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Unearthed Arcana Waterborne Adventures: New from Unearthed Arcana

I, for one, am very pleased with the different options for existing classes over completely different classes.

I don't really have an balance thoughts. Balance isn't an issue with me unless it's incredibly flagrant.
 

OK, I'll run with this since I am a black belt in karate too. You wouldn't weaponize your rear, no - though the Twerking Monks of Myth Drannor brings a very amusing image to mind. Realistically though, we DO train to use any number of body parts that can be weaponized - hands, feet, elbows, knees. You learn to use your entire body for balance, power,torque and so on. It stands to reason that any intelligent race would develop it's martial arts to make use of all their available natural weapons, and for a minotaur race, that very much includes their horns. Any bar brawler learns to use his weapons - punching and kicking, head butts, etc. A monk/martial artist trains dilligently to use them more effectively.

The problem is that with this rule the monkotaur would only use their head. At 5th level they are making 4 headbutt attacks per round.

Then you have the balance concerns. Monks aren't supposed to be doing that kind of damage until level 17.

Minotaurs look like great Eldritch Knights.

The horns are strong, but the minotaurs are giving up a +1 to get them. I could see making them 1d8 to put them in line with one handed martial weapons.
 

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As a DM (and if I were a player) I think I prefer Khaalis's light fighter variant and its mariner and swashbuckler subclasses which are posted on ENWorld to both the mariner style and rogue subclass in the article.

The minotaur and sorcerer subclass look pretty cool on first glance.
 
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The problem is that with this rule the monkotaur would only use their head. At 5th level they are making 4 headbutt attacks per round.

Then you have the balance concerns. Monks aren't supposed to be doing that kind of damage until level 17.

Minotaurs look like great Eldritch Knights.

The horns are strong, but the minotaurs are giving up a +1 to get them. I could see making them 1d8 to put them in line with one handed martial weapons.
No argument here, as I noted above. 1d10 seems quite high. I have no problem rolling that back to 1d8 or even 1d6, especially if I'm allowing it for the monk bonuses.
 

It also doesn't work for those using a shield, and the +1 to AC is otherwise balanced with the assumption that you'll have a high AC because you're using a shield. (An extra point of AC is worth a lot more to someone with AC 20 than someone with AC 18).

I don't like this ability because it's an inter-pillar trade-off. This is the first time I've noticed a class with the ability to exchange a combat ability for an exploration ability.
Having a climb speed is most definitely a combat ability. It's just one with extensive out of combat utility, as well.
 

No argument here, as I noted above. 1d10 seems quite high. I have no problem rolling that back to 1d8 or even 1d6, especially if I'm allowing it for the monk bonuses.

I think the answer for the monk is to make them simple melee weapons rather than part of unarmed attacks. That way they can use them twice instead of four times per round.

A monk can already use a quarterstaff or spear to get 1d8 damage on regular attacks.

I think 1d6 is too low. The race should be offering something unique. I could see 1d8 and maybe give them something else small to make up for it.
 


1d6 would put the horns in line with other monk weapons, as well, so it would open up using them as a "simple" melee weapon and thus being viable for Martial Arts. It's either that or the kind of mind-numbing "you can stab this guy with a short sword and be a monk, but you cannot use your perfectly servicable horns" kind of wonkiness.

Panache only kind of bugs me because it's another stab at "martial mind control." It's fine for that but like other posters noted, there should be some way to break out of it (if this were magical mind control, there'd be a concentration requirement on that bad boy).

Balance. Knocking someone prone is a big deal. There are only a few limited options (such as a feat or two) that grant you bonuses, or bonus attempts, to doing that. Giving it automatically to a PC race could be problematic.

Or so I'm guessing.

Is prone that big of a deal? I mean, anyone can do it at the low low cost of "an attack," and the condition itself is nice, but hardly game-breaking. Letting minotaurs trade their bonus shove for a bonus prone seems kind of like an artificial distinction - "you can use your horns to knock the orc back, but never knock it down!"

I'd just as soon not let them do either rather than let them do one or the other but not both (because what's going on in the fiction there?)
 
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Wow, I think this is my favorite UA yet. I just want to try out everything.

Suggestion for Panache: Every time the creature you provoked successfully lands a hit on you, repeat the Persuasion/Insight contest to give them a chance of ending the effect early. Then your taunt only stays effective while you're dodging all their swings and being generally infuriating. If they actually manage to hit you, that might be enough to satisfy their anger from your taunt and get back to fighting whoever they want.
 

1d6 would put the horns in line with other monk weapons, as well, so it would open up using them as a "simple" melee weapon and thus being viable for Martial Arts. It's either that or the kind of mind-numbing "you can stab this guy with a short sword and be a monk, but you cannot use your perfectly servicable horns" kind of wonkiness.

Even if they are 1d10 and simple melee weapons I would still rather be a wood elf monk with a spear.

The minotaur gets 1d10 versus my 1d8 but I get +1 to hit, +1 damage, +1 AC, +1 initiative and other bonuses like darkvision, +5 movement, easier hiding, etc.

The horn bonus actions compete with the martial arts bonus actions that monks get.

It just seems like a bad race for monk.
 


Into the Woods

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