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View Full Version : D&D 5e/Next Homebrew Monk subclass Feedback: Way of the Tempest



bsullivanp
2023-08-26, 01:42 PM
I have wanted to try my hand at a homebrew monk subclass and would love some feedback.

A few points of context:

This subclass is intended to be more OP vs. other monk subclasses. I am not going for parity, I'm going for a viable monk from a DPR standpoint, particularly in T3/T4 gameplay.
As such, I would never play this homebrew unless I was the only monk at the table. It is meant to compete vs. other subclasses, but would clearly be unfair vs. other monks.
I wanted to create a fun class that really embodied the theme of lightning, not only in damage, but in quickness, reflexes, and elemental flavor.
I feel monks at their core should be about choice so I give this a subclass lot of options. But, by tying all of that optionality to the same Ki pool, it naturally puts a limit on how frequently those choices can be made (providing a somewhat natural ceiling on its power level).
This subclass competes with GWM/PAM or SS/CBE fighters in DPR but still falls short of both. I think that feels right. Monks should be able to dial up DPR when needed for short stints, but also have other utility a normal martial may not.


In any event, I welcome the feedback:

Link on D&D Beyond: The Way of the Tempest (https://www.dndbeyond.com/subclasses/1812006-way-of-the-tempest)
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Note: This Homebrew Subclass was inspired by joshlud130's The Way of the Lightning Storm, which I used as a baseline and made additional tweaks.

The Way of the Tempest
Monks who follow the Way of the Tempest are able to channel the power of the storm to hone their bodies and empower their strikes. They have the ability to use this power to increase their speed and strength, deal elemental damage, and give themselves an advantage over their opponents.

LEVEL 3: FURY OF THE STORM
When you take this subclass, you feel better connected to the elements and those that harness its forces to gain powerful advantages, both in and out of combat. At level 3 you gain the following benefits:

Storm-touched: You are proficient in the Primordial language.
Lightning Strike: When you hit a creature with an unarmed strike or monk weapon, the creature takes an additional roll of your Martial Arts die as lightning damage. You can deal this extra damage only once per turn.

Additionally, when you attack a creature with your Flurry of Blows you can also perform one of the following actions. This feature must be chosen before any attack rolls are made.

Lightning Jab: If both unarmed attacks successfully hit the same creature, it must make CON saving throw or become dazed. A dazed creature has disadvantage on all its attack rolls for its next turn.
Thunder Blast: The damage type of your unarmed strikes become thunder damage. The creature must make a STR saving throw or be pushed back 15ft.


LEVEL 6: LIGHTNING REFLEXES
At 6th level you gain a quickened sense of your surroundings.


In combat, you add your wisdom modifier to your initiative order.
Your unarmed strikes can now do lightning or thunder damage instead of bludgeoning and count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
You can spend one Ki point to make an additional reaction per round.


LEVEL 11: EMBODIMENT OF THE STORM
At 11th level you become a conduit of the power of the maelstrom, allowing you to enhance your offensive and defensive capabilities. You gain the following enhancements to your character's skills:


Storm's Resilience: You gain resistance to lightning and thunder damage.
Chain Strike: When you attack a creature with Flurry of Blows, after your first bonus action unarmed strike you can teleport up to 20ft to another creature and make your second Flurry of Blows unarmed strike. If that second bonus attack hits, you can teleport an additional 20ft to a third creature and make another unarmed strike.
Channel Lightning: You can spend three Ki points as an action to cast Lightning Bolt, dealing 8d6 damage. For each Ki point spent above three, add 1d6 to the spell damage. All targets in the area of effect must make a DEX saving throw, taking full damage on a failed save and half damage on a success. The maximum number of Ki points you can spend to cast this spell in this way (including its base Ki point cost and any additional Ki points you spend to increase its level) is determined by your monk level, as shown in the Spells and Ki Points table below.


