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High Strength Monk
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<blockquote data-quote="Tormyr" data-source="post: 7259155" data-attributes="member: 6776887"><p>I would still prefer the brawler barbarian, but I think you have done a pretty good job of building a Strength monk. To make things "more 5e" (in my weird view of what that means...take with a hefty pinch of salt...):</p><p></p><p>Level 3: I think level 3 should be advantage on strength checks and saving throws full stop dropping the half movement on a failure. I am not sure about the additional damage die. A high level monk could be rolling 8d10 per turn. Another option that slightly lowers the damage output would be to instead include both the STR and DEX modifiers in the damage calculation instead of one or the other.</p><p></p><p>Level 6: The monk already can substitute one of their many attacks in a turn for a Shove. So I am not sure how necessary the Shove portion is.</p><p></p><p>Level 11: I think advantage on checks should go to level 3. Monks can be hard to hit, but this Strength monk is not going to be hard to hit because he probably has low Dexterity. Monk builds also often have lower Constitution scores. The Stone Stance monk might be easy to hit and low on hit points as opposed to a Dexterity monk that is hard to hit or a barbarian who has a lot of hit points. I think this should be resistance to all bludgeoning, piercing, and slashing weapons while in Stone Stance. This archetype may be squishy enough that the resistance to all weapon damage while in Stone Stance may need to be moved to level 6 or even level 3 and move those features to later levels.</p><p></p><p>Level 17: This is a really awesome ability for groups of enemies, but it may be too effective against weak enemies and not effective enough against high CR enemies. Also the wording is a little off. All creatures within 10 feet are affected, but only enemies get a chance to succeed on a saving throw. Instead of this, I would suggest borrowing from the paladin's smite mechanic. Allow the monk on a hit to spend ki to add an additional damage die for each ki spent up to some limit (maybe 5 or 9 ki). This allows for huge hits against single, high CR enemies at the cost of quickly burning ki. Like the Paladin's smite, it also pairs nicely with critical hits.</p></blockquote><p></p>
[QUOTE="Tormyr, post: 7259155, member: 6776887"] I would still prefer the brawler barbarian, but I think you have done a pretty good job of building a Strength monk. To make things "more 5e" (in my weird view of what that means...take with a hefty pinch of salt...): Level 3: I think level 3 should be advantage on strength checks and saving throws full stop dropping the half movement on a failure. I am not sure about the additional damage die. A high level monk could be rolling 8d10 per turn. Another option that slightly lowers the damage output would be to instead include both the STR and DEX modifiers in the damage calculation instead of one or the other. Level 6: The monk already can substitute one of their many attacks in a turn for a Shove. So I am not sure how necessary the Shove portion is. Level 11: I think advantage on checks should go to level 3. Monks can be hard to hit, but this Strength monk is not going to be hard to hit because he probably has low Dexterity. Monk builds also often have lower Constitution scores. The Stone Stance monk might be easy to hit and low on hit points as opposed to a Dexterity monk that is hard to hit or a barbarian who has a lot of hit points. I think this should be resistance to all bludgeoning, piercing, and slashing weapons while in Stone Stance. This archetype may be squishy enough that the resistance to all weapon damage while in Stone Stance may need to be moved to level 6 or even level 3 and move those features to later levels. Level 17: This is a really awesome ability for groups of enemies, but it may be too effective against weak enemies and not effective enough against high CR enemies. Also the wording is a little off. All creatures within 10 feet are affected, but only enemies get a chance to succeed on a saving throw. Instead of this, I would suggest borrowing from the paladin's smite mechanic. Allow the monk on a hit to spend ki to add an additional damage die for each ki spent up to some limit (maybe 5 or 9 ki). This allows for huge hits against single, high CR enemies at the cost of quickly burning ki. Like the Paladin's smite, it also pairs nicely with critical hits. [/QUOTE]
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