Just started listening to the DMB a month or two ago, after feeling inspired I decided to lift some mental weights and try my own hand at creating a homebrew character option for the Monk class! Thanks heaps guys, feedback would be awesome!
A Monk who follows this path has learned through years of meditation and practice to augment their body with stone like hardness. Through meditation they harden their skin, allowing them to endure devastating blows and also deliver powerful heavy attacks in return. Members dedicate themselves to this tradition, training relentlessly to have harmony with perfect defense and attack.
__Solid Stance__ Starting when you choose this tradition at 3rd level, you have trained extensively and hardened your body, you can manipulate the ki in your body to perform incredible feats of power and endurance. You gain the following effects: - Your unarmed melee attacks deal double damage to nonmagical objects and structures. - You have advantage on saving throws against being knocked prone. - Once per turn, you can add your proficiency modifier to a damage roll when making an unarmed attack.
__Hardened Hide__ At 6th level, you can harden your body at a moments notice to shrug off the damage of devastating blows. When an attacker that you can see hits you with an attack, you can use your reaction to spend 1-2 ki points to reduce the damage you take by an amount equal to your Monk level times the number of ki points spent.
__Heavy Handed__ Beginning at 11th level, you direct the flow of your ki through your body into your limbs, allowing you to increase the weight and strength of your unarmed attacks. When you hit a creature with an unarmed strike, you can spend 1-10 ki points to harden and add weight to your limbs, which lasts for a number of rounds equal to the number of ki points spent. During that time, when you hit a creature with an unarmed attack, you do not roll for damage but use the maximum die result instead. At the end of the turn this effect ends, make a constitution saving throw with a DC of 8 + ki points spent. On a failed save, you cant use this feature again until you finish a long rest.
__Battle Hardened__ At 17th level, you have endured through countless battles, trials and tribulations; your abilities and defenses honed to a level of mastery; you can enter a deep meditation, allowing your body to reach maximum density and hardness. After a long rest, you gain resistance to nonmagical bludgeoning, piercing and slashing damage for 8 hours. In addition you are immune to effects that would knock you prone.
I like the balance and the flavor. It looks well thought out without a massive overpowering advantage. I'd probably roll up an NPC or a troupe of them for an adventure that involves their capacities.
I am thinking of some scene, possibly a heist, that uses their Solid Stance 3rd level effects. - Your unarmed melee attacks deal double damage to nonmagical objects and structures. - Once per turn, you can add your proficiency modifier to a damage roll when making an unarmed attack. There is a movie, a heist movie, that involves breaking into a subterranean bank vault. On the same block as the bank was a hot springs bath; deep underwater tunnels that come close to the vault. The heist uses a crew of miners to break into the vault (otherwise impossible to beat security) from the outside (but still underground). If you needed to break through walls I think it would be really memorable to have the PCs hire a monastery full of monks to punch their way into a stone vault. It would be difficult to bring equipment into a hot springs & explain to the owner you mean to drill through a cave inside. With a troop of these monks, they could strike their way through in a few hours. Hewn stone is a non-magical object with 540 hp per 10' cube. If you wanted to have a proficiency modifier added to every attack you'd need to rotate monks. Some math: If there are 10 rounds per turn, you need 10 monks on rotation. If they stood on shoulders, they could attack all sections of 10' cube at once. If a 3rd level monk strikes 1d4 + prof + dex damage per turn say that's 10.5 damage per monk per turn. 4 monks is 42 damage, that's 13 rounds per 10' cube. So if they need to tunnel a football field (300') it would take 39 minutes. That makes a neat timer to build a scene around. Say it's 40 minutes the PCs need to distract someone in the bank or stronghold. That's while the monks are digging. I think it would be fun to build a scene around where a charismatic character needs to distract some main opponent. It would be some bluff or subterfuge check, and the opposing check would be affected by louder and louder noises coming from the direction of the vault. If the skill fails, it could trigger some 'bad' outcome on your heist flow chart. Just a fun adventure hook. Thanks for sharing!
Diggin' it! I'm with randosaurus: Seems like it's balanced well. It has its own unique spot among the other monastic traditions; It does something that the others don't and doesn't make anything else in the game obsolete.