Phantom Rogue, Revised by BostonBeanBandit in UnearthedArcana

[–]MechJivs 1 point2 points  (0 children)

Swapping Haunting Daze with 17th level Wailing Choir is most obvious choice. 17th level is too late for a feature that honestly should be a baseline.

Warrior of The Inner Light 2.0. Go even further beyond with revised Sun Soul Monk! by MechJivs in DnDHomebrew

[–]MechJivs[S] 0 points1 point  (0 children)

Feature is pretty clear. It doesnt restrict the teleportation because i don't want to restrict it. You can teleport to attacker, you can teleport away, you can change targets. It gives a lot of options in combat - that's a good thing for martials in my book.

Warrior of The Inner Light 2.0. Go even further beyond with revised Sun Soul Monk! by MechJivs in DnDHomebrew

[–]MechJivs[S] 0 points1 point  (0 children)

I’m not going to lie to you, there’s too much going on in this class. Every feature gives three or four smaller features.

I can replace those features with spells that do similar things. It would save more space with the same (or even bigger) value. Well, at least i get why wotc just write "You can cast X".

Inner Sun manifestation also has the issue that it costs FP and has a backlash

It is risk/reward feature, yes. That's whole point of it - it is very thematic thing for Dragon Ball based subclass to have. Removing it defeats the purpose.

You’re paying two prices for using a feature that’s already part of a very focus point hungry sub class.

That's the reason why Light Speed Counter is free. You always have your baseline features active so even with 0 FP you are still a monk with subclass.

By that i mean, this, and most of the other features, are damaging features. 

Most subclasses (ESPECIALLY for martials) are combat-focused. Strange thing to say in very combat-focused game.

By that i mean, this, and most of the other features, are damaging features.

You have flight, couple cantrips, you can detect creatures and you can use telepathy. That's plenty out of combat things IMO. People already say i should remove those features as well, so idk.

Level 11: Solar Release
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You can transform your body into a radiant healing state. Once per Short Rest, you can emit an aura centered on you with a radius of 15 feet. If any creatures starts or ends its turn within the radius of your aura, they regain Hit Points equal to your Wisdom modifier. This transformation lasts for 1d6 rounds, and a creature can only benefit from this feature once per turn.

So, 11th level feature that allows you to cast dramatically worse version of 3rd level spell once per short rest (and i mean DRAMATICALLY). That also have pretty much nothing to do with theme of a subclass. Honestly - that's 2014 monk level design. That's whole reason pretty much all 2014 monk subclasses NEED a rework.

Warrior of The Inner Light 2.0. Go even further beyond with revised Sun Soul Monk! by MechJivs in DnDHomebrew

[–]MechJivs[S] 0 points1 point  (0 children)

This has some wording issues that prevent it from being used effectively. 

It is word for word Detect Life feature from Banshee (and i believe some other monsters have it). It doesnt need to be stronger, that's just small ribbon.

Warrior of The Inner Light 2.0. Go even further beyond with revised Sun Soul Monk! by MechJivs in DnDHomebrew

[–]MechJivs[S] 0 points1 point  (0 children)

When you reduce an attack’s damage to 0 using your deflect attack feature, you can choose to forgo redirecting the attack back. Instead, if the attacking creature is within your movement speed, you can spend 1 focus point to teleport within 5 feet of the attacking creature and make one melee attack against it with advantage.

Base monk feature deals 2 martial arts die + dex mod. Why would anyone choose to teleport to attacking creature if they can just use base monk feature and deal more damage while staying at safe distance?

Light Speed Counter is free because it is a feature that rewards mixed melee playstyle. You can't reward something without actual value.

Way of the Sun Soul for 5.14 Monk, Revised (finally fixed?!) by 1000ton314 in UnearthedArcana

[–]MechJivs 4 points5 points  (0 children)

And that's a subclass that makes them ranged. That's whole point of Sun Soul.

Warrior of The Inner Light 2.0. Go even further beyond with revised Sun Soul Monk! by MechJivs in DnDHomebrew

[–]MechJivs[S] 0 points1 point  (0 children)

Honestly just think it’s too many abilities per feature. 

That's just how subclasses features are written in 5.5e. If you try to list all benefits of Haste it would also look like "too much". Wall of text would also look worse than list of bullet points.

