Old Harry MTX
2020-09-04, 07:18 AM
Hello there! I'm working on a monk tradition focused on the use of shields. I started trying to give monks proficiency in shields and ended up with a whole martial art, Captain America style.
MONK'S TRADITION: WAY OF THE FLYING TORTOISE
This one simply gives you shields proficency and allow you to use it as a monk weapon.
Shield Mastery: When you choose this tradition at 3rd level you gain proficency in shields, and wielding a shield no longer prevents you to benefit from features that otherwise you could not be able to use, such as Unarmored Defense, Martial Arts or Unarmored Movement. Also shields are now monk weapons for you, dealing bludgeoning damage equal to your martial arts die and with properties finesse, thrown (range 30/90) and versatile. For the versatile property consider a die 1 tier higher than the martial arts die you can use for your level.
Similar to Weapon Bond, but the recall mechanic comes very useful when you throw the shield. Also the bonding is used in another possible feature.
Shield Bond: At 3rd level, you also learn a ritual that creates a magical bond between yourself and one shield. You perform the ritual over the course of 1 hour, which can be done during a short rest. The shield must be within your reach throughout the ritual, at the conclusion of which you touch the shield and forge the bond.
Once you have bonded a shield to yourself, you can't be disarmed of that shield unless you are incapacitated. If it is on the same plane of existence, you can summon that shield as a bonus action on your turn, causing it to teleport instantly to your hand.
You can have up to two bonded shields, but can summon only one at a time with your bonus action. If you attempt to bond with a third shield, you must break the bond with one of the other two.
Just a shield-focused Fighting Style.
Fighting Style: Finally at 3rd Level, you adopt the following style of fighting as your specialty. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Protection: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
One of the core mechanics. Once used you can choose to give up your shield until your next turn or spend your Bonus Action to recall it with Shield Bond.
Rebound Strike: When you reach 6th level, using an Attack Action, you can make a single thrown attack with your shield to attempt a Rebound Strike. If it succeed, and again after each successful attack, you can choose another creature located within shield's range of the previous target and perform another ranged attack against it. The chain of attacks is broken on the first failure. You can automatically summon your shield back in your hand at the end of your turn.
Indomitable Shell: Also from 6th level, each time you use your Protection Fighting Style, the creature that is the target of the attack gets +2 to AC until the beginning of your next turn.
A standard upgrade plus a way to be effective when you don't have too much opponents. For the first part there are two versions.
Improved Rebound Strike: Once you've reached 11th level, the first failed attack of a Rebound Strike no longer break the chain of attacks.
Bulwark Fall: Also starting at 11th level, you can spend 1 ki point at the beginning of your turn to resonate the shield you are wielding with mystical energies. Each attack made with that shield until the beginning of your next turn deals 1 additional damage die.
I like this one a lot, and I think it could be perfect for a shield-focused character.
Mystical Entanglement: From 17th level you learn to combine your bonded shields toghether, so that wielding one grants you the effects of both.
For exemple if you bond a Sentinel Shield and a Spellguard Shield you can just hold one of them and get advantage on initiative rolls, Wisdom (Perception) checks, Saving Throws against Spells and other magical Effects, and also spell attacks have disadvantage against you. In the same way bonding a Shield of Missile Attraction and a Shield +1 is the same of wield a Shield of Missile Attraction +1. If at least one of them requires attunement, you will have to attune with the one you decide to wield, even if it normally does not require it.
Finally, a big-but-costly damage increaser at high level.
Superior Rebound Strike: Also starting at 17th level, from the second failed attack of a Rebound Strike, you can spend a certain number of ki points to continue the chain. Each failure costs 1 point more than the previous one, starting from 1.
Below just a repository of old versions...
Rebound Strike: When you reach 6th level you can use an action and make a thrown attack with a shield to attempt a Rebound Strike. If it succeed, and again after each successful attack, you can choose another creature located within shield's range of the previous target and perform another ranged attack against it. The chain of attacks is broken on the first failure, and you can't target a creature that's been hit less than two rebounds before. You can automatically summon your shield back in your hand at the beginning of your next turn, if you haven't already recalled it back.
Improved Rebound Strike: Once you've reached 11th level, if you fail the initial attack roll of a Rebound Strike, you can spend 1 ki point and continue the chain.
