Revanmal
2022-03-30, 04:12 PM
Hello-hello.
I'm posting a new Monk subclass I'm working on here in hopes for feedback. Its focus is battlefield control and high mobility, with a secondary force damage focus.
Way of Shifting Vectors
The Way of Shifting Vectors is a path which manipulates gravitic forces to move the practitioner and their enemies across the battlefield. Any surface forms a springboard for their acrobatic exploits, and every strike is imbued with a powerful secondary blow that forces enemies into unfavorable positions.
Save DC = 8 + Wisdom Modifier + Proficiency Bonus
Vector Glyph (3rd) – Place a directional glyph on a flat surface you can see within 20 feet as an Action. Anyone who enters the space of this Glyph is propelled 15 feet in the direction the glyph points, including upwards and downwards on vertical surfaces. A glyph cannot be placed such that it would force a creature into the surface it is placed upon. A creature can make a Dexterity saving throw to step off the affected space when it is placed or avoid activating the glyph when moving over it. The Vector Glyph’s propelled movement provokes Opportunity Attacks as normal. If struck by an Opportunity Attack, movement is canceled. The glyph lasts up to one minute, and using this ability again will cause previously placed Vector Glyphs to vanish. You can use this ability a number of times per day equal to your Wisdom modifier. If you move through an enemy creature’s space, you are instead stopped adjacent to them, and any enemy moved by this ability is stopped adjacent to another creature if they would be forced into that creature’s space. At 6th level, you can place two Vector Glyphs as part of the same Action, but the second Glyph must be within your initial range or within 15 feet of another glyph. The number of Glyphs possible increases by 1 at 11th and 17th level.
Strike Glyph (3rd) – Spend 1 ki point at the beginning of your turn to imbue your attacks with magical force until the beginning of your next turn. Every successful melee attack you make against a creature places a weaker Vector Glyph called a Strike Glyph on their body. These last up to one minute, and you can have a maximum number of Strike Glyphs active equal to twice your prof. bonus. Using a bonus action or reaction, you can activate one or more Strike Glyphs of your choosing, moving the affected creature five feet in a direction of your choice and inflicting 1d4 force damage for every Strike Glyph activated. A successful Str save will negate all movement from the glyphs for that round, but damage is not reduced.
Flying Strike (6th) – You have grown adept at attacking on the fly and absorbing impacts when using your abilities. If you enter an enemy’s space while moving using your Way of the Shifting Vectors abilities, you may make an attack against them. If the attack is successful, you deal damage as normal and may choose to attempt to Push them away with a Wisdom check vs their Strength save. If your attack is unsuccessful, the movement continues without interruption.
Gravitic Pulse (11th) - As an action, you target one creature within 30 feet. That creature lets out a pulse of gravitic power, pulling all other creatures in a 15 ft radius toward itself until they are adjacent to the target or as close as possible. All creatures within the radius take 10d6 force damage. A Strength saving throw will halve the force damage and negate the movement. This ability recharges on a short or long rest.
Vector Circle (17th) – As an action, you place a ring of magic that inhibits movement out of it. This circle has a radius of fifteen feet, and you must be within the circle when it is placed. Any creature that reaches the edge of the circle is immediately forced directly toward the center of the circle fifteen feet unless they succeed on a Str save. This movement will trigger Opportunity Attacks as normal movement does. The magical effect of this ring is a cylinder that extends 20 feet into the air. It is possible to fly or jump over the ring’s effect, or force your way out with a Strength check. The Vector Circle lasts a number of rounds equal to your Prof. bonus. You can dispel this circle as a bonus action. This ability recharges on a long rest.
I'm posting a new Monk subclass I'm working on here in hopes for feedback. Its focus is battlefield control and high mobility, with a secondary force damage focus.
Way of Shifting Vectors
The Way of Shifting Vectors is a path which manipulates gravitic forces to move the practitioner and their enemies across the battlefield. Any surface forms a springboard for their acrobatic exploits, and every strike is imbued with a powerful secondary blow that forces enemies into unfavorable positions.
Save DC = 8 + Wisdom Modifier + Proficiency Bonus
Vector Glyph (3rd) – Place a directional glyph on a flat surface you can see within 20 feet as an Action. Anyone who enters the space of this Glyph is propelled 15 feet in the direction the glyph points, including upwards and downwards on vertical surfaces. A glyph cannot be placed such that it would force a creature into the surface it is placed upon. A creature can make a Dexterity saving throw to step off the affected space when it is placed or avoid activating the glyph when moving over it. The Vector Glyph’s propelled movement provokes Opportunity Attacks as normal. If struck by an Opportunity Attack, movement is canceled. The glyph lasts up to one minute, and using this ability again will cause previously placed Vector Glyphs to vanish. You can use this ability a number of times per day equal to your Wisdom modifier. If you move through an enemy creature’s space, you are instead stopped adjacent to them, and any enemy moved by this ability is stopped adjacent to another creature if they would be forced into that creature’s space. At 6th level, you can place two Vector Glyphs as part of the same Action, but the second Glyph must be within your initial range or within 15 feet of another glyph. The number of Glyphs possible increases by 1 at 11th and 17th level.
Strike Glyph (3rd) – Spend 1 ki point at the beginning of your turn to imbue your attacks with magical force until the beginning of your next turn. Every successful melee attack you make against a creature places a weaker Vector Glyph called a Strike Glyph on their body. These last up to one minute, and you can have a maximum number of Strike Glyphs active equal to twice your prof. bonus. Using a bonus action or reaction, you can activate one or more Strike Glyphs of your choosing, moving the affected creature five feet in a direction of your choice and inflicting 1d4 force damage for every Strike Glyph activated. A successful Str save will negate all movement from the glyphs for that round, but damage is not reduced.
Flying Strike (6th) – You have grown adept at attacking on the fly and absorbing impacts when using your abilities. If you enter an enemy’s space while moving using your Way of the Shifting Vectors abilities, you may make an attack against them. If the attack is successful, you deal damage as normal and may choose to attempt to Push them away with a Wisdom check vs their Strength save. If your attack is unsuccessful, the movement continues without interruption.
Gravitic Pulse (11th) - As an action, you target one creature within 30 feet. That creature lets out a pulse of gravitic power, pulling all other creatures in a 15 ft radius toward itself until they are adjacent to the target or as close as possible. All creatures within the radius take 10d6 force damage. A Strength saving throw will halve the force damage and negate the movement. This ability recharges on a short or long rest.
Vector Circle (17th) – As an action, you place a ring of magic that inhibits movement out of it. This circle has a radius of fifteen feet, and you must be within the circle when it is placed. Any creature that reaches the edge of the circle is immediately forced directly toward the center of the circle fifteen feet unless they succeed on a Str save. This movement will trigger Opportunity Attacks as normal movement does. The magical effect of this ring is a cylinder that extends 20 feet into the air. It is possible to fly or jump over the ring’s effect, or force your way out with a Strength check. The Vector Circle lasts a number of rounds equal to your Prof. bonus. You can dispel this circle as a bonus action. This ability recharges on a long rest.