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Comparing Monk DPR
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<blockquote data-quote="doctorbadwolf" data-source="post: 8226859" data-attributes="member: 6704184"><p>Not wasting damage to overkill is a big deal. If we could accurately model enemies dropping from the first 1/4 of the damage the rogue does vs the monk going to on to hit the next guy and getting him to within 1 hit from the fighter away from death, the Monk starts to look a lot better than the graphs show. </p><p></p><p>However, the monk would still be fairly low on DPR, with little way to optimize, and too much reliance on stunning strike, which is boring after a few levels. </p><p></p><p>So, for variety, I propose 2 more abilities at level 5, and upgrades for all three level 2 features at level 11ish, and a change to Patient Defense and Deflect Missiles. </p><p></p><p>Level 2 you replace Patient Defense with:</p><ul> <li data-xf-list-type="ul">As a reaction, you can spend 1 ki to give all attacks against you disadvantage until the start of your next turn.</li> </ul><p>Level 4, you get:</p><ul> <li data-xf-list-type="ul">Redirect Attack - When an attack misses you, you can redirect or counter the attack, once per round. If the attack is a ranged attack, and you have a hand free, you can catch the missile and throw it back (as per deflect missiles). If the attack is within your melee reach, you can make a melee weapon attack against the target. (My only problem with this is...deflect missiles is more fun lol but still...barring making it a stance you have to invest in ahead of time, that lets you deflect without using your reaction, or something like that, this is the best compromise I can see)</li> </ul><p></p><p>Level 5, in addition to stunning strike, you get:</p><p></p><ul> <li data-xf-list-type="ul">Stunning Strike - 1/turn you can stun by spending a ki when you hit with a melee weapon attack. If the target succeeds on the save, you can spend 1 ki to give them disadvantage on the next saving throw they make before the start of your next turn.</li> <li data-xf-list-type="ul">Devastating Strike - When you hit, once per turn, you can spend 1 ki to deal an extra 2d6 force damage to the target. You can spend additional ki to gain more damage, at later levels. At levels 8, 11, 14, 17, and 20, you can add 1 ki to the strike, gain an additional 1d6 for each extra ki you spend. (This is great for a character that attacks a lot, since you can save it for when you crit)</li> <li data-xf-list-type="ul">Break The Limit - When you are asked to make a Strength or Dexterity check, you can spend 1 ki to add a bonus to Strength and Dexterity checks equal to your Martial Arts die plus your Wisdom modifier. When you do, you also add the same amount to your walking speed, your range with thrown weapons, and your jump height and length, until the end of your next turn. (this gives a lot of versatility in and out of combat to the monk) </li> </ul><p>At level 9 you get improved Unarmored Movement, as usual, and, </p><ul> <li data-xf-list-type="ul">Improved Step of The Wind - When you use Step of The Wind, your jump distance is tripled, rather than doubled. </li> </ul><p></p><p>At level 11, you gain</p><ul> <li data-xf-list-type="ul">Improved Flurry of Blows - When you use Flurry of Blows, you gain a bonus to damage equal to your Wisdom modifier until the end of your next turn.</li> </ul><p>At level 12, you gain </p><ul> <li data-xf-list-type="ul">Incredible Defense - When you use Patient Defense and an attack hits you, you can reduce the damage of the incoming attack by 1d10+your dexterity modifier.</li> </ul></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 8226859, member: 6704184"] Not wasting damage to overkill is a big deal. If we could accurately model enemies dropping from the first 1/4 of the damage the rogue does vs the monk going to on to hit the next guy and getting him to within 1 hit from the fighter away from death, the Monk starts to look a lot better than the graphs show. However, the monk would still be fairly low on DPR, with little way to optimize, and too much reliance on stunning strike, which is boring after a few levels. So, for variety, I propose 2 more abilities at level 5, and upgrades for all three level 2 features at level 11ish, and a change to Patient Defense and Deflect Missiles. Level 2 you replace Patient Defense with: [LIST] [*]As a reaction, you can spend 1 ki to give all attacks against you disadvantage until the start of your next turn. [/LIST] Level 4, you get: [LIST] [*]Redirect Attack - When an attack misses you, you can redirect or counter the attack, once per round. If the attack is a ranged attack, and you have a hand free, you can catch the missile and throw it back (as per deflect missiles). If the attack is within your melee reach, you can make a melee weapon attack against the target. (My only problem with this is...deflect missiles is more fun lol but still...barring making it a stance you have to invest in ahead of time, that lets you deflect without using your reaction, or something like that, this is the best compromise I can see) [/LIST] Level 5, in addition to stunning strike, you get: [LIST] [*]Stunning Strike - 1/turn you can stun by spending a ki when you hit with a melee weapon attack. If the target succeeds on the save, you can spend 1 ki to give them disadvantage on the next saving throw they make before the start of your next turn. [*]Devastating Strike - When you hit, once per turn, you can spend 1 ki to deal an extra 2d6 force damage to the target. You can spend additional ki to gain more damage, at later levels. At levels 8, 11, 14, 17, and 20, you can add 1 ki to the strike, gain an additional 1d6 for each extra ki you spend. (This is great for a character that attacks a lot, since you can save it for when you crit) [*]Break The Limit - When you are asked to make a Strength or Dexterity check, you can spend 1 ki to add a bonus to Strength and Dexterity checks equal to your Martial Arts die plus your Wisdom modifier. When you do, you also add the same amount to your walking speed, your range with thrown weapons, and your jump height and length, until the end of your next turn. (this gives a lot of versatility in and out of combat to the monk) [/LIST] At level 9 you get improved Unarmored Movement, as usual, and, [LIST] [*]Improved Step of The Wind - When you use Step of The Wind, your jump distance is tripled, rather than doubled. [/LIST] At level 11, you gain [LIST] [*]Improved Flurry of Blows - When you use Flurry of Blows, you gain a bonus to damage equal to your Wisdom modifier until the end of your next turn. [/LIST] At level 12, you gain [LIST] [*]Incredible Defense - When you use Patient Defense and an attack hits you, you can reduce the damage of the incoming attack by 1d10+your dexterity modifier. [/LIST] [/QUOTE]
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