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Way of the Harmonious Circle

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Guest 6801328

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This idea grew out of the thread about Strength-based monks (although this is not necessarily a Str-based sub-class) and I decided to start writing it up because of the thread about tactical choices. I think this could add tons of tactical fun in melee combat...

(Fluff largely excluded so far.)

Way of the Harmonious Circle

Level 3: Serene Equilibrium
Your awareness of the Ki in others gives you insight into their movement and balance. When making a contested ability check involving either grappling or shoving, you may use your Wisdom modifier in place of Strength or Dexterity for the roll, and you may spend 1 Ki to also gain Advantage on the roll.

Additionally, you gain proficiency in Athletics if you do not have it already.

Level 6: Circle of Power
You learn how to redirect the energy of attacks. When an enemy within 5' misses you with a melee attack, you may use your reaction to shove that enemy. Your shove also gains some special features:
- If the attacker used any movement to get closer to you on this turn, you may increase the distance of the shove by up to half of the distance the attacker moved.
- If an attacker you shove would move into or through an occupied space, both creatures must make Dexterity saving throws or be knocked Prone.​

Level 11: Recentering
You can use your Ki to re-establish your inner balance and recover your energy. You may spend an Action and Ki to heal yourself for 1d8 HP for each Ki spent. If time is of the essence you may do so as a bonus action, but you only recover 1d4 per Ki spent.

Level 17: (Need a name...?)
When you shove another creature you may choose to use both effects (pushing it away from you and knocking it Prone), and any creature knocked Prone as a result of your shove also takes damage as if struck by your unarmed strike.


If I get good feedback I'll keep editing this initial entry.
 
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If anybody is listening, I made a few changes:

- Added Athletics proficiency at level 3
- Moved Recentering to 11 and improved it. (The 1d8 and 1d4 are placeholders...)
- Tweaked language of Circle of Power
- Made the level 11 ability the capstone.

Here's what I'm thinking about the capstone:
- Against multiple medium sized enemies it's quite powerful: any time somebody misses you there's a decent chance (or a great chance, if you spend a point of Ki) that you will get the equivalent of two free unarmed strikes (plus moving one enemy and knocking two of them prone).
- Against a single enemy up to size large it has some value, although greatly reduced (can't hit a secondary target, and only works if the single enemy picks you to attack)
- Against huge+ enemies it's useless.

So maybe this should go back down to level 11, and I still need to think up a cool capstone.
 

I think recentering at 3rd would be fine. The moon druid gets strong self healing while wildshaped. I also think the healing dice would be more elegant as 2d4 and 1d4.

But the biggest problem I see with the subclass is it doesn't provide anything to spend ki on except for that healing until 17th level.
 

I think recentering at 3rd would be fine. The moon druid gets strong self healing while wildshaped. I also think the healing dice would be more elegant as 2d4 and 1d4.

But the biggest problem I see with the subclass is it doesn't provide anything to spend ki on except for that healing until 17th level.

Funny I didn't necessarily think of more opportunities to spend more Ki as being necessary, but I guess all the subclasses do that. Will rearrange things. Thanks for feedback.

(And who has that many d4's?)

EDIT: Moved the "spend 1 Ki to gain advantage on shove" to 3rd level. Although you don't get the reaction until 6th you can still shove pretty well as your action, which is useful.

I'm wondering if the capstone should allow you to spend additional Ki to increase the damage. Or only get the damage if you spend Ki?
 
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