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Ogrillian
2018-05-26, 02:05 AM
Dao of Speed
5e monk Subclass
Why have you never trained in Armor or clunky weapons? Because you know it slows you down! You’ve trained your body and Ki to reinforce your speed. You know speed is the key to victory. If their too slow to hit you strength is meaningless, the faster an object moves the more hits it can land, and the more momentum an object has the harder it hits. When you pick this tradition you gain:
— No penalties to movement on difficult terrain.
— Mach Fist - At Lvl3 As long as you use Dash as an Action and have a target in front of you within 5ft of Stopping point, it may initiate your Attack action.

Phantom Shift
At Lvl 6 You’ve mastered increasing your speed in sudden bursts to the point you’re movements create ghostly afterimages, confusing your foes. Spend 1Ki point during movement phase to Make all weapon attacks suffer a -2 to hit penalty till the end of the round.(Stack with dodge)

G-Force smash
At Level 11 You’ve become so fast that light itself can’t catch up and the simple wind moving off you cracks like thunder and becomes an attack. Spend 2Ki points at the start of movement to instead make a line 10 feet wide and the length of your total movement. You Directly move to the end and force all foes within to make a Dexterity Roll (using Ki formula). Fails suffer 3d10 thunder damage and Knocked Prone.
— No penalty to Perception at Fast Speeds

Warp Drive.
At Lvl17 you’ve become a master of speed, faster than sound, faster than light! Your speed makes you seem every where at once! As an Action spend 4Ki points to pick up to 5 targets within radius of total movement to force DEX saves (using Ki formula) — Half damage (rounded down) on a successful save Fails receive 2d10Prc dmg + 2d10thunder dmg. Add an additional die of damage to both types when you select one less Target under 4. You end up 10ft away from final target.
—This skill DOES NOT spend movement!
— Selecting Single target can apply S.Strike

Let me know

JNAProductions
2018-05-26, 09:28 AM
This is pretty blatantly OP, especially early on. The later features aren't too bad, but level 3 and ESPECIALLY level 6 are far, FAR too strong.

Ogrillian
2018-05-26, 01:39 PM
Skimmed the first two down and ANY suggestions or criticisms welcome

Fire Tarrasque
2018-05-27, 08:25 AM
Dao of Speed
5e monk Subclass
Why have you never trained in Armor or clunky weapons? Because you know it slows you down! You’ve trained your body and Ki to reinforce your speed. You know speed is the key to victory. If their too slow to hit you strength is meaningless, the faster an object moves the more hits it can land, and the more momentum an object has the harder it hits. When you pick this tradition you gain:
— Mobile Feat and no penalties to Perception at Fast Speed.
— Mach Fist - At Lvl3 As long as you use Dash as an Action and have a target in front of you within 5ft of Stopping point, it may initiate your Attack action.

Phantom Shift
At Lvl 6 You’ve mastered increasing your speed in sudden bursts to the point you’re movements create ghostly afterimages, confusing your foes. Spend 1Ki point during movement phase to Make all weapon attacks suffer a -2 to hit penalty till the end of the round.

G-Force smash
At Level 11 You’ve become so fast that light itself can’t catch up and the simple wind moving off you cracks like thunder and becomes an attack. Spend 2Ki points at the start of movement to instead make a line 10 feet wide and the length of your total movement. You Directly move to the end and force all foes within to make a Dexterity Roll (using Ki formula). Fails suffer 5d10 thunder damage and Knocked Prone, Can spend an additional Ki to add 1d10 thunder damage to Mach fist directly after

Warp Drive.
At Lvl17 you’ve become a master of speed, faster than sound, faster than light! Your speed makes you seem every where at once! As an Action spend 4Ki points to pick up to 5 targets within radius of total movement to force disadvantaged DEX saves (using Ki formula) — Half damage (rounded down) on a successful save and Fails receive 2d10Prc dmg + 2d10thunder dmg and are Stunned 1d4 turns. Add an additional die of damage to both types when you select one less Target. You end up 10ft away from final target.
—This skill DOES NOT spend movement!

Let me know

Okay.
The level three abilities are STILL too powerful, but now Phantom Shift is too weak. It's preferable to just use base Monk abilities to take the dodge action, giving opponents disadvantage as opposed to -2. G-force smash is also a bit too strong, being easily able to top even WOTLD's capstone. Warp Drive again, is a bit too strong.

Ogrillian
2018-05-28, 02:48 AM
Any ideas? Was thinking level 6 could could spend a Kipoint and reaction to use dodge Trying to think of ways to maximize hit and run tactics. I want to keep the Mach fist skill though

Ogrillian
2018-05-30, 04:53 PM
Okay touched up the LVL11 & LVL17 skills I have been playing and its’s doing okay so far (only level 4 though so🤞) The DM was looking at level 6 it’s not as weak as I thought at first yes Dodge gives disadvantage but that requires an action or bonus action to use, and the DM allowed them to stack together, so YAY!