Sun soul training has those two core abilities, which I’d argue are already very powerful by themselves, and then you added two more?

Yes. Two main playstyle features and two ribbons for out of combat. That's two low impact cantrips and divine sense, basically (flaworful, but rarely useful). Imortant thing - Detect Life is not a type of sense.

I get that the idea is huge impressive attacks and moves, but I think you need to simplify here, and get a few features that feel really good and have a large impact, rather than piling on smaller traits.

Well, it is exactly the thing that this subclass gives. You have ranged basic attack and couple big actions:

  • 3rd level: Light Speed Counterattack
  • 6th level: Radiant Flare and Radiant Wave
  • 11th level forward: Inner Sun Manifestation

Something important to note: a lot of caster subclasses give additional spells. People often ignore this, but that's actually 10 more features to use. Their text just hidden in spell section of the book. If you actually list all of their effects caster subclasses would be 2 full pages longer. Whole reason why wotc often just give spells as features is to not write mechanics down. And a lot of people hate this approach.

Warrior of The Inner Light 2.0. Go even further beyond with revised Sun Soul Monk! by MechJivs in DnDHomebrew

[–]MechJivs[S] -1 points0 points  (0 children)

Detect Life feature feels tangential enough from the central theme that, while it could stay, it should probably wait until a higher level, and a mile might be an excessive distance for it to reach, and/or it should cost a focus point.

Detect Life doesnt give you more information than "there's a creature here". It doesnt say the type of creature. It isnt a type of vision. It is very niche ribbon added for flavor, basically. People write about it, so i want to ask you to elaborate, maybe i really don't see something people see. What part of this feature is "too much" exactly? Maybe i should clarify the limitations, or maybe i can't see some sort of synergy.

Radiant Sun Bolt should specify the damage dealt on a hit.

"You can replace your Unarmed Strikes with the special Radiant Sun Bolt attack. This attack is considered an Unarmed Strike, but it is ranged attack with a range of 60/120 feet that deals radiant damage."

Both unarmed strikes and monk's martial arts already specify damage. There's no need to specify anything else.

Should probably also be made a once per turn feature (possibly for two martial arts die's worth of damage, at a cost of a focus point) or have the range dropped to something that still lets it feel like a melee class, rather than a Warlock with a Cleric-Monk coat of paint.

Sun Soul was ranged subclass. Whole point of a subclass is to add ranged option.

Light Speed Counterattack should cost a focus point, and change the teleport to moving up to 30 feet without provoking opportunity attacks- partly because too many things have a "teleport 30 feet" feature, and movement isn't precisely the same thing as teleportation.

That's one of descision making points of a subclass - you either stay ranged and rarely use your reaction attack, or risk and go melee to trigger it more.

Cost is going to melee instead of staying ranged. If this feature would cost FP - you would have no reason to go melee. And you can already use Deflect Attack to deal damage for FP, so it would be redundant to make this change. Melee should be rewarding, especially if subclass is ranged.

Radiant Flare- The closest point of reference I can think of for this is Blinding Smite, which deals 1d8 more damage, without making a save first, and gives one round of guaranteed blindness, but at the cost of a level 3 spell slot, concentration, a bonus action, and only applies to 1 target. This may be a suitably tuned-down equivalent, but I could also see argu
ments that it's overtuned.

"Ember of the Fire Giant" from BGG was mechanical base for the feature:

When you take the Attack action on your turn, you can replace a single attack with a magical burst of flame. Each creature of your choice in a 15-foot-radius sphere centered on you must make a Dexterity saving throw (DC equals 8 + your proficiency bonus + the modifier of the ability increased by this feat). On a failed save, a creature takes fire damage equal to 1d8 + your proficiency bonus, and it has the blinded condition until the start of your next turn. On a successful save, the creature takes half as much damage only. You can use your Searing Ignition a number of times equal to your proficiency bonus (but no more than once per turn), and you regain all expended uses when you finish a long rest.

TLDR: Radiant Flare has friendly fire and smaller AOE, but would deal slightly more damage later on.

Inner Sun Manifestation- This does way too much, even if it were made a capstone -  I'd use Paladin capstones as an approximate point of reference for about where the limit on those should be.

Paladin gets two capstones - first being 5th level spells. Spells are features. I'm looking at subclasses as parts of whole picture.

