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<blockquote data-quote="shadowoflameth" data-source="post: 8825908" data-attributes="member: 62336"><p>My thoughts on the sub-classes, limiting myself to the Players Handbook as these are likely to be considered for play test in One D&D. </p><p></p><p>The Way of the Open Hand. Probably the strongest combat monk subclass in the PHB (IMHO)</p><p></p><p>Open Hand Technique. These are decent effects, but with changes to how Unarmed Strikes work may need to change. The No Reactions option is something that will happen anyway if you are stunned, so maybe just make the knocked prone or pushed something that happens if you use Stunning strike whether it succeeds or not.</p><p></p><p>Wholeness of Body. 3 times your Monk level is an amount of healing close to 3 hit dice when you rest. Something that the Monk could do anyway without this sub-class. Perhaps just say that as an action, the Monk can spend hit dice to heal. It scales, it consumes a resource and it allows something that others, even other monks can't do. It's not a terrible ability though.</p><p></p><p>Tranquility. This can help save you from an ambush attack, but it's not strong for a 11th level ability. Don't make it a spell, just something that the Open Hand Monk has. It can have a save DC but if it's not a spell, then dispelling it won't work. I would also think it's OK to make it effective when the monk rolls initiative. Even if it's once per day, being able to choose when it comes into effect would make it more in line with this level.</p><p></p><p>Quivering Palm. This is interesting. It can be devastating but at 17th or 18th if the levels are changed in play testing, it should be. Make it effective immediately without using an action to activate or up to a number of days in the future. Most players will want it to just go off. Make a failed save equal necrotic damage equal to the targets maximum hit points and a success do half that amount, meaning possibly reduced to zero anyway. </p><p></p><p>The Way of Shadows</p><p></p><p>Shadow Arts. I would recommend the language be in line with more recent published abilities. You get these spells 1/day with no components and can spend 1 Ki Point per spell level to do it again. You can also use slots if you have them. Generally though, this is an OK ability.</p><p></p><p>Shadow Step. 60' teleport is good and dim light or darkness come up often. </p><p></p><p>Cloak of Shadows. This is a nice ability. It might not need much change. </p><p></p><p>Opportunist. This is not much for 17th level, or 18th if the levels change. I would take away the attack by someone else requirement and just say when the target is hit (including by you) you can use Flurry of Blows as a reaction, even if you've already done it as a bonus action on this turn. </p><p></p><p>Way of Four Elements. Here we go. </p><p></p><p>This is possibly the worst designed subclass in the game. Maybe I shouldn't sugar coat it so much, it's worthless and it's options hurt your character to use compared to options that your monk has just being a monk. Please WoTC put this in the next play test. Que rant. As always, my opinion only. If you think playing this is fun, all respect. Have fun.</p><p></p><p>Casting Elemental Spells. Give the Way of Four Elements Cantrips. Some spells are simply not worth even one Ki Point because they are not as valuable to use as a Stunning strike or Step of the Wind. </p><p></p><p>Then make the spell list be 1/day without components and cost 1 Ki point per level of the spell to do again. Make slots that the monk has, if any usable as with the language currently in use in Tasha's. Simple, useful and may at least give the spell a chance at being worth the resource.</p><p></p><p>With this change, make the maximum Ki Points spent in line and make the points spent to cast at all, if any count.</p><p></p><p>Monk levels 3rd-4th 2</p><p> 5th-6th 3</p><p> 7th-8th 4</p><p> 9th-10th 5</p><p> 11th-12th 6</p><p> 13th-14th 7</p><p> 15th-16th 8</p><p> 17th-20th 9</p><p></p><p>This way Elemental Spells can be cast, up-cast, and be impactful scaling with the Monk level.</p><p></p><p>Elemental Disciplines. Make these all spells or all not spells. I recommend giving the monk an actual spell list and make the level requirements in line with the spell level. i.e. Breath of Winter (Cone of Cold) Level requirement 5th. (Not 17th) 5th. Ki Points to cast, 3. I still shake my head not knowing why they thought that Cone of Cold needed to take 6 Ki Points and be a 17th level ability.</p><p></p><p>Clench of the North (Hold Person) Level requirement 3rd. Ki Points to cast, 2.</p><p>Eternal Mountain Defense (Stoneskin) Level requirement 7th. Ki Points to cast 4.</p><p>Fist of Four Thunders (Thunderwave) Level requirement 3rd. Ki Points to cast, 2.</p><p>Flames of the Phoenix (Fireball) Level requirement 5th. Ki Points to cast, 3.</p><p>Gong of the Summit (Shatter) Level requirement 3rd. Ki Points to cast, 1.</p><p></p><p>I can go on but you get the idea. Drop Elemental Attunement in favor of cantrips. </p><p></p><p>Make the Non-spell Disciplines a separate ability and make each one resemble an element related feat. They could grant a bonus spell if you like with the appropriate level prerequisite. </p><p></p><p>My two cents on those. Granted on Way of Four Elements, I gave a buck and a half.</p></blockquote><p></p>
[QUOTE="shadowoflameth, post: 8825908, member: 62336"] My thoughts on the sub-classes, limiting myself to the Players Handbook as these are likely to be considered for play test in One D&D. The Way of the Open Hand. Probably the strongest combat monk subclass in the PHB (IMHO) Open Hand Technique. These are decent effects, but with changes to how Unarmed Strikes work may need to change. The No Reactions option is something that will happen anyway if you are stunned, so maybe just make the knocked prone or pushed something that happens if you use Stunning strike whether it succeeds or not. Wholeness of Body. 3 times your Monk level is an amount of healing close to 3 hit dice when you rest. Something that the Monk could do anyway without this sub-class. Perhaps just say that as an action, the Monk can spend hit dice to heal. It scales, it consumes a resource and it allows something that others, even other monks can't do. It's not a terrible ability though. Tranquility. This can help save you from an ambush attack, but it's not strong for a 11th level ability. Don't make it a spell, just something that the Open Hand Monk has. It can have a save DC but if it's not a spell, then dispelling it won't work. I would also think it's OK to make it effective when the monk rolls initiative. Even if it's once per day, being able to choose when it comes into effect would make it more in line with this level. Quivering Palm. This is interesting. It can be devastating but at 17th or 18th if the levels are changed in play testing, it should be. Make it effective immediately without using an action to activate or up to a number of days in the future. Most players will want it to just go off. Make a failed save equal necrotic damage equal to the targets maximum hit points and a success do half that amount, meaning possibly reduced to zero anyway. The Way of Shadows Shadow Arts. I would recommend the language be in line with more recent published abilities. You get these spells 1/day with no components and can spend 1 Ki Point per spell level to do it again. You can also use slots if you have them. Generally though, this is an OK ability. Shadow Step. 60' teleport is good and dim light or darkness come up often. Cloak of Shadows. This is a nice ability. It might not need much change. Opportunist. This is not much for 17th level, or 18th if the levels change. I would take away the attack by someone else requirement and just say when the target is hit (including by you) you can use Flurry of Blows as a reaction, even if you've already done it as a bonus action on this turn. Way of Four Elements. Here we go. This is possibly the worst designed subclass in the game. Maybe I shouldn't sugar coat it so much, it's worthless and it's options hurt your character to use compared to options that your monk has just being a monk. Please WoTC put this in the next play test. Que rant. As always, my opinion only. If you think playing this is fun, all respect. Have fun. Casting Elemental Spells. Give the Way of Four Elements Cantrips. Some spells are simply not worth even one Ki Point because they are not as valuable to use as a Stunning strike or Step of the Wind. Then make the spell list be 1/day without components and cost 1 Ki point per level of the spell to do again. Make slots that the monk has, if any usable as with the language currently in use in Tasha's. Simple, useful and may at least give the spell a chance at being worth the resource. With this change, make the maximum Ki Points spent in line and make the points spent to cast at all, if any count. Monk levels 3rd-4th 2 5th-6th 3 7th-8th 4 9th-10th 5 11th-12th 6 13th-14th 7 15th-16th 8 17th-20th 9 This way Elemental Spells can be cast, up-cast, and be impactful scaling with the Monk level. Elemental Disciplines. Make these all spells or all not spells. I recommend giving the monk an actual spell list and make the level requirements in line with the spell level. i.e. Breath of Winter (Cone of Cold) Level requirement 5th. (Not 17th) 5th. Ki Points to cast, 3. I still shake my head not knowing why they thought that Cone of Cold needed to take 6 Ki Points and be a 17th level ability. Clench of the North (Hold Person) Level requirement 3rd. Ki Points to cast, 2. Eternal Mountain Defense (Stoneskin) Level requirement 7th. Ki Points to cast 4. Fist of Four Thunders (Thunderwave) Level requirement 3rd. Ki Points to cast, 2. Flames of the Phoenix (Fireball) Level requirement 5th. Ki Points to cast, 3. Gong of the Summit (Shatter) Level requirement 3rd. Ki Points to cast, 1. I can go on but you get the idea. Drop Elemental Attunement in favor of cantrips. Make the Non-spell Disciplines a separate ability and make each one resemble an element related feat. They could grant a bonus spell if you like with the appropriate level prerequisite. My two cents on those. Granted on Way of Four Elements, I gave a buck and a half. [/QUOTE]
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