Author Topic: 5E monk schools for homebrew campaign  (Read 1195 times)

Offline Kerrus

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5E monk schools for homebrew campaign
« on: July 15, 2017, 05:06:25 AM »
I'm currently playing in a homebrew  group campaign with multiple DMs and where players are heavily encouraged to contribute to the setting. My contribution is in the form of adding a number of new deities (the existing ones are shit) and variant class features offered by associating with those deities. In particular, I'm working on a god of Time and Destiny.

The following schools have some added features to make them better fit the nature of the homebrew world, but otherwise I've tried to balance them to the same general sort of effectiveness as the existing monk options. Although some of their abilities are pretty strong, I've tried to balance them less by just restricting strong abilities and more by giving them lateral utility.

The schools are as follows:


The Way of Temporal Order

Temporal Insight
Your training grants you a sense of the natural flow of events that your peers lack. Beginning at 3rd level, you cannot be surprised, and add your wisdom modifier to initiative and history checks.

One Self, Many Futures
At 6th level, as a bonus action, you may create a temporal echo of yourself, which appears in your square and acts immediately.
A temporal echo lasts for one round, vanishing at the start of your next turn, and acts as you direct it. It has speed equal to your speed and can appear to take any action that you can take. A temporal echo has sufficient physical presence to trigger traps or interact with objects as you would but its attacks do no damage, it does not impose disadvantage, and it may not cause any creature to make a saving throw as it remains partially out of sync with sidereal time. An echo's AC is equal to yours and it uses your statistics. If an echo takes damage, it dissipates as the timeline reconstitutes itself.
At 11th level, you create two Temporal Echoes. At 17th, you create three.
You may use your Ki points to enhance your Echoes. When you create a temporal echo, you may invest it with any number of your Ki Points. An echo lasts for a number of hours (rounds while you are in combat) equal to the number of Ki points invested. You choose how many points are invested when you create an echo and may not invest additional points later.
Additionally, as a reaction, you may spend 2 Ki points to exchange positions with any of your Temporal Echoes as you choose which instance of yourself is the real 'you', and which are the echoes. Using this ability leaves no overt traces, but is detectable as temporal magic by those capable of doing so.

Donning Time's Cloak
Starting at 11th level, you may grant yourself the benefits of the Haste spell for 1 minute as an bonus action. If you do, you may not use this ability again until after a short or long rest. In addition, any enemy that makes a melee attack against you must succeed on a wisdom saving throw or be slowed for one round.

Race the Future
At 17th level, you gain the ability to leap through time. As a reaction, you may spend 3 Ki points to step out of phase with sidereal time. You cease to exist and may not be interacted with, but may still perceive the world, and may take any actions that do not interact with other creatures/objects on your turn. At any point thereafter, you may choose to re-enter sidereal time. When you do, you gain advantage on your next attack.


The Way of Implacable Destiny

Unyielding Will
Your will is honed to a razor's edge, and little can deter you from your chosen course. Starting at 3rd level, you gain advantage on wisdom saving throws and add your wisdom modifier to Constitution saves.

Unbowed Spirit
Beginning at level 6, as a reaction, you may spend 2 Ki points to automatically succeed on a saving throw. If you would take half damage or suffer some other effect on a successful save, you instead take no damage / suffer no other effect.

Unshackled Strength
At 11th level, You add your wisdom modifier to strength checks, and to distance moved with a Shove or Jump. In addition, you may grapple enemies up to two sizes larger than you.

Unstoppable Skill
At 17th level, you gain the ability to enforce your will on the world, perfecting a moment of your choice. At the beginning of each day, you may choose a number other than one. Whenever you roll that number on a save, ability check, or attack roll, the roll is considered a critical success.


« Last Edit: November 24, 2017, 07:48:56 PM by Kerrus »