D&D (2024) Playtest Packet 6: Monk reactions?

At the levels we are talking about that is like 5 10 minute uses a day. Not that limited.

But sure it was just one example. i mean we could pick the berserker who gets +4d6 - +6d6 extra damage on each attack at those levels.

so what your saying..... making other people have disadvantage on all their attacks against you is a perfectly fine ability for high levels, as we already have a subclass that can do it.

No. I just mentioned it, because people often assume the bear totem barb is the only valid choice. And you used a subclass ability to compare against a class without looking at the subclass ability.
By the way: the shadow monk gets the ability I mentioned at the same level as the bear totem gets the close to all resistance. So people want the monk to be able to use dodge as a reaction (which I like btw) while some subclass can have a darkness for 1 di point in which they can see, which is way better than anything the base subclass could offer for one di point.

So if you want a fair comparison: compare base class abilities, not subclass abilities.

I really dont know what you wanted to say in your second paragraph. I certainly did not wanted to say what you put in my mouth.
 

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Though to be fair the 9th level spell (Foresight in this case) does a LOT more than just that. And its last 8 hours.
I was gonna say...kind of leaving out most of the spell: "For the duration [8 hours!!!], the target can't be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration."

This is slightly better than dodge for one round, IMO.
 




Question:

Is one of the solutions for the monk to just give them additional Ability Score adjustments.
Like at levels 6 and 16, a monk just get +2 Wisdom and can have Wisdom 22/24?

Just like how a Barbarian can bypass the humanoid limits of Strength and Constition naturally,amonk can bypass humaniod Dexterity and Wisdom.
This frees up a ASI to boost CON or focus harder on DEX/WIS or take another direction.
 

Stunning strike:
Dazes on a save
Can be used multiple times a turn, but only once per target. Resets on a short rest.

This reminds me, I was thinking about this ability

Disrupting Strikes:

Starting at 5th level, you can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt such a disruption. At the end of your turn, the target must succeed on a Constitution saving throw or suffer a condition based off of the number of times they were struck, as shown on the chart below. You may step up the chart to impose a lesser condition, but force the target to make the save with disadvantage.

# of successful blows Condition
One Dazed
Two Restrained
Three Stunned
Four Paralyzed
Five Paralyzed + 1 level of Exhaustion


So, you can't make the attempt more than once, but you can improve the possible condition by hitting it more often. I'm wondering about making it so if you land three successful blows, you may just auto-daze.
 

This frees up a ASI to boost CON or focus harder on DEX/WIS or take another direction.
If you increase their stat max, then they'll just feel pressured to pump up the stat to the new max...

So don't mess with the stat cap of 20. Otherwise I'm not opposed to giving the class that is, presumably, about self-improvement, an actual way to improve themselves.
 

If you increase their stat max, then they'll just feel pressured to pump up the stat to the new max...

So don't mess with the stat cap of 20. Otherwise I'm not opposed to giving the class that is, presumably, about self-improvement, an actual way to improve themselves.
Okay what if it's a choice.

Master of Discipline

At level 6, you have begon the process of mastering your body and soul. Choose Dexterity or Wisdom That score increases by 2.

At the 11th and 16th, level, you can make this choice again but with any ability score increasing it by 2.
 


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