G
Guest 6801328
Guest
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:
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.
(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.
- 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.
Last edited by a moderator: