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Signature Technique! 5E Monk Rework
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<blockquote data-quote="Stalker0" data-source="post: 8426607" data-attributes="member: 5889"><p>One thing I would do to help your reviewers is just to list out the key changes, it took me a couple of reads to gather them all.</p><p></p><p>Ok for context, I too have made a number of alternate monks. In general my view of the monk has shifted from "horribly UP" to "just needs a few key tweaks", so my feedback overall will be that its too many changes. That said, there is some stuff in here I like, so lets take a look.</p><p></p><p><strong>HP 1d10</strong>: Fine</p><p><strong>Martial Arts: </strong>Delayed 1 level. Ultimately I think this is a bad change, it doesn't really compensate for some of your other changes, it just delays gratification a bit. I think we can do something else here.</p><p></p><p><strong>Flurry</strong>: Automatic (no ki spend), doubles at 11th. Enhance (1 ki): Add prof to hit and damage.</p><p></p><p>So I think this is too much raw boost, but it does open up an interesting idea. What if the regular "bonus unarmed attack" from martial arts got an innate bonus to attack and damage equal to the prof mod (and the flurry worked as original). You still get a big boost but only on 1-2 attacks, so it gives us a midway boost in damage without going too far. It also helps to scale automatically.</p><p></p><p>The compromise is complexity, as you now have two different attack rolls.</p><p></p><p><strong>Slow Fall: </strong>Slow fall honestly is a pretty perfect ability as is, and its already very strong for its niche. I think its an area where I wouldn't spend any "complexity chips"</p><p></p><p><strong>Signature Technique</strong>: Ok turning stun into a "Prof per day" ability has merit, I'm on board.</p><p></p><p><strong>Brutal Strike</strong>: Flavorwise I'm on board, but we need to bump this up... bleed damage is just very very weak in 5e due to how short most combats are, so its needs to pop to have any impact. First, I would suggest instead of prof damage go with a martial arts die, that scales a bit more. We also need to clean up the bleed language a bit, and frankly considering the mystical nature of the monk I think we can create a version that doesn't require actual blood (ala quivering palm), and that gives crits some fun (and some party teamwork) to add in some more oomph. Here is a rewrite to try out:</p><p></p><p>"You leave a trace of your ki in the body of your opponent, weakening and devastating them over time. When you hit another creature with a melee weapon <a href="https://roll20.net/compendium/dnd5e/Actions%20in%20Combat#h-Attack" target="_blank">Attack</a>, you can activate a Brutal<a href="https://roll20.net/compendium/dnd5e/Stunning%20Strike#h-Stunning%20Strike" target="_blank"> Strike</a>. Whenever the creature takes a critical hit, it takes additional damage equal to your martial arts die. At the end of the creature's turn, it takes damage equal to your martials arts die and can make a constitution saving throw to end the effect.</p><p></p><p>Ki Enhance: Spend 2 Ki. The martial arts damage from brutal strike is doubled, and the creature has disadvantage on the save against it."</p><p></p><p><strong>Redirecting Strike</strong>: Again to compete with Stunning Strike this thing needs to pop, and one of its issues is its only really useful if other monsters are nearby, which narrows its niche significantly. So I think we need to look at some core defensive power (to counter the offense of the other two), we will remove the reaction (none of the other two required any action), and to give it more personal power so its more generally useful. something like:</p><p></p><p>When you are hit by an attack roll (note any attack roll), you may use this ability to lower the attack roll by your proficiency mod. If the attack misses, you may reroll the attack against a creature within 5 feet of you that you choose, adding your martials arts die to the damage.</p><p></p><p>Ki Enhance: Spend 2 ki. You can lower the attack roll by twice your proficiency mod, and if the redirected attack hits it is considered a critical hit.</p><p></p><p><strong>Stillness of Mind</strong>: The ki enhance is cool, I like it.</p><p></p><p><strong>Tongue of the Sun and Moon</strong>: This is cool! Just needs a slight language cleanup, I assume that both the direction sensing and the telepathy last for 1 minute, so you want to make that clear, but I'm on board.</p><p></p><p><strong>Empty Body</strong>: Pretty darn strong but this 18th level its time to go for it. Something to clarify, do you have resistance for the full 1 minute no matter what, or only while invisible? (in case something can remove the invisibility). If its the latter, you could clarify it as "While invisible in this way".</p></blockquote><p></p>
