed under “CQC Techniques” below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

CQC Dice. You have three CQC dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended CQC dice when you finish a short or long rest. You gain another CQC die at 6th level, another at 11th level, and one more at 17th level.

Saving Throws Some o f your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:

Technique save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Improved CQC Superiority
At 10th level, your CQC dice turn into d10s. At 18th level, they turn into dl2s .

Soldier's Endurance
Starting at 15th level, when you roll initiative and have no CQC dice remaining, you regain 1 CQC die.

CQC Techniques
Some of the techniques presented require use other monk abilities such as flurry of blows, patient defense, step of the wind, stunning strike, etc.

Impromptu Shield Technique After stunning a creature, you can expend one CQC die to grapple the creature as bonus action. You gain 3/4 cover from ranged attacks and melee attack have disadvantage. This last until the creature is no longer stunned or until released.

Takedown Technique When dashing, if you move towards a creature you can expend one CQC die attempt to flip it onto the ground. The creature must succeed as Dexerity Saving Throw or be thrown prone.

Reappropriation Technique When you hit a creature with a weapon attack, you can expend one CQC die to attempt to take the target's weapon. The target must make a Strength saving throw. On a failed save, you succeed in taking his weapon. You add the CQC die to the attack’s damage roll. Any attacks made with the stolen weapon follow the standard rules and properties.

Redirection Technique When another creature damages you with a melee attack while taking the dodge action, you can use your reaction and expend one CQC die to redirect the attack to another creature within 5ft.

Parry Technique When another creature damages you with a melee attack while taking the dodge action, you can use your reaction and expend one CQC die to impose disadvantage.

Capitalizing Technique When a creature misses you with a melee attack, you can use your reaction and expend one CQC die to make a melee weapon attack against the creature. If you hit, you add the CQC die to the attack's damage roll.

Go Beyond Technique When using Flurry of Blows, you roll one CQC die to deal a devasting blow with your final strike. If the blow lands, you deal damage equal to double the result, but you take damage equal to half.

Blinding Technique When you hit a creature with a weapon attack, you can expend one CQC die to strike at or throw something into its eyes. You add your CQC die to the attack’s damage roll, and the creature must make a Constitution saving throw. On a failure, the creature is blinded until the end of the current turn.

Hobbling Technique When you hit a creature with a weapon attack, you can expend one CQC die to strike a crippling blow, temporarily hindering the target’s mobility. You add the superiority die to the attack’s damage roll, and the creature's is halved until the end of your next turn.

Steeling Technique When you are hit by a melee weapon attack, you can roll one CQC die and use your reaction to steel yourself against the blow, thus reducing the damage. You gain temporary hit points equal to the result plus half your monk level, rounded down.

Imposing Technique If you reduce a creature to 0 hit points after using Flurry of Blows, you can expend a CQC die to intimidate any remaining enemies. All hostile creatures within 30ft that can see you must succeed a Wisdom Saving throw or be frightened of you until the end of your next turn.

Some minor things:

Just call them Superiority Die. You can keep all of your techniques, just change the name. This allow a character to use the Martial Adept feat or Battlemaster multiclass without kicking themselves in the shins.
Monks get abilities on levels 6, 11, and 17.
Monk abilities that use Ki already have a Ki Save DC based on the Monk's Wisdom... it'd be a bit nutty to have a separate save DC for these ki-adjacent abilities.



More specific things

Impromptu Shield Technique should indicate if the ability is available if the grapple fails
Reappropriation Technique probably should require a free hand
Redirection Technique should probably be reworded to indicate who was taking the dodge action
Parry Technique doesn't make sense - If you're already dodging, the attacks already have disadvantage... it isn't something that can stack. You could word it similar to Elven Accuracy to give a "triple-disadvantage".
Steeling Technique should probably be renamed, just because it's too close linguistically to "Stealing", which is your Reappropriation

Sk8ter274
2019-04-07, 04:07 PM
Using the feedback, here the revised version. Please continue to give feedback and suggestions as my DM is hesitant when it comes to homebrew content he's not had a hand in himself.