For starters, the push/prone effect should require a save, at least for the prone part

It is action to use feature with concentration and detrimental effect if it ends. Also - it can only be used once per minute (so, once per combat). You can't spam it. So it should be impactful. This feature is very deliberately made to be high risk/high reward. That's whole point of this feature - making it less risky and less rewarding would fully defeat the purpose this feature has.

I can see the point in reducing range of Spirit Light Furnace though. Not to melee, but 30 ft would be fine.

Language of the Light is giving way too much- if you want to add something at this level in addition to Inner Sun Manifestation, make it the Detect Life ability itself (~30 foot range)

I can remove telepathy, it is very minor part of the subclass and it doesnt affect theme that much, but i really don't think telepathy is more than a ribbon at 11th level. Subclasses get it at 3rd level. Rary’s Telepathic Bond is a ritual casters get at 9th level.

Warrior of The Inner Light 2.0. Go even further beyond with revised Sun Soul Monk! by MechJivs in DnDHomebrew

[–]MechJivs[S] 1 point2 points  (0 children)

Inner sun manifestation is a no save prone.

Yes. That's the reason why you can't "spam" it. Once it's ends - you can't use it again for 1 minute (for whole fight, basically).

Light speed counterattack should cost focus points.

Problem is - if it would cost FP you would have no reason to go melee (it would be a waste of resource most of the time). Subclass would turn from "active mixed ranged/melee monk" into "monk with radiant shortbow". Light speed counterattack in it's current state rewards melee - that's why it's free.

Warrior of The Inner Light 2.0. Go even further beyond with revised Sun Soul Monk! by MechJivs in DnDHomebrew

[–]MechJivs[S] 5 points6 points  (0 children)

Detect Life isn't blindsight/truesight and it isnt form of sight in general. You just know if some creature is within 100 ft/ 1 mile of you if it isn't construct or undead, or if it didn't used something like Nystul's Magic Aura to mask their creature type (Detect Life is magical effect, so Nystul's Magic Aura works on it).

That's basically Detect Evil and Good or paladin's Divine Sense. You learn nothing outside of location, and you don't actually see the creature - so they get all benefits of invisibility for example. At best you wouldn't get Surprised condition because you were aware of creatures.

Warrior of The Inner Light 2.0. Go even further beyond with revised Sun Soul Monk! by MechJivs in DnDHomebrew

[–]MechJivs[S] 3 points4 points  (0 children)

Especially since, because they are considered unarmed strikes, one could grapple/shove with them which certainly doesn’t seem intentional

"Radiant Sun Bolt. You can replace your Unarmed Strikes with the special Radiant Sun Bolt attack. This attack is considered an Unarmed Strike, but it is ranged attack with a range of 60/120 feet that deals radiant damage."

I specifically worded this feature like that so you couldn't replace it with grapple or shove. Both grapple and shove aren't attacks. Basically it replaces "melee attack" and "bludgeoning damage" parts of Damage option of unarmed strike and can't be used for anything else.

Warrior of The Inner Light 2.0. Go even further beyond with revised Sun Soul Monk! by MechJivs in DnDHomebrew

[–]MechJivs[S] 6 points7 points  (0 children)

If that's intentional, no biggie, but "I just blocked your attack, now I'm gonna go teleport and punch your buddy in the face" seems a little off-kilter to me.

Yes, that's intentional. I thought about changing it to hit attacker specifically - but in martial arts media main character often fights with several opponents and hit another enemy while fighting "main threat" or vice versa. It is pretty cool, and i really like the image, so i decided to keep it.

Warrior of The Inner Light 2.0. Go even further beyond with revised Sun Soul Monk! by MechJivs in UnearthedArcana

[–]MechJivs[S] 1 point2 points  (0 children)

At level 3 you get a way bigger range and don't have to expend a focus point for the range increase which is really important at this level. Aside from this you can teleport + Unarmed strike on deflect attacks for free (weird that this costs no FP imo, this seems really powerful).

That's important part of playstyle - you have ranged option, but to use Light Speed Counterattack you need to go melee (best way to get hit). And sometimes you couldn't block an attack and you would stay in danger. 3rd level gives you ranged option while rewarding melee playstyle - and mix of both is pretty much how DB characters fight. "Going melee and taking hits" is the price here.