Maximum Ki Points for a Spell


5th–8th: 3
9th–12th: 4
13th–16th: 5
17th–20th: 6


LEVEL 17: STORM MASTERY
At 17th level you have gained complete command over the power of the tempest. As a bonus action you can spend 4 Ki points to infuse yourself with elemental forces. This state lasts for one minute or until you are incapacitated or take an action to revert back to your normal self. While in this form, you gain the following benefits:


Your unarmed strikes deal an additional 2d4 Lightning damage
When you take the dash action you move without provoking attacks of opportunity
If a creature hits you with a melee attack you can use a reaction to make an unarmed strike against it.


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tKUUNK
2023-08-26, 07:12 PM
Yeah I like the flavor- I think you nailed it with the improved mobility, additional reaction (with ki cost, so it doesn't go completely unchecked, good call there), and initiative bonus. It feels swift, so nice work there.

When using the lv11 Chain Strike ability, does the first Flurry of Blows attack need to hit in order to use this ability? It's clear that the second strike must hit in order to teleport the second time, which made me wonder how you intend this feature to work.

Storm Mastery in combination with other features will greatly increase damage output. At lv17+ this is appropriate, imo.

I read through this and thought, "No flight ability at higher level, like Tempest clerics or Four Elements monk"? It would be on-theme here depending on the vibe you're going for. It could even be something like, "Spend X ki each round to grant yourself (or an ally?) a fly speed equal to your walking speed until the start of your next turn".

Nice job on this.

bsullivanp
2023-08-26, 07:50 PM
Yeah I like the flavor- I think you nailed it with the improved mobility, additional reaction (with ki cost, so it doesn't go completely unchecked, good call there), and initiative bonus. It feels swift, so nice work there.

When using the lv11 Chain Strike ability, does the first Flurry of Blows attack need to hit in order to use this ability? It's clear that the second strike must hit in order to teleport the second time, which made me wonder how you intend this feature to work.

Storm Mastery in combination with other features will greatly increase damage output. At lv17+ this is appropriate, imo.

I read through this and thought, "No flight ability at higher level, like Tempest clerics or Four Elements monk"? It would be on-theme here depending on the vibe you're going for. It could even be something like, "Spend X ki each round to grant yourself (or an ally?) a fly speed equal to your walking speed until the start of your next turn".

Nice job on this.

Thanks for the feedback and kind words. I felt this was on to something so am pleased it has resonated.

For Chain Strike, I envisioned the first FoB did NOT have to hit to use the ability. I wanted a baseline increase in mobility, where the monk was bouncing around the battlefield. I didn't want to completely shut it down if the first FoB failed to connect, but felt making it extend after the second FoB felt almost like a kinetic momentum mechanic.

I agree with level 17. Every Monk I've seen falls off the cliff, somewhat after level 11, but certainly by level 17, so a straight damage buff (tied to Ki to limit somewhat) felt appropriate.

The flight is a really good idea. Even if its to the end of your turn, or perhaps even created an enhanced Step of the Wind that grants flight instead of dash could be cool, while not overpowered. Great add!

tKUUNK
2023-08-26, 11:52 PM
Yeah, make the flight ability an augment to Step of the Wind. Whether it's instead of the usual benefit, or in addition to. Either way it's costing ki and a BA. Personally I would add this feature at level 11, if you decide to add it.

re: Chain Strike- Okay, that makes sense.

As a side note regarding monk damage in my experience:
They shine at level 5
They are lack-luster but still capable-ish by level 8 or 9
By level 12 they feel pretty "meh"

and if you have any features competing for Ki outside of combat (like shadow arts spells), it only reduces your damage output & overall combat effectiveness further.

Being able to throw lightning bolts around should ease this pain a bit, especially with monk speed enabling you to position yourself to maximize targets.

and last thought....the Thunder Step (https://www.dndbeyond.com/spells/thunder-step) spell would be on-theme for the elemental forces and mobility here. EDIT: this could replace the flight ability, perhaps allowing it to be cast as a Bonus Action. Just brainstorming here.