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HellSaint
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As clarified in the comments, you have playtested it in a quite high level (13) one-shot. From my point-of-view, a few things were missed in the review of the first homebrew. My review is based on the assumption that most 5e campaigns go through tiers 1, 2 and sometimes 3, and the experience chart means the characters will spend some time on levels 1-4, a long time on levels 5 to 10 and then some time at levels 11 to 15.

My comparisons will be mostly made against the Open Hand from PHB and Drunken Master from Xanathar, which are, in my opinion, the two most viable Monk subclasses. I will also randomly make comparisons against other classes, for reference.

3rd level

These features are quite hard to evaluate. They are quite useful battleground control features, and can be deadly in some scenarios (e.g. nearby a cliff). I think it is okay to allow them to be.

The most concerning uses of these features, on the strong side, are, for me:

  • Using the Force Grab against a melee enemy, allowing your ranged party to keep attacking him from a range. This use is very similar to Levitate, which does not even grant new saving throws. Both are, in fact, concentration, Levitate's range is larger in the early game (60 ft.) and both are able to completely disable a melee enemy if successfully applied.
  • Prone a flying target. Again, spellcasting classes have ways to do it as well. Sleep, Hold Person, Hideous Laughter, and many other spells that make a flying enemy basically drop dead.
  • Drop someone off a cliff. Well, a Grappler can do that as well. You can do it safely. Not the most common situation either.

These comparisons are made just to make the following point: even in the strong cases, you are not doing something that doesn't already exist in the game.

So, my concern is now on the weak side: in the many situations where you are not in a very favorable scenario, this 3rd level feature is quite weak. When compared to Open Hand Technique, you are losing your ability to even attack, since you are not making an attack and thus can not make the bonus action attack either (or use Flurry of Blows). Against a melee enemy, OHT is simply vastly superior: when using Flurry of Blows, they get two attempts essentially for free, i.e., they get their full attacks, spend 1 Ki for furry of blows, and then have an extra addition. Drunken Master's Drunken Technique also is essentially a free buff for Flurry of Blows.

My point here is: This feature synergizes quite poorly with the Monk class main features, and, at 3rd and 4th level, it seems basically unusable, except as a Save-or-suck against particular enemies in particular scenarios.

I would, at least, make it a bonus action. This way, it does not cost two attacks at these levels. If you consider that these actions count as "unarmed strikes" or "monk weapons", i.e., the character can still use the bonus action to make additional attacks, then this is not a problem.

It still feels a little bit on the too situational side of things, though.

6th level

This one seems okay. Both the OHW and the DrM get quite specific features. Mind Powers is a nice situational roleplaying feature, I don't see anything nearly broken or underwhelming on it. Life Sense is also a nice feature, similar to features the Ranger or the Paladin have, although I would say the rage is a little bit on the weak side. It will certainly still be useful inside dungeons or closed spaces, though. Maybe, in Wild/Open areas, you can increase the range, and in closed areas, keep it as is. Something about the walls making it harder.

Finally, Greater Telekinesis helps in that you now can use it on Huge creatures. This is one of the main weaknesses of Grappler builds, where in later stages of the game, you become useless because the enemies are too large. At 11th level you do the same for Gargantuan, which is nice.

Comments so far

So, let us see the problems you stated so far.

It was also unsatisfying to attempt to use an effect, just for it to fail, and my limited resource be wasted.

This seems highly related to what I mentioned as a problem in your 3rd level feature. The feature is not in synergy with your Monk abilities, it is just an extra ability option, which is nice, but at the same time, means you are giving up something (an attack, for example) to use them. If an OHW monk uses this Flurry of Blows and the enemy succeeds in the saving throws, he does not feel like he wasted a Ki point for that: he used the Ki point to get one extra attack through the Flurry of Blows - the possibility of an extra effect is just a bonus.

It seems quite hard to find a solution in your case, since it is inherently distinct from the base features of Ki uses. But perhaps you should consider giving some effect that does not rely on the enemy succeeding or failing the saving throw.

I also found myself unwilling to use the Greater Telekinesis feature that lets you move creatures as an attack

It is a flavor feature, from my point of view, and there is nothing wrong in that. Sometimes it will be useful, either to move an enemy far away from your backlines, or to push him off a cliff. As I mentioned, 6th level features of the Monk are mostly like that.

Other subclasses get features they can use without resources; currently, this subclass only has Life Sense for that.

I am not so sure about that. Drunken Master gets Leap to your feat. Not amazing. And some bonus proficiencies, which are okay. And yet it is considered one of the strongest monk subclasses. Open Hand also gets a heal that costs an action and can be used once per long rest, and a permanent Sanctuary that goes away the first time he attacks, so... also not amazing. I would say having only the Life Sense is completely fine, but if you want to give something extra that does not require any Ki being spent, give it a bonus proficiency in Persuasion or Insight or something that you feel flavorful enough, or a minor feature that can be used once per long rest.

Independent of the subclass, a Monk without Ki is a bad monk. So, the problem here seems to be the previous comment: your features are too much of a save-or-suck, and on save, it feels like you wasted resources for nothing.

The use of Strength saving throws instead of Dexterity saving throws is also a tad worrying; I'm not sure how unbalanced that is, though.

Incredibly, monsters are usually worse at Dexterity saving throws than at Strength, as I found out when writing this answer, at least at higher levels. Not sure at lower levels, as there are many monsters around to check. But I doubt this will be a factor that changes balance heavily.

So, going for the final two.

11th level

Again, you are making it a more expensive save-or-suck. I really, strongly dislike this feature (the restraining one, I mean). It is not that it is weak, the other options (Drunken or Open Hand) are not amazing either. But this is going too deep in the Save-or-suck mindset. Now you can spend lots of resources for a save-or-stronger-suck. This mindset is okay if you are playing a Wizard and this is one out of 20 spells you have so far. This is not okay when you are playing a Monk and all your other options are already too similar to this.

My recommendation for this one is (and please don't take this in an offensive way): go back to the drawing board. Here you have the opportunity to give the subclass something that is not another save-or-suck feature. If you want, you can even make it a little weaker (make it cost even more Ki points), and then add something else to this level, again, that is not a save-or-suck-based feature.

17th level

My experience on tier 4 is mostly theorycrafting and playing Wizards, and unfortunately you have not been able to playtest it either. My overall philosophy for this feature is that we first make a good balanced base subclass (i.e., levels 3, 6 and 11), and afterwards we worry about this one.

But 10d6 per turn as a bonus action seems quite strong, but it is hard to say without playtesting, since spells at this level are usually more about utility than pure damage. The only spell similar I could find is Incendiary Cloud, but it only deals damage if the enemy finishes its turn in the cloud, so hardly it will be consistently proc'ing every turn, unless someone grapples them inside.

But from theorycrafting, overall I think these are fine, plus or minus minor adjustments like 8d6 instead of 10d6 or something like that. Do note that Force Choke is yet another Save-or-suck feature.

Final Comments

The frustration you felt seems to be based on the overall subclass concept of save-or-suck, and the fact that essentially all features go into that direction, none of them being just "extras" to the base monk class, which is something the good Monk subclasses have and yours is missing.

HellSaint
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