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<blockquote data-quote="Stormonu" data-source="post: 8160922" data-attributes="member: 52734"><p>On the first part ... You can't do that <em>yet</em>. At least for me, I don't like to be beholden that you're only locked into what some other game designer (who isn't at your group's table) wrote on the page. If a player comes up with something out of the box that strikes me as interesting, why not run with it? In fact, that monk tornado trick (and a few similar actions) is something I'm going to add to my homebrew rules*.</p><p></p><p>As for the latter, I have had plenty of players over my years of gaming who have never owned or even broke open a PHB (relying on the DM to walk them through character creation and leveling). They'd show up and play and be invested in their character, but often were turned off by the idea of sitting down and poring over the books - no interest in digging into the games guts and just wanting to have a good time and let the DM worry about the game mechanics. (And then there is my wife, whose learning disability makes it frankly impossible for her to sit down and read the PHB front to back, if she wanted to - but that's an unusual case in itself).</p><p></p><p>On the monk...</p><p>[spoiler]</p><p>~24 MPH? Sure, until the monk busts a chi point into it and turns it into supernatural speed.</p><p></p><p>Off the top of my head homebrew rules...</p><p></p><p>WHIRLWIND OF BLOWS (6th level)</p><p>Alternate monk feature for Disciple of Elements</p><p>As an action, you expend 2 ki points and choose a target within 30 feet of you, who is no closer than 15 feet away. In a burst of sudden speed you move adjacent to the foe and begin whipping about the opponent, buffeting with winds or blows created by circling them rapidly, like a tornado. You make an attack as if using Flurry of Blows. If a blow hits, the target must make a Constitution saving throw. On a failure, the target is knocked prone and stunned until the end of your next turn. Regardless of the number of hits, the target only makes one save.</p><p></p><p>STEPS OF THE WIND (9th level)</p><p>Alternate monk feature for Disciple of Elements</p><p>In the blink of an eye, you draw on your inner ki and run or leap to your destination, faster than those around you can react. As an action, you can expend 5 ki to use <em>Dimension Door</em> on yourself.</p><p></p><p>FLASH TRAVEL (13th level)</p><p>Alternate monk feature for Disciple of Elements</p><p>By will or inhuman speed, you instantly transport yourself to a destination of your choice. As an action, you can expend 8 ki to use <em>Teleport</em> on yourself. You can expend an additional ki point for each additional willing being you wish to accompany you, up to a maximum additional beings equal to your Wisdom modifier.</p><p>[/spoiler]</p></blockquote><p></p>
[QUOTE="Stormonu, post: 8160922, member: 52734"] On the first part ... You can't do that [I]yet[/I]. At least for me, I don't like to be beholden that you're only locked into what some other game designer (who isn't at your group's table) wrote on the page. If a player comes up with something out of the box that strikes me as interesting, why not run with it? In fact, that monk tornado trick (and a few similar actions) is something I'm going to add to my homebrew rules*. As for the latter, I have had plenty of players over my years of gaming who have never owned or even broke open a PHB (relying on the DM to walk them through character creation and leveling). They'd show up and play and be invested in their character, but often were turned off by the idea of sitting down and poring over the books - no interest in digging into the games guts and just wanting to have a good time and let the DM worry about the game mechanics. (And then there is my wife, whose learning disability makes it frankly impossible for her to sit down and read the PHB front to back, if she wanted to - but that's an unusual case in itself). On the monk... [spoiler] ~24 MPH? Sure, until the monk busts a chi point into it and turns it into supernatural speed. Off the top of my head homebrew rules... WHIRLWIND OF BLOWS (6th level) Alternate monk feature for Disciple of Elements As an action, you expend 2 ki points and choose a target within 30 feet of you, who is no closer than 15 feet away. In a burst of sudden speed you move adjacent to the foe and begin whipping about the opponent, buffeting with winds or blows created by circling them rapidly, like a tornado. You make an attack as if using Flurry of Blows. If a blow hits, the target must make a Constitution saving throw. On a failure, the target is knocked prone and stunned until the end of your next turn. Regardless of the number of hits, the target only makes one save. STEPS OF THE WIND (9th level) Alternate monk feature for Disciple of Elements In the blink of an eye, you draw on your inner ki and run or leap to your destination, faster than those around you can react. As an action, you can expend 5 ki to use [I]Dimension Door[/I] on yourself. FLASH TRAVEL (13th level) Alternate monk feature for Disciple of Elements By will or inhuman speed, you instantly transport yourself to a destination of your choice. As an action, you can expend 8 ki to use [I]Teleport[/I] on yourself. You can expend an additional ki point for each additional willing being you wish to accompany you, up to a maximum additional beings equal to your Wisdom modifier. [/spoiler] [/QUOTE]
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