Chaosmancer
Legend
Ok how about...
You have a pool equal to 3 + Wis.
At the end of each of your turns, you regain 1. This increases to 2 per turn at level 11. And 3 per turn at level 17.
*Flurry of blows cost 1 per extra attack (max wis points).
*Step on the wind cost 1 for disengage or dash, 2 for both.
*Patent defense gives +2 AC per point spent (max wis points).
Subclass cost can be adjusted as well.
Yes, exactly. I go on about it all the time, but the Grit mechanic Matt Mercer used/borrowed for his Gunslinger is a good one, where certain conditions recover a point. And honestly, I feel a bit inspired for whatever reason, so let's work on a few things. In particular, I started remembering Fizban had a very unique design for the Ascendant Dragon that I think could be applied to a few things.
@mellored 's recovery: Honestly having some recovery isn't a bad idea, but maybe make it fast with a limit. How about this:
- You can gain back Discipline Points by spending a Bonus Action to "Focus". This means you are still acting on your turn, but since most Monk-gimmicks are based around Bonus Action, it still imposes a little bit of cost.
- You gain back Discipline Points equal to your Proficiency Modifier. Simple and it scales with level.
- You can use this power a number of times equal to Wisdom modifier. You regain all charges on after a Long Rest. Simple and easy limit, one that is already used in one of the classes.
So let's build a subclass that could use this sort of balance to remove some of the DP cost to their class features. I could do the Elementalist... but I don't think I have enough good ideas for it right now other than giving them a number of free Elemental Attunments equal to their Wisdom Mod every day. If they (somehow) manage to run out of those, they could then spend a DP to do it. Then you could do a number of small effects to spend on a DP: a frost blast that slows, a lightning blast that stuns, a fire blast for persistent damage, etc. But let's choose an easier one to immediately has out.
The Way of Mercy
3rd Level - Implements of Mercy
- Keep as is. I'm not copying this out of the book, but let's just keep this one the same. Seems good enough as is.
3rd Level - Chosen Technique "Step of Safety":
- They can Disengage as a Bonus Action for Free. Medics need to run around the field getting to people who need healing. Simple as that.
3rd Level - Hands of Healing/Harm
6th/11th/17th - Physician's Touch/Flurry of Healing & Harm/Hand of Ultimate Mercy
- You can heal or harm with a touch via pressure points/ki/whatever. You can do 1d12+Proficiency Mod Necrotic Damage if you hit a target or 1d12+Prof Mod Healing to a target. In the original it's just the Martial Arts Die plus Wisdom, but that could potentially be less than what you normally deal if you have better Dex? Maxing the Die plus Prof means it'll still advance and will outstrip the new Monk progression... which it really should if you are spending DP on it.
- You get uses of this technique equal to your Wisdom Modifier. These recover after a Long Rest. If you are out of uses, you may spend 1 DP to use this technique instead. Again, get some free uses of the technique before forcing someone to use DP.
- You may boost this technique by spending 1 DP (not free uses) to add a second d12 to the roll. This can be done after the attack is made. Hey, not quite a smite, but free damage and an easy, interesting boost of the power.
- Keep as is. Not much problems after this first part, since you can cut the DP cost and give them a few free ones to spend in a pinch.
These are some interesting ideas here. I may have to dig into this design space again in a few months