doctorbadwolf
Heretic of The Seventh Circle
I like that basic idea. I think the ki expense is too high for some of it, though. Looking at Deflect Missiles, you only spend ki if you throw the missile back, and looking at Open Hand, you spend a ki to Flurry, and just get the extra benefit for free. Generally, the satisfying Monk subclasses are the ones where you are getting more than just new ways to spend ki, so I'd look to do something like the following on a second pass:
Level 3: Stance of The Patient Tide. When you take the Dodge Action on your turn, you enter the Stance of The Patient Tide until the end of your next turn. While in the stance, you gain insight into any creature that comes into close contact with you. Whenever a creature misses you with a melee attack, they must succeed on a charisma saving throw or you learn their current HP total, and any damage resistences, immunities, or vulnerabilities they have.
The Tide Comes In. You can use your reaction to deflect a melee weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.
If you reduce the damage to 0, you can spend 1 ki do one of the following;
- Make a melee weapon attack against the target
- Move a number of feet up to your Unarmored Movement speed bonus
- Force the attacker to succeed on a Dexterity Saving Throw or be moved up to 10ft or any direction and knocked prone.
Level 6. Feel the Quiet River Rage. When you are in the Stance of The Patient Tide, you gain tremorsense out to 20ft, and can move up to 5ft any time you succeed on a strength or dexterity saving throw.
Level 11. idk
Level 17. Tidal Heart Beat When you use your Flurry of Blows or spend ki as part of the The Tide Comes In ability, you can feel the ki of a single creature targeted by the ability, feeling their heartbeat if they have one, or their mystical essence if they do not. Any time in the next minute that you use either ability against them again, you can spend ki to add additional damage dice equal to your martial arts die to a single damage roll against the target, ending the effect. You gain a number of dice equal to the number of ki you spend.
I'd like to finagle that a bit more to where you mark an enemy like in Tidal Heart Beat but with a much lesser effect very early on. I'll think on it and rework the abilities to use that psuedomarking mechanic early on, somewhere, but I do think the deflecting attacks thing should be at level 3 if possible, because it's situational enough that it isn't really equal to most level 6 benefits, and a slight buff to the dodge action isn't supperr beefy either.
His weapons aren't really the issue, but I'll check out the articles.
So, after a lot of thinking and tinkering, I have a few new ideas.
So, first, for monks in general I'd say they can spend 1 ki to do a special attack as part of an attack with a monk weapon or unarmed strike, rather than in place of it.
As for the Way of The Patient Tide, here is what I've got now;
Stance of The Patient Tide - Starting at level 3, whenever you take the Dodge Action, you can spend 1 ki to enter the Stance of The Patient Tide, which lasts for 10 minutes or until you end it, fall unconscious, or lose concentration as if concentrating on a spell.
While in the stance, you have tremorsense out to a distance equal to your Unarmored Movement speed bonus, and you gain a mystical bond with a creature you physically interact with, allowing you to hear their heartbeat, and exploit it. Whenever a creature misses you with a melee attack, they must succeed on a wisdom saving throw, or you learn their current hit points, and any damage resistances, vulnerabilities, or immunities they posses. You can also impose the save and gain this information by spending an attack as part of the attack action to take stock of your enemy's strengths and weaknesses.
Strike of The Tide Returning - Your perception of your enemies allows you to pull them out of balance when they strike, opening them up to a counter-attack.
Also at level 3, You can use your reaction to deflect a melee weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.
If you reduce the damage to 0, you can spend 1 ki to make a melee weapon attack against the creature that attacked you. (recall that this also means that you could instead grapple them, or trip them, etc. This will also get an upgrade later.)
Feel The Quiet River Rage - At level 6, your attunement to the bond of the Patient Tide increases. Every failed attack against you drives your opponent closer to the end. When a creature fails it's save from your Stance of The Patient Tide ability, and any time they miss you with an attack while under that effect, they take damage as if you'd hit them with an unarmed strike, as you use their anger and the mystical bond you've created to accelerate their heartbeat and bring them closer to death.
You can also enter the Stance without spending ki, as an action. You cannot do so again until you complete a long rest.
At higher levels you'd gain maybe more info from stance of the patient tide, perhaps know their emotional state, even surface thoughts?
Also, at high level, some kind of killing blow you can do to a creature under your bond, any time you could make a normal attack? Or perhaps even something using the exhaustion mechanic instead of bonus damage?
Anyway, in combat it probably needs some sort of active benefit when on the offensive, although the enemy taking damage any time it attacks you is good.