Way of the Solider

These monks are not found in monasteries contemplating the mean of life or living lives of quiet exile in search of enlightenment. They are found on the battlefield or in the city streets without a weapon within hand's reach. In fact, they are not truly monks. At least in the traditional way. As every fighter knows, your weapons must behave as an extension of your very body. A monk's body is his weapon is a saying made popular by grandmasters and it is a saying that battlemaster have taken literally.

Close Quarters Combat (CQC) Superiority

When you choose this archetype at 3rd level, you learn techniques that are fueled by special dice called CQC dice.

Techniques You learn three techniques of your choice, which are detailed under “CQC Techniques” below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 6th, 11th, and 17th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

CQC Dice. You have three CQC dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended CQC dice when you finish a short or long rest. You gain another CQC die at 6th level, another at 11th level, and one more at 17th level.

Saving Throws Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is the same used for Monk abilities (Ki save DC = 8 + your proficiency bonus + your Wisdom modifier)


Improved CQC Superiority
At 11th level, your CQC dice turn into d10s. At 17th level, they turn into dl2s .

Soldier's Endurance
Starting at 11th level, when you roll initiative and have no CQC dice remaining, you regain 1 CQC die.

CQC Techniques
Some of the techniques presented require use other monk abilities such as flurry of blows, patient defense, step of the wind, stunning strike, etc.

Impromptu Shield Technique After stunning a creature, you can expend one CQC die to grapple the creature as bonus action. On a successful grapple, you gain 3/4 cover from ranged attacks and melee attack have disadvantage. This last until the creature is no longer stunned or until released.

Takedown Technique When dashing, if you move towards a creature you can expend one CQC die attempt to flip it onto the ground. The creature must succeed as Dexerity Saving Throw or be thrown prone.

Reappropriation Technique When you hit a creature with a weapon attack, you can expend one CQC die to attempt to take the target's weapon. The target must make a Strength saving throw. On a failed save, you succeed in taking his weapon. You add the CQC die to the attack’s damage roll. Any attacks made with the stolen weapon follow the standard rules and properties. You must have free hand to perform this technique.

Redirection Technique When another creature attacks you with a melee attack while you are taking the dodge action, you can use your reaction and expend one CQC die to redirect the attack to another creature within 5ft.

Parry Technique When another creature damages you with a melee attack while taking the dodge action, you can roll a CQC die to reduce the damage by the result.

Capitalizing Technique When a creature misses you with a melee attack, you can use your reaction and expend one CQC die to make a melee weapon attack against the creature. If you hit, you add the CQC die to the attack's damage roll.

Go Beyond Technique When using Flurry of Blows, you roll one CQC die to deal a devasting blow with your final strike. If the blow lands, you deal damage equal to double the result, but you take damage equal to half.

Blinding Technique When you hit a creature with a weapon attack, you can expend one CQC die to strike at or throw something into its eyes. You add your CQC die to the attack’s damage roll, and the creature must make a Constitution saving throw. On a failure, the creature is blinded until the end of the current turn.

Hobbling Technique When you hit a creature with a weapon attack, you can expend one CQC die to strike a crippling blow, temporarily hindering the target’s mobility. You add the superiority die to the attack’s damage roll, and the creature's is halved until the end of your next turn.

Bracing Technique When you are hit by a melee weapon attack, you can roll one CQC die and use your reaction to steel yourself against the blow, thus reducing the damage. You gain temporary hit points equal to the result plus half your monk level, rounded down.

Imposing Technique If you reduce a creature to 0 hit points after using Flurry of Blows, you can expend a CQC die to intimidate any remaining enemies. All hostile creatures within 30ft that can see you must succeed a Wisdom Saving throw or be frightened of you until the end of your next turn.