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*Dungeons & Dragons
Improving the Four Elements Monk for an Airbender type PC?
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<blockquote data-quote="The Annihilargh" data-source="post: 8227485" data-attributes="member: 7030128"><p>Hey, just found this post, hope I'm not too late.</p><p>For this I'm just going to be blunt and to the point.</p><p></p><ul> <li data-xf-list-type="ul">I looked at your link to the remastered 4E monk. I love its format and would highly advocate for its use.</li> <li data-xf-list-type="ul">For <em><strong>Steel Wind Strike</strong></em>, I would move the "unlock level" (or just unlock) up to level 17. This is because most of the disciplines that emulate spells arranged to make the 4E monk something akin to a quarter-caster, as well as the fact that it can deal 6d10 damage to each of up to 5 creatures (which feel like a lot).</li> <li data-xf-list-type="ul">For <strong><em>Feel the Subtle Breeze</em></strong>, I would have it work like the Barbarian's <em>Danger Sense </em>and <em>Feral Instinct</em> without the whole acting normally when surprised part. I liked where you were going with the detecting creatures with False Appearance, and I have no comment for it. In any case, I would have it unlock at level 6—as I know the Barbarian gets their <em>Feral Instinct</em> at level 7, so having it unlock at 3 makes it unbalanced.</li> <li data-xf-list-type="ul"><strong><em>Breath of the Divine</em></strong>— I don't have a clear understanding on how this would work mechanically. My first instinct is to say to put a listed duration for how long one could hold their breath. By this I refer to the racial features of Air Genasi (<em><strong>Unending Breath</strong></em>) and Lizardfolk (<strong><em>Hold Breath</em></strong>) which specify that the character can hold their breath either indefinitely or for 15 minutes, respectively. For the extreme heat and cold, I think it's fine and its mechanics can be "homebrewed" along the way if need be.</li> <li data-xf-list-type="ul"><strong><em>Vortex Punch</em></strong>— Tbh, for the likely hood of rolling a crit on an attack, I think you could honestly move it's unlock down to 6 instead of 11.</li> <li data-xf-list-type="ul"><strong><em>Hovering Current </em></strong>and <strong><em>A Leaf on the Wind</em></strong>—I'm a bit iffy on these. On the one hand, if the character chooses both, then they never take fall damage, they never trigger pressure traps, never touch the ground, and can glide. From a DM's pov that sounds like a pain. On the other hand, if the character chooses both, then they don't get other of the 6th level disciplines. I just know that the both of these make me a bit uneasy.</li> </ul><p></p><p>Other than these it seems fine.</p></blockquote><p></p>
[QUOTE="The Annihilargh, post: 8227485, member: 7030128"] Hey, just found this post, hope I'm not too late. For this I'm just going to be blunt and to the point. [LIST] [*]I looked at your link to the remastered 4E monk. I love its format and would highly advocate for its use. [*]For [I][B]Steel Wind Strike[/B][/I], I would move the "unlock level" (or just unlock) up to level 17. This is because most of the disciplines that emulate spells arranged to make the 4E monk something akin to a quarter-caster, as well as the fact that it can deal 6d10 damage to each of up to 5 creatures (which feel like a lot). [*]For [B][I]Feel the Subtle Breeze[/I][/B], I would have it work like the Barbarian's [I]Danger Sense [/I]and [I]Feral Instinct[/I] without the whole acting normally when surprised part. I liked where you were going with the detecting creatures with False Appearance, and I have no comment for it. In any case, I would have it unlock at level 6—as I know the Barbarian gets their [I]Feral Instinct[/I] at level 7, so having it unlock at 3 makes it unbalanced. [*][B][I]Breath of the Divine[/I][/B]— I don't have a clear understanding on how this would work mechanically. My first instinct is to say to put a listed duration for how long one could hold their breath. By this I refer to the racial features of Air Genasi ([I][B]Unending Breath[/B][/I]) and Lizardfolk ([B][I]Hold Breath[/I][/B]) which specify that the character can hold their breath either indefinitely or for 15 minutes, respectively. For the extreme heat and cold, I think it's fine and its mechanics can be "homebrewed" along the way if need be. [*][B][I]Vortex Punch[/I][/B]— Tbh, for the likely hood of rolling a crit on an attack, I think you could honestly move it's unlock down to 6 instead of 11. [*][B][I]Hovering Current [/I][/B]and [B][I]A Leaf on the Wind[/I][/B]—I'm a bit iffy on these. On the one hand, if the character chooses both, then they never take fall damage, they never trigger pressure traps, never touch the ground, and can glide. From a DM's pov that sounds like a pain. On the other hand, if the character chooses both, then they don't get other of the 6th level disciplines. I just know that the both of these make me a bit uneasy. [/LIST] Other than these it seems fine. [/QUOTE]
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