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2018-10-02, 02:43 PM (ISO 8601)
- Join Date
- Oct 2006
- Location
- Pittsburgh, PA
- Gender
Way of the Iron Hand (armored Monk tradition)
Way of the Iron Hand
Iron Stance: At 3rd level, you gain proficiency in light and medium armor, and with shields. While wearing armor or a shield, you gain the following benefits:
- You may use your Martial Arts and Unarmored Movement abilities
- You may use your Strength modifier in place of Wisdom when determining the save DC of Monk abilities such as Stunning Strike.
- You may use your shield as a melee weapon dealing 1d6 bludgeoning damage and the throwing property, with a 10ft range. It counts as a Monk weapon.
- When wearing armor or using a shield, you may spend 1 ki as a bonus action to gain resistance to all slashing, bludgeoning, and piercing damage for 1 round.
Special Option: Weight Training: Upon gaining this subclass, you may spend 1 week of downtime performing intensive training to switch your Strength and Dexterity scores, not including racial bonuses. For example, if an Elf Monk with a Strength of 12 and a Dex of 17 used this feature, they would wind up with 15 Strength and 14 Dex.
Steel Fist: Beginning at 6th level, when you strike a foe with an unarmed strike while wearing armor, or with a melee weapon attack using your shield, you may push them 5ft. If you do, you may choose to immediately move 5ft to remain adjacent to them.
In addition, strikes with your shield count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Mithril Heart: Beginning at 11th level, when you are wearing armor or using a shield and are damaged by a melee weapon attack, you may spend 1 ki as a reaction to reduce the damage by 1d10+level+Str. If you reduce the damage to zero, the attacker must make a Str save or drop their weapon. You may catch it if you have a free hand.
Adamantine Soul: Beginning at 17th level, when a creature misses you with a melee attack, you may make an unarmed strike against them as a reaction. You may also make an unarmed strike against your attacker as part of your Mithril Heart reaction ability.Last edited by Grod_The_Giant; 2018-11-12 at 11:48 AM.
Hill Giant Games
I make indie gaming books for you!Spoiler
STaRS: A non-narrativeist, generic rules-light system.
Grod's Guide to Greatness, 2e: A big book of player options for 5e.
Grod's Grimoire of the Grotesque: An even bigger book of variant and expanded rules for 5e.
Giants and Graveyards: My collected 3.5 class fixes and more.
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2018-10-02, 02:54 PM (ISO 8601)
- Join Date
- Aug 2018
- Location
- Between SEA and PDX.
- Gender
Re: Way of the Iron Hand (armored Monk tradition)
While I like the idea of using alternative stats for classes, the issue I see with this is that the Monk uses Dexterity and Wisdom for the first few levels, and requires them to be a certain value before you can multiclass.
Also, with the fact that the shield can be thrown, it's possible with how it's written to throw the shield, move 5 feet, and then not be adjacent to the target. I'm not sure if this is intentional.
The other thing is, the fact that I can reduce any melee attack by 21 + 1d10 (average 26) and then punch someone and move as a reaction, and reduce all non-attack damage by 5 at level 11, it's all a bit overboard. I get that it's trying to duplicate the Deflect Missiles effect, but they stack a little bit too well.
The main thing is that the entire build relies on enemies attacking you, and doesn't offer much proactive options other than pushing people with your fists. Perhaps some method that allows you to treat your shield as a Reach weapon if you throw it as part of an Attack of Opportunity, or something along those lines. At the moment, this is a 3x3 piece of difficult terrain that I just need to avoid.
5th Edition Homebrewery
Prestige Options, changing primary attributes to open a world of new multiclassing.
Adrenaline Surge, fitting Short Rests into combat to fix bosses/Short Rest Classes.
Pain, using Exhaustion to make tactical martial combatants.
Fate Sorcery, lucky winner of the 5e D&D Subclass Contest VII!
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2018-10-03, 03:11 PM (ISO 8601)
- Join Date
- Oct 2006
- Location
- Pittsburgh, PA
- Gender
Re: Way of the Iron Hand (armored Monk tradition)
I'm aware of the issue, but...there's not really much that can be done about it when subclasses don't start until 3rd, short of grossly gamist "you may swap your Dex and Str scores" type garbage. It's part of the reason that I didn't give heavy armor, though-- you need a small Dex investment to make medium armor work, and you'll need a small Dex investment to survive the first two levels.
Also, with the fact that the shield can be thrown, it's possible with how it's written to throw the shield, move 5 feet, and then not be adjacent to the target. I'm not sure if this is intentional.
The other thing is, the fact that I can reduce any melee attack by 21 + 1d10 (average 26) and then punch someone and move as a reaction, and reduce all non-attack damage by 5 at level 11, it's all a bit overboard. I get that it's trying to duplicate the Deflect Missiles effect, but they stack a little bit too well.
The main thing is that the entire build relies on enemies attacking you, and doesn't offer much proactive options other than pushing people with your fists. Perhaps some method that allows you to treat your shield as a Reach weapon if you throw it as part of an Attack of Opportunity, or something along those lines. At the moment, this is a 3x3 piece of difficult terrain that I just need to avoid.Hill Giant Games
I make indie gaming books for you!Spoiler
STaRS: A non-narrativeist, generic rules-light system.
Grod's Guide to Greatness, 2e: A big book of player options for 5e.
Grod's Grimoire of the Grotesque: An even bigger book of variant and expanded rules for 5e.
Giants and Graveyards: My collected 3.5 class fixes and more.