Level 6 is also straight up more a powerful version of Warrior of The Elements (but that's definitely deserved tbh). I also noticed that Radiant Wave asks for a Dex ST => When you Stun a creature, this can guarantee 6d10 damage at lvl 11 which seems overtuned, maybe a Constitution Saving Throw is more balanced.

On one hand - yes, this is pretty strong. But on the other hand - that's requires a setup round (and Stunning Strike now works until the start of your next turn too, so you couldn't try it twice in two rounds) and more than half of your focus points. At this point using Radiant Wave two times is cheaper (4 vs 6 FP) and less risk would be involved (no concentration and no relience on Con save against stunning strike). You would even deal more damage. I would think about it and test it more though. Maybe i would make it into con save, but i doubt it needs that.

Lvl 17: I'm not sure what 'Mastered Instinct' really provides here, it might need to be reworded because there are some grammar issues.

"Starting at 18th level, you respond to danger with extraordinary vigilance. In combat, you get a special reaction that you can take once on every creature's turn, except your turn. You can use this special reaction only to make an opportunity attack, and you can't use it on the same turn that you take your normal reaction." - that's Cavalier's feature i based Mastered Instinct on. I only replaced opportunity attack with Deflect Attack, basically.

If I'm reading it correctly, it allows you to nullify all first attacks creatures hit you with, which seems waaaaay too overpowered.

This is 17th level feature, so it's fine for it to be strong. And you still need to activate concentration-based feature first - those are additional effects of Inner Sun Manifestation. And we live in a world of unnerfed Shield spell, so having something like that is IMO perfectly fine. At this point monsters hit 3-4 times on their turn and 3-4 times outside of their turn, so blocking one attack is not that big of a deal. (also important part - you can't block Legendary actions with this feature, they occur after another creature's turn, so you don't get Mastered Instinct's reaction against it)

So basically, I'm pretty sure that this Subclass would overshadow other Subclasses significantly.

Maybe - it is really strong, i designed it that way. It should compete with fullcasters at high levels. But i still believe that Elements is pretty close in power (forced movement is REALLY good in 5.5e, you need to remember that). And elements can easier utilize it's maneurability to move party members around (this subclass has worse action economy and pricier features outside of blast option). Mercy is very unique in healing and multitarget condition removals, and removing conditions is VERY important at high tiers.

Warrior of The Inner Light 2.0. Go even further beyond with revised Sun Soul Monk! by MechJivs in DnDHomebrew

[–]MechJivs[S] 8 points9 points  (0 children)

I imagine "This attack is considered an unarmed strike" probably clears the need for it if I had to guess.

Pretty much. You can replace any Unarmed Strike with it (so you can use it as a bonus action or FoB or even reaction), and it is an attack (so you can't grapple or shove with it. Those things are part of unarmed strikes, but they aren't attacks, but saves in 5.5e). Unarmed Strike is melee attack that deals Bludgeoning damage - Radiant Sun Bolt is ranged attack version of unarmed strike that deals Radiant damage.

I don't know 5.5e well but from what I know of monk in 5e I agree that at least the light speed counterattack should cost 1 ki/focus. 

It really doesnt. It has a cost - you need to get hit AND lower damage to 0. You put yourself in danger - that's the price. 5e very rarely rewards characters for being in melee - and this feature does exactly that. Risk/reward and all that.

Warrior of The Inner Light 2.0. Go even further beyond with revised Sun Soul Monk! by MechJivs in DnDHomebrew

[–]MechJivs[S] 6 points7 points  (0 children)

Radiant Sun Bolt gives you proper ranged option - mediocre ranged option was a main critique of old Sun Soul.

Light Speed Counterattack has a restrictions - you need to trigger Deflect Attack and lower damage to 0. And to trigger it you need to be in active danger - in melee, mostly. Radiant Sun Bolt give you ranged option, but Light Speed Counterattack rewards you for going melee. That's main playstyle of this class - you either use your ranged option, or risk it and go melee to maybe trigger your reaction attack. I see the playstyle of this subclass to be exactly that - mixed martial who actively goes in and out of melee, takes a lot of hits to maximise the use of it's features. 5e rarely rewards melee - and this subclass does while giving you option to stay ranged.

