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Separating the Way of the Four Elements Monk
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<blockquote data-quote="Hawk Diesel" data-source="post: 7444237" data-attributes="member: 59848"><p>I've updated some of the abilities as follows:</p><p></p><p>Sweeping Wind - I changed the opposed check to a Strength save. I figured it was more streamlined this way.</p><p></p><p>Focused Cyclone - Originally called Thief of Breath. I changed that undead and constructs are immune to the ability outright. Those immune to exhaustion may still take the damage. I think this simplifies the ability a bit and increases its general utility, as well as better shows that it is not just stealing breath but also a violent cyclone of wind surrounding the target.</p><p></p><p>Boulder Stance - This replaces Tough as Stone, which didn't really belong. Boulder stance is more true the Earth bender idea.</p><p></p><p>Grounded Sight - This was mixed into the 11th level ability, but I moved it to the 6th level since the advantage to Strength saves and checks seemed a bit weak on its own.</p><p></p><p>One with the Earth - Reworded it to look more like the Earth Elemental ability Earth Glide. Since that ability specifies that it must be unworked stone, I don't see a problem with moving through castle walls.</p><p></p><p>Improved <Insert Cantrip> - Added an improved version of each of the elemental cantrips. These are mostly ribbon abilities, but represents an increased control over the amount of each element that can be controlled at once.</p><p></p><p>The ability I still have the most problem with is Focused Cyclone. I'm not sure this is a good subclass capstone ability, or if it is balanced/worthwhile.</p><p></p><p>Update: I'm wondering if these subclasses need cantrip outside of the flavor ones (true strike, blade ward, and ray of frost). The only one that seems to need it is the Way of Flame with produce flame. </p><p></p><p>The primary archetypes I'm trying to compare is the Way of the Sun Soul and Way of the Open Hand. I feel like the initial powers for Air and Water compare well to Open Hand. Air is pure control but deals no damage. Water can deal damage at a distance and has some control, but the grappled condition is limited in what it does compared to shove and prone. Meanwhile, Earth and Fire I think compare well to Sun Soul. Earth will get fewer attacks due to the bonus action requirement, but the attacks hit harder and at a distance. Meanwhile, Fire is limited to a single ranged attack via cantrip, or some harder hitting melee attacks but always gotta reserve at least one no point to work.</p><p></p><p>I feel like the other abilities are about in the right space power wise with the possible exception of Focused Cyclone.</p><p></p><p>Also got rid of Strength of the Mountain and increased Mountain Sight (formerly Grounded Sight) to a range of 15ft.</p><p></p><p>Added the feather fall reaction to Light as Air.</p><p></p><p>Retooled swim speed into Disciple of Water.</p><p></p><p>Reduced the damage flexibility of Water Whip to bludgeoning or cold damage only, rather than including piercing and slashing as choices as well.</p></blockquote><p></p>
[QUOTE="Hawk Diesel, post: 7444237, member: 59848"] I've updated some of the abilities as follows: Sweeping Wind - I changed the opposed check to a Strength save. I figured it was more streamlined this way. Focused Cyclone - Originally called Thief of Breath. I changed that undead and constructs are immune to the ability outright. Those immune to exhaustion may still take the damage. I think this simplifies the ability a bit and increases its general utility, as well as better shows that it is not just stealing breath but also a violent cyclone of wind surrounding the target. Boulder Stance - This replaces Tough as Stone, which didn't really belong. Boulder stance is more true the Earth bender idea. Grounded Sight - This was mixed into the 11th level ability, but I moved it to the 6th level since the advantage to Strength saves and checks seemed a bit weak on its own. One with the Earth - Reworded it to look more like the Earth Elemental ability Earth Glide. Since that ability specifies that it must be unworked stone, I don't see a problem with moving through castle walls. Improved <Insert Cantrip> - Added an improved version of each of the elemental cantrips. These are mostly ribbon abilities, but represents an increased control over the amount of each element that can be controlled at once. The ability I still have the most problem with is Focused Cyclone. I'm not sure this is a good subclass capstone ability, or if it is balanced/worthwhile. Update: I'm wondering if these subclasses need cantrip outside of the flavor ones (true strike, blade ward, and ray of frost). The only one that seems to need it is the Way of Flame with produce flame. The primary archetypes I'm trying to compare is the Way of the Sun Soul and Way of the Open Hand. I feel like the initial powers for Air and Water compare well to Open Hand. Air is pure control but deals no damage. Water can deal damage at a distance and has some control, but the grappled condition is limited in what it does compared to shove and prone. Meanwhile, Earth and Fire I think compare well to Sun Soul. Earth will get fewer attacks due to the bonus action requirement, but the attacks hit harder and at a distance. Meanwhile, Fire is limited to a single ranged attack via cantrip, or some harder hitting melee attacks but always gotta reserve at least one no point to work. I feel like the other abilities are about in the right space power wise with the possible exception of Focused Cyclone. Also got rid of Strength of the Mountain and increased Mountain Sight (formerly Grounded Sight) to a range of 15ft. Added the feather fall reaction to Light as Air. Retooled swim speed into Disciple of Water. Reduced the damage flexibility of Water Whip to bludgeoning or cold damage only, rather than including piercing and slashing as choices as well. [/QUOTE]
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