Also, if you are within shield's range after a hit you can choose yourself as the new target. If you do, you automatically succeed the attack roll without taking any damage, and you can continue the chain.
MONK'S TRADITION: WAY OF THE FLYING TORTOISE
This one simply gives you shields proficency and allow you to use it as a monk weapon.
Shield Mastery: When you choose this tradition at 3rd level you gain proficency in shields, and wielding a shield no longer prevents you to benefit from features that otherwise you could not be able to use, such as Unarmored Defense, Martial Arts or Unarmored Movement. Also shields are now monk weapons for you, dealing bludgeoning damage equal to your martial arts die and with properties finesse, thrown (range 30/90) and versatile. For the versatile property consider a die 1 tier higher than the martial arts die you can use for your level.
Similar to Weapon Bond, but the recall mechanic comes very useful when you throw the shield. Also the bonding is used in another possible feature.
Shield Bond: At 3rd level, you also learn a ritual that creates a magical bond between yourself and one shield. You perform the ritual over the course of 1 hour, which can be done during a short rest. The shield must be within your reach throughout the ritual, at the conclusion of which you touch the shield and forge the bond.
Once you have bonded a shield to yourself, you can't be disarmed of that shield unless you are incapacitated. If it is on the same plane of existence, you can summon that shield as a bonus action on your turn, causing it to teleport instantly to your hand.
You can have up to two bonded shields, but can summon only one at a time with your bonus action. If you attempt to bond with a third shield, you must break the bond with one of the other two.
Just a shield-focused Fighting Style.
Fighting Style: Finally at 3rd Level, you adopt the following style of fighting as your specialty. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Protection: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
One of the core mechanics. Once used you can choose to give up your shield until your next turn or spend your Bonus Action to recall it with Shield Bond.
Rebound Strike: When you reach 6th level, using an Attack Action, you can make a single thrown attack with your shield to attempt a Rebound Strike. If it succeed, and again after each successful attack, you can choose another creature located within shield's range of the previous target and perform another ranged attack against it. The chain of attacks is broken on the first failure. You can automatically summon your shield back in your hand at the end of your turn.
Indomitable Shell: Also from 6th level, each time you use your Protection Fighting Style, the creature that is the target of the attack gets +2 to AC until the beginning of your next turn.
A standard upgrade plus a way to be effective when you don't have too much opponents. For the first part there are two versions.
Improved Rebound Strike: Once you've reached 11th level, the first failed attack of a Rebound Strike no longer break the chain of attacks.
Bulwark Fall: Also starting at 11th level, you can spend 1 ki point at the beginning of your turn to resonate the shield you are wielding with mystical energies. Each attack made with that shield until the beginning of your next turn deals 1 additional damage die.
I like this one a lot, and I think it could be perfect for a shield-focused character.
Mystical Entanglement: From 17th level you learn to combine your bonded shields toghether, so that wielding one grants you the effects of both.
For exemple if you bond a Sentinel Shield and a Spellguard Shield you can just hold one of them and get advantage on initiative rolls, Wisdom (Perception) checks, Saving Throws against Spells and other magical Effects, and also spell attacks have disadvantage against you. In the same way bonding a Shield of Missile Attraction and a Shield +1 is the same of wield a Shield of Missile Attraction +1. If at least one of them requires attunement, you will have to attune with the one you decide to wield, even if it normally does not require it.
Finally, a big-but-costly damage increaser at high level.
Superior Rebound Strike: Also starting at 17th level, from the second failed attack of a Rebound Strike, you can spend a certain number of ki points to continue the chain. Each failure costs 1 point more than the previous one, starting from 1.
Below just a repository of old versions...
Rebound Strike: When you reach 6th level you can use an action and make a thrown attack with a shield to attempt a Rebound Strike. If it succeed, and again after each successful attack, you can choose another creature located within shield's range of the previous target and perform another ranged attack against it. The chain of attacks is broken on the first failure, and you can't target a creature that's been hit less than two rebounds before. You can automatically summon your shield back in your hand at the beginning of your next turn, if you haven't already recalled it back.
Improved Rebound Strike: Once you've reached 11th level, if you fail the initial attack roll of a Rebound Strike, you can spend 1 ki point and continue the chain.
Also, if you are within shield's range after a hit you can choose yourself as the new target. If you do, you automatically succeed the attack roll without taking any damage, and you can continue the chain.