[QUOTE="Stalker0, post: 8426607, member: 5889"] One thing I would do to help your reviewers is just to list out the key changes, it took me a couple of reads to gather them all. Ok for context, I too have made a number of alternate monks. In general my view of the monk has shifted from "horribly UP" to "just needs a few key tweaks", so my feedback overall will be that its too many changes. That said, there is some stuff in here I like, so lets take a look. [B]HP 1d10[/B]: Fine [B]Martial Arts: [/B]Delayed 1 level. Ultimately I think this is a bad change, it doesn't really compensate for some of your other changes, it just delays gratification a bit. I think we can do something else here. [B]Flurry[/B]: Automatic (no ki spend), doubles at 11th. Enhance (1 ki): Add prof to hit and damage. So I think this is too much raw boost, but it does open up an interesting idea. What if the regular "bonus unarmed attack" from martial arts got an innate bonus to attack and damage equal to the prof mod (and the flurry worked as original). You still get a big boost but only on 1-2 attacks, so it gives us a midway boost in damage without going too far. It also helps to scale automatically. The compromise is complexity, as you now have two different attack rolls. [B]Slow Fall: [/B]Slow fall honestly is a pretty perfect ability as is, and its already very strong for its niche. I think its an area where I wouldn't spend any "complexity chips" [B]Signature Technique[/B]: Ok turning stun into a "Prof per day" ability has merit, I'm on board. [B]Brutal Strike[/B]: Flavorwise I'm on board, but we need to bump this up... bleed damage is just very very weak in 5e due to how short most combats are, so its needs to pop to have any impact. First, I would suggest instead of prof damage go with a martial arts die, that scales a bit more. We also need to clean up the bleed language a bit, and frankly considering the mystical nature of the monk I think we can create a version that doesn't require actual blood (ala quivering palm), and that gives crits some fun (and some party teamwork) to add in some more oomph. Here is a rewrite to try out: "You leave a trace of your ki in the body of your opponent, weakening and devastating them over time. When you hit another creature with a melee weapon [URL='https://roll20.net/compendium/dnd5e/Actions%20in%20Combat#h-Attack']Attack[/URL], you can activate a Brutal[URL='https://roll20.net/compendium/dnd5e/Stunning%20Strike#h-Stunning%20Strike'] Strike[/URL]. Whenever the creature takes a critical hit, it takes additional damage equal to your martial arts die. At the end of the creature's turn, it takes damage equal to your martials arts die and can make a constitution saving throw to end the effect. Ki Enhance: Spend 2 Ki. The martial arts damage from brutal strike is doubled, and the creature has disadvantage on the save against it." [B]Redirecting Strike[/B]: Again to compete with Stunning Strike this thing needs to pop, and one of its issues is its only really useful if other monsters are nearby, which narrows its niche significantly. So I think we need to look at some core defensive power (to counter the offense of the other two), we will remove the reaction (none of the other two required any action), and to give it more personal power so its more generally useful. something like: When you are hit by an attack roll (note any attack roll), you may use this ability to lower the attack roll by your proficiency mod. If the attack misses, you may reroll the attack against a creature within 5 feet of you that you choose, adding your martials arts die to the damage. Ki Enhance: Spend 2 ki. You can lower the attack roll by twice your proficiency mod, and if the redirected attack hits it is considered a critical hit. [B]Stillness of Mind[/B]: The ki enhance is cool, I like it. [B]Tongue of the Sun and Moon[/B]: This is cool! Just needs a slight language cleanup, I assume that both the direction sensing and the telepathy last for 1 minute, so you want to make that clear, but I'm on board. [B]Empty Body[/B]: Pretty darn strong but this 18th level its time to go for it. Something to clarify, do you have resistance for the full 1 minute no matter what, or only while invisible? (in case something can remove the invisibility). If its the latter, you could clarify it as "While invisible in this way". [/QUOTE]
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