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Monk Subclass (Playtest Kickstarter Class)

Greetings, Legend!

I need your help!

As you may know, I am launching a fantasy army kickstarter for 5E that will allow you to easily add army combat in your games without worrying about hundreds of little units at the same time!

My new fantasy army compendium will also include lots of playable content for DM’s, including new subclasses for your table to try!

I’ll be releasing a new monk Subclass, the “Way of the Needle,” and I need your help to review and test this subclass out! Is it balanced and fun to run?

Please let me know your thoughts.

Thank you friend, you’re a legend!

-Your NPC, Assassin 👍👍

Monk Subclass (Playtest Kickstarter Class) Monk Subclass (Playtest Kickstarter Class)

Comments

This is so helpful!!! Thank you for your input! I look forward to implementing these suggestions in the final draft.

Assassin

First off, the idea of an acupuncture Monk is very interesting. However, I see several problems this subclass. 1) Most people play Monks precisely because they are not dependent on items and weapons. Moreover, these needles are consumables which can and will break. 2) Monks can already throw darts, the 6th level feature does not really give them anything new. 3) "Stabilizing a creature at 1hp". Which of it does it do? Healing or stabilizing? Any character can stabilize a creature with a Medicine check already, If it is healing, 1hp seems awfully little. Also, you wrote "key point". Also, it consumes two resources, see 4). 4) The 17th level feature consumes two resources at once, needles AND ki points. Furthermore, it is objectively worse than e.g. the Open Hand 17th level feature which also consumes 3 ki points. 5) Compare that with the Way of Mercy Monk in Tasha's. They don't use needles, but their features are very similar to this one's. I think it would be better to remove the needles-breaking part for one. Maybe give them one or two thicker needles that they don't expend but just use to make quick shallow stings, or let the Monk create the needles using psychic energy, like the Soulknife Rogue. At least replace the action in "Stable Hands" with an attack that can also be done by throwing a needle into the target from further away. If the Monk can create the needles on the fly, "The Needler" can stay, but you should specify that it basically increases the range of their unarmed strikes, so it works with flurry of blows. If you insist on treating needles as a resource, you should probably replace it or add another 6th level feature. While on the topic, the Monk should get proficiency with Blacksmith Tools at level 3 if you need them to create the needles. "Stop Hitting Yourself" could maybe work together with "Stunning Strike". It could either enable you to perform it from 20 feet away, Or maybe say "If you use your stunning strike feature, you can also force the target to make an attack against themselves if it fails the saving throw."

MrMastaofDesasta


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