I totally didn't forget of this/didn't get lazy for a few days 😅.
Here you got days 16, 17 and 18. Three days in which I wanted to make basically classes that "wanted" to be other classes, similar to what @homebrew-a-la-traumaverse did on their first half of the challenge.
The Thug! For a rogue that wanted to be a fighter. I wanted something that basically was... tough to beat. I hope I got that through
The Arcane Circle. I heard once that being able to get wizard spells is one of the best things a spellcaster can do, because it is so varied. That coupled with the fact that Druid doesn't learn find familiar naturally led me to this idea
And finally, the Way of the Holiest. I always forget monks cannot actually cast spells save for some exceptions, its a bit mind blowing, so I fixed it in the same way Fighter and Rogue fixed their respecive classes not being able to cast spells, by making a third-caster.
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Monk: Way of the Faerie
Many monks in the Feywild find peace in the ways of the fey, and these teachings have bled into the Prime Material Plane. To follow the Way of the Faerie, monks will seek to reach a state of whimsy as they learn to move with as much grace and magic as the fey themselves, and many will give up their ties to their names, taking on false names or vague titles as a precaution when spending so much time among the tricksters of the feywild.
Seasonal Bond
When you choose this tradition at 3rd level, you deepen your connection to the natural world, bending your soul to the seasons themselves. Whenever you finish a long rest, you may select a Seasonal Bond from the list below. When a season is chosen, your personality may often shift slightly. For example, you may find yourself feeling sombre when attuned to the Winter, or feeling gleeful when attuned to the Summer. This emotional shift depends on how you perceive the season.
When attuned to a season, your body hums with fey energy, which allows you to cast some simple cantrips, as well as gain an ability associated with the season.
Winter: You can cast the Frostbite cantrip. You gain resistance to Cold damage, and when you make an attack with a monk weapon or an unarmed strike, you may spend 1 ki point to deal an additional amount of Cold damage equal to a roll of your Martial Arts die.
Spring: You can cast the Guidance cantrip. You ignore difficult terrain, and, as an action, you can spend 1 ki point to touch a creature and restore a number of hit points equal to a roll of your Martial Arts die.
Summer: You can cast the Sacred Flame cantrip. You gain resistance to Fire damage, and when you make an attack with a monk weapon or an unarmed strike, you may spend 1 ki point to deal an additional amount of Fire damage equal to a roll of your Martial Arts die.
Autumn: You can cast the Gust cantrip. Your movement speed increases by 5 ft., and when you make an attack with a monk weapon or an unarmed strike, you may spend 1 ki point to deal an additional amount of Necrotic damage equal to a roll of your Martial Arts die.
Touch of the Courts
Starting at 6th level, you have learned to channel your ki into the magic of the seelie or unseelie courts. You learn to speak, read, and write Sylvan, you have advantage on saving throws against being charmed, and magic can't put you to sleep.
As an action, you can spend 1 ki point to cast Faerie Fire, Charm Person, or Fey Prank, or 2 ki points to cast Command or Invisibility without requiring material components.
Fey Flitting
When you reach level 6 in this class, you learn how to flit around the battlefield like a fairy. When you take the Dash action on your turn, you may also take the Dodge action as a bonus action, or jump up to 20 feet in any direction as a bonus action after moving at least 10 feet of the Dash action. When you take the Disengage action, you jump from your current position to an unoccupied space you can see within 15 feet.
In addition, when you are damaged by a melee attack by a creature that you can see, you can spend 1 ki point to take the disengage action immediately.
Dance of the Pixie
By 11th level, your motions and ki are so in-tune with the fey that you’ve mastered an elegant and mystical dance to channel them. As an action on your turn, you may spend 5 ki points to begin the Dance, and must spend an additional ki point every subsequent turn to keep it active. You may still act as normal on subsequent turns. The Dance lasts until you choose to end it on your turn (no action required), or until you fall unconscious, die, or suffer the Restrained, Paralyzed, or Petrified conditions. When the dance begins, a number of creatures of your choice that can see you within 30 feet, up to your Wisdom modifier, must succeed on a Wisdom saving throw or be charmed by you until the Dance ends or until you or an allied creature do anything harmful to it. The DC for this saving throw is equal to 8 + your proficiency bonus + your Wisdom modifier.
Additionally, while the Dance is active, four illusory duplicates flicker into existence around you, copying your movements exactly, shifting position so it’s impossible to track which image is real. Each time a creature targets you with an attack while the Dance is active, roll a d20 to determine whether the attack instead targets one of your duplicates. If you have all four duplicates, you must roll a 4 or higher to change the attack’s target to a duplicate. With three duplicates, you must roll a 6 or higher. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
A duplicate’s AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. When a duplicate is destroyed, it explodes, dealing damage to the creature that destroyed it equal to 1d12 + your Wisdom modifier. The damage’s type is determined by the Seasonal Bond you have active; Winter causes Cold damage, Spring causes Radiant damage, Summer causes Fire damage, and Autumn causes Necrotic damage. The dance ends if all duplicates are destroyed.
A creature is unaffected by this effect if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.
Boon of the Faerie
At 17th level, you have truly embraced the magic of the fey, and as such, have learned to truly channel the magic of the Seasonal Courts. As an action on your turn, you may spend 6 ki points to grant yourself a flying speed equal to your walking speed. This feature lasts 1 minute, or can be dismissed at will.
In addition, you now gain access to all four Seasonal Bonds and their cantrips and abilities at once, selecting which ability you wish to use for each attack made. When using the Spring bond ability, you may still use your Flurry of Blows as a bonus action.
The bond's abilities no longer cost any ki points to use so long as you expend at least one ki point during your turn.
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The Way of Duality - Homebrew Monk Subclass
I know it says "Endless Dance," but don't try to go for an infinite.
The Way of Duality adopts a mindset of a dynamic balance - not stagnant as a pair of scales, but constantly shifting one way or another around an invisible equilibrium. Outsiders often find such shifts unsettling and unpredictable - yet to the trained eye, they are one and the same.
It's stretching the theme a little, but the "two onis" tagline made me decide it would be worth including this in my Monstrous Subclass Manual.
... Still workshopping that name.
Links in reblogs... as soon as they exist.
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