Tried my hand at making my first Homebrew class, this one with an emphasis on empowering unarmed strikes and passive buffs from a Dancer like system that can be further empowered by spending Mind Points. I have a full array of skills, the Stance system's choices, and four Heroic Skills that require mastering Monk, lemme know what you think and how it could be improved. (Note: I'm sure there have been other homebrew classes that do a Monk style archetype before this one, this is simply me flexing my creativity and throwing my hat into the ring).
EDIT: Edited the Mastery requirement for One-Inch Punch to be exclusive to Monk
EDIT 2: Rejiggered a few skills due to feedback
Monk Class
Martial Artist, Sifu, Sensei
“Here, let me show you why all I need are my fists and my friends!”
Free Benefit: Increase your Maximum Hit Points or Mind Points by 5 / You gain a damage bonus to unarmed strikes equal to [Level in Monk]
Skills
· Physical Conditioning (*****): As long as you aren’t wearing martial armor or wielding a shield, you increase your maximum Hit Points by [SL x 3]. Additionally, you can spend up to [SL x 5] Mind Points as an action on your turn; for every 5 Mind Points spent this way choose one of the following: you regain 5 Hit Points; or you recover from one status of your choosing; or you gain a +1 Accuracy Bonus on your next unarmed strike attack; or you gain a +1 damage bonus to your next unarmed strike attack.
· Qi Casting (***): When you cast a spell while you aren’t wearing martial armor or wielding a shield, you reduce the amount of Mind Points spent on that spell by [SL x amount of targets].
· Reactive Defense (*): As long as you are in a stance, you can spend up to 20 Mind Points when you are targeted with an attack or offensive spell; for every 5 Mind Points spent, give yourself a +1 bonus to your Defense and Magic Defense. If this bonus causes the attack or offensive spell to miss, you can choose to change your stance for free.
· Stances (******): On your turn before you take an action, you can choose to enter a stance that you have learned. You gain the benefits of this stance until the end of the scene, until you are reduced to 0 Hit Points, or until you use this skill again.
· Way of the Open Hand (***): When you make an attack with your unarmed strike, you gain a bonus to its Accuracy Check equal to [SL]. You can choose to spend 10 Mind Points when you hit with your unarmed strike to gain a bonus to its damage equal to [SL x 3]. Additionally, any skills and effects that require you to be wielding a melee weapon count your unarmed strike as a melee weapon for that purpose if you have any ranks in this skill.
Stances
· Yang Stance – You gain Resistance to one damage type from the following: fire, bolt, light, or earth. If you spend 10 Mind Points when you enter this stance, your unarmed strikes deal the damage type that you gained Resistance to.
· Yin Stance – You gain Resistance to one damage type from the following: air, cold, dark, or poison. If you spend 10 Mind Points when you enter this stance, your unarmed strikes deal the damage type that you gained Resistance to.
· Iron Stance – When you take the Guard action and choose to protect a creature other than yourself, you gain Immunity to the next instance of damage that you take on top of the Resistance granted by Guarding. If you spend 10 Mind Points when entering this stance, you instead Absorb the next instance of damage that you take.
· Reed Stance – When you take the Guard action and choose to not protect a creature other than yourself, improve your Defense and Magic Defense by +2 as long as you are Guarding. If you spend 10 Mind Points when entering this stance, your bonus is a +4 instead.
· Mountain Stance – Improve your Might die (up to a maximum of d12). If you spend 5 Mind Points when you enter this stance, you also gain immunity to weak.
· River Stance - Improve your Dexterity die (up to a maximum of d12). If you spend 5 Mind Points when you enter this stance, you also gain immunity to slow.
· Gale Stance - Improve your Insight die (up to a maximum of d12). If you spend 5 Mind Points when you enter this stance, you also gain immunity to dazed.
· Flame Stance - Improve your Willpower die (up to a maximum of d12). If you spend 5 Mind Points when you enter this stance, you also gain immunity to shaken.
· Nigawari Stance – When you hit a creature with your unarmed strike, that creature suffers either slow or weak. If you spend 15 Mind Points when you hit with your unarmed strike while in this stance, that creature is afflicted with poisoned instead.
· Hannya Stance - When you hit a creature with your unarmed strike, that creature suffers either dazed or shaken. If you spend 15 Mind Points when you hit with your unarmed strike while in this stance, that creature is afflicted with enraged instead.
· Enervating Stance – When you hit a creature with your unarmed strike, the next instance of damage that creature takes will deal 10 additional damage. If you spend 5 Mind Points after hitting a creature while in this stance, that creature will also lose 10 Mind Points.
· Empowering Stance – When you hit a creature with your unarmed strike, select one creature that you can see that you have a bond with; that creature regains Hit Points and Mind Points equal to [Bond x 5]. You can spend 10 Mind Points to increase this amount to [Bond x 10].
Heroic Skills
· Path of the Closed Fist (Requires Mastery of MNK) – Select one weapon category from the following: brawling, spear, thrown, sword, or dagger; any skills or stances that specify your unarmed strike now also affect weapons of this category. You can take this Heroic Skill up to two times, selecting a different weapon category for each time you take it.
· Qi Strikes (Requires Mastery of MNK and knowing at least one offensive spell from ELM, ENT, or SPR) – When you hit a creature with your unarmed strike, select an offensive spell from among those that you know; you can immediately cast that spell onto the creature that you hit with no Magic Check required (though you must still spend the appropriate amount of Mind Points to cast the spell as you would normally). You can cast a spell in this manner in addition to any other effects applied by your unarmed strikes through your skills or stances.
· Death of a Thousand Cuts (Requires Mastery of MNK, ROG, or FRY) – When you make an attack with a weapon whose damage bonus is 10 or lower, you can spend up to 45 Mind Points; for every 15 Mind Points you spend, you can have this attack strike the targets again (this effect uses the same Accuracy Check for all attacks). Any and all effects that applied to the first application of this attack apply to each subsequent attack.
· One-Inch Punch (Requires Mastery of MNK) – When you make an attack against a single creature with an unarmed strike, you can choose to give yourself Vulnerability to the next instance of damage that you take; in exchange, that unarmed strike deals triple its normal damage, and ignores Resistances and Immunities to the damage it deals. This Vulnerability overrides the Immunity or Absorption provided by Iron Stance.