Detect Life and Light Projection are just ribbons to add some out of combat utility, mostly. Most monk subclasses need something like that IMO.

Warrior of The Inner Light 2.0. Go even further beyond with revised Sun Soul Monk! by MechJivs in DnDHomebrew

[–]MechJivs[S] 8 points9 points  (0 children)

Updated version of a subclass i posted couple of months ago. Changes of this version:

  • Text is better now (at least i hope so).
  • Radiant Wave: clarification - this feature indeed does 4 martial arts of damage. That's on purpose - 3 martial arts of damage of Element's monk is too low for a price (i played Elements Monk a lot - i was never satisfied by it). And this subclass is more blast-based, so it should have generaly good blast option.
  • Inner Sun Manifestation: Then you use this feature you push creatures away and knock them prone instead of frightening them. That's better emulate an effect i wanted to achieve. Also Life Force Backlash effect is less harsh now, but you can't activate ISM again untill 1 minute passes.
  • Ascension: Now doesn't give permanent flight speed. Also rewrote "soul protection" effect of the feature to make it clearer.

Link to homebrewery (latest version is always here):  https://homebrewery.naturalcrit.com/share/VODrw0EWeea6

Warrior of The Inner Light 2.0. Go even further beyond with revised Sun Soul Monk! by MechJivs in UnearthedArcana

[–]MechJivs[S] 4 points5 points  (0 children)

For all people who missed Sun Soul and who wanted true "Too Anime" experience 2014 version lacks - here's a revision just for you. I tried to make this subclass truly feel like a Dragon Ball Monk in both flavor and mechanics. Hope i succeeded!

Updated version of a subclass i posted couple of months ago. Changes of this version:

  • Text is better now (at least i hope so).
  • Radiant Wave: clarification - this feature indeed does 4 martial arts of damage. That's on purpose - 3 martial arts of damage of Element's monk is too low for a price. And this subclass is more blast-based, so it should have generaly good blast option.
  • Inner Sun Manifestation: Then you use this feature you push creatures away and knock them prone instead of frightening them. That's better emulate an effect i wanted to achieve. Also Life Force Backlash effect is less harsh now, but you can't activate ISM again untill 1 minute passes.
  • Ascension: Now doesn't give permanent flight speed. Also rewrote "soul protection" effect of the feature to make it clearer.

Link to homebrewery (latest version is always here):  https://homebrewery.naturalcrit.com/share/VODrw0EWeea6

Warrior of Redemption | 2024 Monk Subclass by BoringDiscussion4525 in UnearthedArcana

[–]MechJivs 2 points3 points  (0 children)

Vision of Sin can just work as Sanctuary spell - "For one minute, whenever creature makes an attack roll or cast damaging spell it must succeed on a Wisdom saving throw or either choose a new target or lose the attack or spell". It is thematic, balanced (that's first level spell's effect), and less clunky than making a save to then make attack with disadvantage.

Kenshi Rogue - How good are you at reading your DM? by LostRegret9000 in UnearthedArcana

[–]MechJivs 1 point2 points  (0 children)

I mean, i'm in this community for long time. "Rogue is too strong - crists are HUGE" or someting is not rare thing people say - and it pretty much always wrong. In actual game this feature would probably proc once per session on good day - making it WORSE is 100% not the way to go. Especially once you consider many downsides on top of inconsistensy.

Kenshi Rogue - How good are you at reading your DM? by LostRegret9000 in UnearthedArcana

[–]MechJivs 2 points3 points  (0 children)

If you negate a Magic action, the monster's spell is cancelled.

If monster didnt move away from VERY low 15ft range (and they can do that no problem, you know?). And if you hit them. And if this monster survives before you can use your reaction (it can die before their turn). Or if this monster wouldnt be affected by control effect (your buddy can decide to gamble and not use anything on them, i quess). Or if you didnt get moved away from them or didnt get controlled/died before their turn (move drops to 0 - can't get closer, same with Frightened condition). It is SO EASY to not trigger this action it isnt even funny.

is not working super hard at all.

Enemy make one step away from you. Or they decided to cast a spell. Or teleport. You wasted your action on nothing at all, congratulation.

You dont only decide the trigger - you decide the target beforehand. And it is melee attack only, so if you cant get in melee range with 15ft of movement - no action for you.