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Why do Monks only have d8 HP instead of d10 HP?
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<blockquote data-quote="ECMO3" data-source="post: 8429489" data-attributes="member: 7030563"><p>There are 2 problems with making it a Rogue subclass.</p><p></p><p>1. Then you can't multiclass it with Rogue.</p><p></p><p>2. Rogues don't get a subclass until 3rd level, so if you play a teir 1 campaign you can't play a monk for most of the campaign.</p><p></p><p>I think sorcerer would make a better chassis for a Monk subclass because you can get it at first level. Here is a proposal.</p><p><strong>1st level: </strong> Proficiency in monk weapons, 1d4 martial arts attack (does not scale with level)</p><p></p><p>When not wearing armor - can use dex for Monk weapons and martial arts, BA martial arts attack after a weapon, cantrip or martial arts attack and +10 movement.</p><p></p><p>When not wearing armor or carrying a shield - bonus to AC equal to Sorcerer level or Wisdom bonus whichever is lower (minimum +1, stacks with mage armor).</p><p></p><p><strong>6th level:</strong> flurry of blows (uses a sorcery point), extra attack, unarmed fighting style</p><p></p><p><strong>14th level:</strong> stunning strike, uses a sorcery point, change from con save to wisdom save, DC 8+wisdom+proficiency</p><p></p><p><strong>18th level: </strong>quivering palm, same as currently written, uses sorcery points</p><p></p><p>Then give the specific subclass spells to replace other monk abilities, including: Zephyr strike, hunters mark, blur, shadow blade, haste, intellect fortress, greater invisibility, stoneskin, banishing smite, holy weapon, tensers transform, wind walk, ehterealness, regenerate, mind blank, telepathy, invulnerability, time stop.</p><p></p><p>Doing this I think you could make a pretty awesome melee character. Having spells based on Charisma, monk abilities based on Wisdom and Dex required for attacks will keep this from being OP. This means you will either run a 12-14 charisma sorcerer who needs to lean into melee because saves and cantrip attacks are not great or a 12-14 Wisdom Monk that needs to rely mostly on spells because AC is not very good. For a single class character you could actually dump charisma to 8 and go all out melee with a good constitution as well while getting only defensive spells (false life, shield, AE, blink, mirror image ......).</p><p></p><p>Finally in a separate topic - as far as the current class, my only real beef is polearms. Monks should definitely get glaives and arguably get halberds as monk weapons. As it is now, these are even excluded from the Kensai and from dedicated weapon. My problem is primarily a thematic one as pole arms are an iconic monk weapon, although the damage bonus and the reach would make Monks slightly better strikers and such a boost would help balance the class with other martials.</p></blockquote><p></p>
[QUOTE="ECMO3, post: 8429489, member: 7030563"] There are 2 problems with making it a Rogue subclass. 1. Then you can't multiclass it with Rogue. 2. Rogues don't get a subclass until 3rd level, so if you play a teir 1 campaign you can't play a monk for most of the campaign. I think sorcerer would make a better chassis for a Monk subclass because you can get it at first level. Here is a proposal. [B]1st level: [/B] Proficiency in monk weapons, 1d4 martial arts attack (does not scale with level) When not wearing armor - can use dex for Monk weapons and martial arts, BA martial arts attack after a weapon, cantrip or martial arts attack and +10 movement. When not wearing armor or carrying a shield - bonus to AC equal to Sorcerer level or Wisdom bonus whichever is lower (minimum +1, stacks with mage armor). [B]6th level:[/B] flurry of blows (uses a sorcery point), extra attack, unarmed fighting style [B]14th level:[/B] stunning strike, uses a sorcery point, change from con save to wisdom save, DC 8+wisdom+proficiency [B]18th level: [/B]quivering palm, same as currently written, uses sorcery points Then give the specific subclass spells to replace other monk abilities, including: Zephyr strike, hunters mark, blur, shadow blade, haste, intellect fortress, greater invisibility, stoneskin, banishing smite, holy weapon, tensers transform, wind walk, ehterealness, regenerate, mind blank, telepathy, invulnerability, time stop. Doing this I think you could make a pretty awesome melee character. Having spells based on Charisma, monk abilities based on Wisdom and Dex required for attacks will keep this from being OP. This means you will either run a 12-14 charisma sorcerer who needs to lean into melee because saves and cantrip attacks are not great or a 12-14 Wisdom Monk that needs to rely mostly on spells because AC is not very good. For a single class character you could actually dump charisma to 8 and go all out melee with a good constitution as well while getting only defensive spells (false life, shield, AE, blink, mirror image ......). Finally in a separate topic - as far as the current class, my only real beef is polearms. Monks should definitely get glaives and arguably get halberds as monk weapons. As it is now, these are even excluded from the Kensai and from dedicated weapon. My problem is primarily a thematic one as pole arms are an iconic monk weapon, although the damage bonus and the reach would make Monks slightly better strikers and such a boost would help balance the class with other martials. [/QUOTE]
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Why do Monks only have d8 HP instead of d10 HP?
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