D&D 5E UA Monk Way of Mercy - Have you tried this?


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I made a "Monk of Flowers".

All my abilities were themed on flowers, both beautiful and poisonous. I was a vuman with mobility because I didn't want to waste any precious ki on disengaging. 16 Dex and 16 Wis, and I pumped Wis at 4th. Took Herbalism kit and made flower based healing potions.

Way of Mercy is really good at whack-a-mole, since I could flurry then walk over to heal someone at 0hp. Miasma was hemlock and lily leaves. It's mostly a defensive ability that made me very tanky when I wanted to be, and more than once I popped it just for protection from ranged attacks while running from bad guys.

If I had any ki left, I would throw out some minor healing before short rests. The "endless" minor healing was also useful during RP since I could tend to the masses (I gave them flowers and potpourri).

I rarely used Hands of Harm. I just didn't have enough ki to waste, so I only really used it when someone was poisoned and I could crit. I'm sure you could do a nice burst at higher levels, but the extra damage never seemed as important as having another stun, another heal, or another miasma.

Never made it to 8th. Scheduling issues.
Thanks for all the input on it!
 

It does seem quite "all over the place". I like the idea of channeling ki to heal another, but some of the other features seem out of place. Still waiting for further feedback (if there is any).
I didn’t get it, what is all over the place here? It seems pretty tightly focused, to me.
 

I liked this subclass at first glance except for the noxious aura. That felt like a feature that belonged in a different subclass. Conceptually, I think a monk that can channel ki-powered healing (and hurting!) is a great idea. It's so obvious in retrospect and is a good fit both in flavor and mechanics.
 

I liked this subclass at first glance except for the noxious aura. That felt like a feature that belonged in a different subclass. Conceptually, I think a monk that can channel ki-powered healing (and hurting!) is a great idea. It's so obvious in retrospect and is a good fit both in flavor and mechanics.
I do think the text could make it clearer what the point of the aura is, and I think that maybe it could be replaced with something else, but, overall I really like the subclass and hope it mostly gets through the playtest.
 

My first thought is to move the 11th level feature down to 6th level. Then across several levels I would start doling out cleric spells like revivify, lesser restoration, greater restoration, and even raise dead. If you're gonna go for it, go for it.
 

I just did a rework of the Tranquility Monk that balances things a bit better. Feedback is welcome!

Healing Hands
Your mystical touch can heal wounds. Starting at 3rd level, you have a pool of martial dice (d4s at 3rd level, d6s at 5th level, d8s at 11th level and d10s at 17th level) that you spend to fuel this healing. The number of dice in the pool equals your Wisdom modifier (minimum of one).

As an action, you can heal one creature you are touching, spending dice from the pool. Roll the dice you spend, add them together, and restore a number of hit points equal to the total.

Instead of healing the creature, you can expend one die from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Healing Hands, expending dice separately for each one.

When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature.

Your pool regains all expended dice when you finish a short or long rest.

This feature has no effect on undead and constructs.

Wise Counsel
At 3rd level, you become an authority of wisdom. You can use Wisdom as your ability score for Persuasion checks instead of Charisma.

You also gain proficiency in the Persuasion skill.

Zone of Peace
Starting at 6th level, you can become an island of calm in even the most chaotic of situations. As a reaction, when a creature within 30 feet of you is targeted by an attack or a harmful spell, or makes an attack or casts a harmful spell, you can expend 3 ki points to create a Zone of Peace in a radius of 30 feet centered on you. The triggering attack or spell is affected.

The DC equals 8 + your proficiency bonus + your Wisdom modifier.

For 1 minute, any creature who targets the warded area with an attack or a spell that deals damage or causes a saving throw must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This includes moving area effects to not overlap with the warded area, such as the explosion of a fireball.

In addition, any creature within the warded area must first make a Wisdom saving throw to make an attack or cast a spell that deals damage or causes a saving throw, even if they are targeting someone outside of the warded area.

You can end this effect before it expires.

Once you use this ability, you can’t use it again until you finish a long rest.

Balanced Healer
Beginning at 11th level, using Healing Hands on others heals you as well. When healing someone else with the Healing Hands feature, you regain an additional half of the rolled hit points.

Anger of a Gentle Soul
At 17th level,you gain the ability to visit vengeance on someone who harms others. If you see a creature reduce another creature's hit points, you can use your reaction to grant yourself advantage on attack rolls against the aggressor and attacks that hit the aggressor are critical hits. This lasts until the end of your next turn.

Once you use this ability, you can’t use it again until you finish a short or long rest.
 

I like the Way of Mercy monk. It gives the party a good option for a healer that is not a traditional caster, which is always a good thing. The healing is surprisingly powerful. As noted above, it pairs well with Mobile.

The Noxious Aura is a good ability, but is poorly skinned I think. I prefer something about disrupting Chi in an area around them. It looks like heat waves on a hot road, hence the disadvantage to ranged. It makes people nearby feel sick as their Chi flow is disrupted. I also considered a monk using sacred herbs in a censor like a set of nunchaku.
 

I like this tradition as well. Noxious Aura (I feel) actually plays fairly well toward the manner in which the subclass is characterized. There are a couple of places where we see the yin and yang surface -- e.g. you get proficiency with both the herbalist and the poisoner kit (two sides of same coin) as well as Hands of Healing/Hands of Harm. I think from a design PoV the NA is a variation on how the ability can be chained with Hands of Harm: RAW say that HoH will do triple damage if the target is incapacitated or poisoned. So at L5 we can hit to stun (incapacitate) with CON check versus our DC against a single target, or (at L6) use our mini "Stinking Cloud" to get an AOE CON check against all adjacent melee targets with the bonus of disadvantage on incoming ranged attacks and (at the very least) poison damage against opponents who fail the save. You can still break out 3x dmg against a given target, and have the option of a different target for 3x dmg the next turn assuming ki pt availability. "Poisoned" might not be quite as advantageous to the monk as "Stunned/Incapacitated" but it's nice flavor for the subclass, and keeps it a bit more hybrid (in terms in fighter/healer) than Way of Tranquility.
 

I think the level 6 aura is the only thing going for it. The level 3 abilities are yet another way to burn ki quicker...and for a small amount of heal and/or damage.
 

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