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Playtest Packet 6: Monk reactions?
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<blockquote data-quote="Clint_L" data-source="post: 9061448" data-attributes="member: 7035894"><p>So taking into account all these suggestions, what about if they get this at Level 2 (changes in italics):</p><p></p><p><strong>2ND LEVEL: MARTIAL DISCIPLINE</strong></p><p><strong>Your self-discipline and martial training allow you to harness a well of extraordinary energy within yourself. Your access to this energy is represented by a number of Discipline Points. Your Monk level <em>plus your wisdom ability score modifier</em> determine the number of points you have, as shown in the Discipline Points column of the Monk table.</strong></p><p><strong></strong></p><p><strong>You can spend these points to fuel various Martial Discipline features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more Martial Discipline features as you gain levels in this class.</strong></p><p><strong></strong></p><p><strong>When you spend a Discipline Point, it is unavailable until you finish a Short Rest or Long Rest, at the end of which you regain all your expended points.</strong></p><p><strong></strong></p><p><strong>Some of your Martial Discipline features require your target to make a saving throw to resist the feature’s effects. The saving throw DC equals 8 plus your Proficiency Bonus plus your Wisdom modifier.</strong></p><p><strong></strong></p><p><strong>Flurry of Blows. Immediately after you take the Attack action on your turn, you can spend 1 Discipline Point to make <em>two bonus Unarmed Strikes instead of the usual one.</em></strong></p><p><strong></strong></p><p><strong>Patient Defense. You can spend 1 Discipline Point to take the Dodge action as a <em>reaction</em>. </strong></p><p><strong></strong></p><p><strong>Step of the Wind. You can spend 1 Discipline Point to take both the Disengage and Dash actions as a Bonus Action, and your jump distance is doubled for the turn.</strong></p><p></p><p>There - did we fix it? Just a few words changed, but now the three initial martial discipline options are neatly split between action, reaction, and bonus action, and monks have a few extra di points to work with. It feels intuitive, and gives them a bit of a boost without seeming overpowered, at first glance. I think this is the version I am going to playtest.</p></blockquote><p></p>
[QUOTE="Clint_L, post: 9061448, member: 7035894"] So taking into account all these suggestions, what about if they get this at Level 2 (changes in italics): [B]2ND LEVEL: MARTIAL DISCIPLINE Your self-discipline and martial training allow you to harness a well of extraordinary energy within yourself. Your access to this energy is represented by a number of Discipline Points. Your Monk level [I]plus your wisdom ability score modifier[/I] determine the number of points you have, as shown in the Discipline Points column of the Monk table. You can spend these points to fuel various Martial Discipline features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more Martial Discipline features as you gain levels in this class. When you spend a Discipline Point, it is unavailable until you finish a Short Rest or Long Rest, at the end of which you regain all your expended points. Some of your Martial Discipline features require your target to make a saving throw to resist the feature’s effects. The saving throw DC equals 8 plus your Proficiency Bonus plus your Wisdom modifier. Flurry of Blows. Immediately after you take the Attack action on your turn, you can spend 1 Discipline Point to make [I]two bonus Unarmed Strikes instead of the usual one.[/I] Patient Defense. You can spend 1 Discipline Point to take the Dodge action as a [I]reaction[/I]. Step of the Wind. You can spend 1 Discipline Point to take both the Disengage and Dash actions as a Bonus Action, and your jump distance is doubled for the turn.[/B] There - did we fix it? Just a few words changed, but now the three initial martial discipline options are neatly split between action, reaction, and bonus action, and monks have a few extra di points to work with. It feels intuitive, and gives them a bit of a boost without seeming overpowered, at first glance. I think this is the version I am going to playtest. [/QUOTE]
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