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View Full Version : D&D 5e/Next Modular Monk (Class Rework, PEACH)



Lord Ruby34
2022-12-14, 01:38 PM
Modular Monk

https://i.pinimg.com/236x/08/03/0e/08030e86da83e42f5168837f751e6e4a.jpg

Monk Google Doc (https://docs.google.com/document/d/1s_IokRy5tDoU6r5rcjK4YEeBWDVRT7reX-7XytFZdHI/edit?usp=sharing)

As part of my home games I've been reworking various classes, with some inspiration from already existing homebrew. (Most of the base class features and some of the techniques are either taken verbatim or inspired by the Laserllama's Alternative Monk.)

Design Goals


Compatible with D&Done, as it stands
Increase the Power level to approximately Sorcerer/Paladin
Be fun and engaging to play
Capture Monk flavor
Give Monk a role as the "complex" martial
Attempt to avoid breaking the game


Current Concerns

The class may be too powerful
The class may expend Ki to quickly to perform properly
Individual Techniques are likely unbalanced
No actual level 15 ability
Too many options in combat could lead to analysis paralysis


I would appreciate feedback for anyone who is willing to take the time to look through what I've written. I'll be playtesting it soon, but I make no claims that I'm exceptionally good at balance or design, and would love to hear other people's ideas, suggestions, and balance concerns.