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Monk Subclass: Way of Determination

Yunru

Banned
Banned
Man this is ooold. I was so naive back then.
Anyway, here's a newer version:

Way of Determination
Monks that follow the Way of Determination are sustained by their raging spirits and iron resolves.

Push Beyond - Starting when you choose this tradition at 3rd level you can spend a Hit Die as a bonus action to regain Ki Points equal to the number rolled.

Undying Spirit - Starting at 6th level, when you are reduced to 0 hit points for the first time after a short or long rest, you are instead reduced to 1 hit point. You also gain proficiency in Constitution saving throws.

Faster Than Fast - Beginning at 11th level you may spend 5 Ki Points to cast Haste on yourself as an action.

Pierce the Heavens - Starting at 17th level, when you reduce an opponent to 0 hit points with an attack, you gain an additional action if it's your turn, or an additional reaction if it's not.

[sblock="Old"]Way of Determination
Monks that follow the Way of Determination are sustained by their raging spirits and iron resolves.

Push Beyond - Starting when you choose this tradition at 3rd level you can spend a Hit Die as a bonus action to regain Ki Points equal to the number rolled.

Undying Spirit - Starting at 6th level, when you are reduced to 0 Hit Points you can make a Concentration check. On success, you are instead reduced to 1 Hit Point. Once used, this ability cannot be used again until after a short or long rest. You also gain proficiency in Constitution saving throws.

Faster Than Fast - Beginning at 11th level you may spend 5 Ki Points to cast Haste on yourself as an action.

Pierce the Heavens - Starting at 17th level, when you reduce an opponent to 0 Hit Points with an action, you can repeat that action against a different target.

So this is a from-memory repost from Wizards since that appears to be down. Some of the conditionals and names may be different but you get the idea.[/sblock]
 
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I would limit the first ability to a number of times equal to WIS mod before needing a short or long rest. Otherwise they'd burn almost all their hit dice on ki points.

Otherwise the subclass looks pretty good. Good job.
 

I'm not certain the Hit Die use needs to be limited as they are choosing ok over healing which is a pretty significant choice.

The second ability doesn't need the con check. Just use the mechanic this ability is based off of as-is. However if you really want the con check, you need to list a DC for success.

Piercing the heavens needs rewording. Can make an attack as a bonus action? Make the attack against who? Is this supposed to be cleave?
 

Concentration checks already have defined DCs, which is why I used them. Pierce the Heavens does what it says, you drop a foe you get to attack again.

Will change it to be slightly more powerful though, considering it has to compete with Open Hand's Save-or-Die (and 10d10 even if they do save).
 

Concentration checks already have defined DCs, which is why I used them.
I'm really curious, where are you seeing this? I see nothing about set DCs under Constitution checks. If you tell someone to make a check, there has to be a DC, likely 15 (medium).

As for Undying Spirit, this is in effect Undying Sentinel (paladin) but gained 9 levels lower. Is this why you tried to limit it with a check?

Pierce the Heavens does what it says, you drop a foe you get to attack again.
All "attack again" features in 5E state what kind of action - in this case I would assume the attack takes your Bonus Action. (See Great Weapon Master feat as example).

Will change it to be slightly more powerful though, considering it has to compete with Open Hand's Save-or-Die (and 10d10 even if they do save).
It doesn't have to compete with Quivering Palm if its not spending Ki, which as you have it, it doesn't. However, yes, gaining 'cleave' at 17th level is a bit weak on its own. I might suggest something more along the lines of this...

Pierce the Heavens
Starting at 17th level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Wisdom modifier + your monk level, and you may make one additional attack as a bonus action.


Edit: As an aside, I would swap Undying Spirit and Pierce the Heavens, though I think I'd alter the name on Pierce to something more like Unrelenting Determination?
 
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Ah but it's not a constitution saving throw is it (well it is but it's a special one), it's a concentration check.

I'd also like to note your version of Pierce the Heavens would do nothing but add some Temp HP as Martial Arts already grants a bonus action attack. And while Open Hand's 17th requires Ki, Pierce the Heavens has a equally (if not moreso) harsh requirement.
 
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Ah but it's not a constitution saving throw is it (well it is but it's a special one), it's a concentration check.
Uh, yes?....

Ability Checks p174 PHB
1) "The DM calls for an ability check when a character or monster attempts an action (other than an attack) that has a chance of failure."
2) "For every check, the DM decides which of the six abilities is relevant to the task at hand and the difficulty of the task, represented by a Difficulty Class."

Constitution checks p177 PHB - no such listing of 'set' Constitution check DCs.

The other issue here is that unless I missed something, I don't think there is a single example in the PHB of a character feature that requires an Ability Check to use it. Thus why I recommend swapping the abilities levels and simply using Undying as its already written.
 


Really? You're not seeing it? Here's a hint: Constitution=/=Concentration.
Yeah, I just noticed I missed the comment about it being a Concentration check. In that case, I guess I could see it, though I'm not sure its limiting quite enough to make up the level difference. Most abilities similar are in the higher level range. I still think I'd go with the following as they stack well (almost too well)...

Unrelenting Determination
Starting at 6th level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Wisdom modifier + your monk level, and you may make one additional attack as a bonus action.

Undying Spirit
Starting at 17th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this feature, you can’t use it again until you finish a long rest.
Additionally, you gain proficiency in Constitution saving throws.


At this is how I'd implement it.
 

Yeah, I just noticed I missed the comment about it being a Concentration check. In that case, I guess I could see it, though I'm not sure its limiting quite enough to make up the level difference. Most abilities similar are in the higher level range. I still think I'd go with the following as they stack well (almost too well)...

Unrelenting Determination
Starting at 6th level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Wisdom modifier + your monk level, and you may make one additional attack as a bonus action.

Undying Spirit
Starting at 17th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this feature, you can’t use it again until you finish a long rest.
Additionally, you gain proficiency in Constitution saving throws.


At this is how I'd implement it.

All monks get proficiency with all saves at 14th, so giving Constitution saving throw proficiency again at 17th makes no sense. I'd drop that part and switch it to refresh on a short or long rest. It's situational at best anyways as you shouldn't be dropping to 0 that often.

Also, an extra attack as a bonus action is only useful if your weapon attack is more powerful than your unarmed strike. Since both use the same damage at higher levels, then it'd only be useful if you have a magic weapon and it'd usually only be a +1 bonus over what Martial Arts already gives you every round. Seems kind of weak.
 

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