D&D (2024) Playtest Packet 6: Monk reactions?

There is something to be said of a design where you manifest a less powerful ability that has a primary effect, as well as a side effect to gain power in an energy pool that you can build up to spend on something more powerful later in the fight. It's a gamble because you don't know when the fight is going to end. But it can be a fun gamble.

Turn 1: I focus my Discipline to Aura Punch my opponent as an action and get a Di Point.
Turn 2: I focus my Discipline to Channel Resilience, to give myself 7 Temp HP as a bonus action, which gives me another Di Point, and also make some normal attacks.
Turn 3: I spend 2 Di points to perform the Iron Cricket Kick as an action, which deals 4d10 force damage, and knocks my enemy prone, no save.

Yes, exactly. I go on about it all the time, but the Grit mechanic Matt Mercer used/borrowed for his Gunslinger is a good one, where certain conditions recover a point. And honestly, I feel a bit inspired for whatever reason, so let's work on a few things. In particular, I started remembering Fizban had a very unique design for the Ascendant Dragon that I think could be applied to a few things.

@mellored 's recovery: Honestly having some recovery isn't a bad idea, but maybe make it fast with a limit. How about this:
  • You can gain back Discipline Points by spending a Bonus Action to "Focus". This means you are still acting on your turn, but since most Monk-gimmicks are based around Bonus Action, it still imposes a little bit of cost.
  • You gain back Discipline Points equal to your Proficiency Modifier. Simple and it scales with level.
  • You can use this power a number of times equal to Wisdom modifier. You regain all charges on after a Long Rest. Simple and easy limit, one that is already used in one of the classes.

So let's build a subclass that could use this sort of balance to remove some of the DP cost to their class features. I could do the Elementalist... but I don't think I have enough good ideas for it right now other than giving them a number of free Elemental Attunments equal to their Wisdom Mod every day. If they (somehow) manage to run out of those, they could then spend a DP to do it. Then you could do a number of small effects to spend on a DP: a frost blast that slows, a lightning blast that stuns, a fire blast for persistent damage, etc. But let's choose an easier one to immediately has out.

The Way of Mercy

3rd Level - Implements of Mercy
  • Keep as is. I'm not copying this out of the book, but let's just keep this one the same. Seems good enough as is.

3rd Level - Chosen Technique "Step of Safety":
  • They can Disengage as a Bonus Action for Free. Medics need to run around the field getting to people who need healing. Simple as that.

3rd Level - Hands of Healing/Harm
  • You can heal or harm with a touch via pressure points/ki/whatever. You can do 1d12+Proficiency Mod Necrotic Damage if you hit a target or 1d12+Prof Mod Healing to a target. In the original it's just the Martial Arts Die plus Wisdom, but that could potentially be less than what you normally deal if you have better Dex? Maxing the Die plus Prof means it'll still advance and will outstrip the new Monk progression... which it really should if you are spending DP on it.
  • You get uses of this technique equal to your Wisdom Modifier. These recover after a Long Rest. If you are out of uses, you may spend 1 DP to use this technique instead. Again, get some free uses of the technique before forcing someone to use DP.
  • You may boost this technique by spending 1 DP (not free uses) to add a second d12 to the roll. This can be done after the attack is made. Hey, not quite a smite, but free damage and an easy, interesting boost of the power.
6th/11th/17th - Physician's Touch/Flurry of Healing & Harm/Hand of Ultimate Mercy
  • Keep as is. Not much problems after this first part, since you can cut the DP cost and give them a few free ones to spend in a pinch.
 

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At the end of each of your turns, you regain 1.
I actually tried this as a houserule for a monk at one point, and its completely OP. I get that the monk needs some more ki, but once you turn on the faucet and let them have ki every round things can get a little nuts.
 

How about, "As a bonus action, regain 1 discipline point. You can't use this ability again until you finish a rest."

Yeah, it costs you your bonus action, which the Monk cares about a lot, but it doesn't shut you down for an entire turn.
 

I actually tried this as a houserule for a monk at one point, and its completely OP. I get that the monk needs some more ki, but once you turn on the faucet and let them have ki every round things can get a little nuts.
That's why I also increased the ki cost.

You get it every other round, plus some spare.
 

That's why I also increased the ki cost.

You get it every other round, plus some spare.
Also keep in mind that it means the Monk will start every fight at full ki every time. for people that don't have a whole lot of short rests its a HUGE increase in the amount of ki. Not double, more like triple or even 4x the amount depending. The monk basically no longer has to conserve ki in the slightest, they can burn every single bit of it, every time, with the confidence that within a minute or two it will always be back.

Its a complete game changer.
 

I think the new version is not impactful enough for a level 17 ability.

Does it need to be drop to zero, period, I don't know, but I can see something analogous to power word kill making sense in this level spot. Maybe make it once per short or long rest, or more expensive. But the chance to spend more resources and control opportunities to end up with a result that parallels a standard attack string feels pretty meh to me.

And I don't think the stuff you wait 17 levels for should feel meh.

I could see just making it part of the attack, instead of a separate action, so spend three, force a save, and then you just dealt 10d12+17 which is between 82 and 41 as just part of an attack.

Maybe if that is too low, make it double monk level? That would raise it to 99 - 49.5. I can get on board with that. But I remember the Long Death and how its greatest ability was to do what the open hand failed to do, and it really drove home that save. I'm fine with the damage being high, or with making it activated either as an action, or when you hit with another unarmed strike. Both feel good to me.
 

The monk is in what ever position they want to be.

They have HIGH movement, not INFINITE movement.


A bunch of melee guys? Kite them

Sure, as long as you are fine using none of your abilities because you have a very limited ability to get in and out of melee safely.

A bunch of ranged guys? They can't kite you.

They don't need to. They just need to stand by the melee guys who will punish you for getting in melee with the archers. And they shoot you whether you are next to them or 30 ft away. And you can only stop 1 arrow.

A caster teleports to the top of a wall? Run up to say hi.

Okay? So what.

Need to block a 5' doorway? Dodge time.

For, what? Nine turns max? Really hope that doesn't take longer than that, you haven't spent any Ki, and you don't get unlucky and get hit anyways.

Just need more damage? Flurry.

For nine turns max. That's it. After that, you are out.

What can't a monk do? They are flexible. (Once past the first few levels).

They are flexible temporarily, until they run out of resources.
 

Also keep in mind that it means the Monk will start every fight at full ki every time. for people that don't have a whole lot of short rests its a HUGE increase in the amount of ki.
That's intentional as well. Making them less short rest dependant.
Not double, more like triple or even 4x the amount depending.
Triple the ki, with double the prices = 50% more ki.
Which was about where I was aiming.

Obviously it would need playtest and tweaks. Possibly gaining 2 per round and things costing 3 points or something.
The monk basically no longer has to conserve ki in the slightest, they can burn every single bit of it, every time, with the confidence that within a minute or two it will always be back.

Its a complete game changer.
Yup. You don't want to horde it, but you still can't use it every turn.

Feel free to give it a try and let me know if it works. I don't have any monks at the moment, and my players are keen on trying the new druids.
 

One idea I just saw for monks, which is nibbling at my brain, is the idea of giving them a small pool of ki, but refresh it after every fight/scene.

Essentially, make monks a "combo class". You get, let's say 6 pts to use during a fight, Then, once the fight is over, you regain those six points. And now you can do all your cool monk abilities, in every fight, instead of constantly being worried about running out.
 

I want the monk to do cool monk things every round. Like a rogue, or wizard, or hopefully now fighter.... How that works mechanically? Don't know. But that's what I want.
 

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