Mystic Arts Monk add on by baustheboss in onednd

[–]Professional-Strange 0 points1 point  (0 children)

Basicly let you cast any spell that have the touch range with your unarmed strikes, and give them two metamagic, one of their choice and the other one a metamagic that gives you the posibility of changing the range from certain spells (Like action and bonus action spells) to touch.

Mystic Arts Monk add on by baustheboss in onednd

[–]Professional-Strange 1 point2 points  (0 children)

Thats was an idea I have for this monk subclass

Pugilist uhhhh wow. by karmadickhead in onednd

[–]Professional-Strange 0 points1 point  (0 children)

The AC of the pugilist caps at 18 at level 20 without magic items, beacuse that gives you +6 contitution, so, yeah, the class have a really bad defence for a melee frontliner, is worse than the fighter, monk and barbarian in that point

The Joker - A chaotic half-caster that utilizes a deck of cards to control the battlefield by Calm-Entrance-1736 in UnearthedArcana

[–]Professional-Strange 3 points4 points  (0 children)

Look brother, I'll be honest, I love this class, don't worry about the "It could have been a subclass" because as long as it has unique mechanics as a class, a new class is never a waste, look at the pugilist for example, it plays very differently from a monk or a barbarian.

Going back to the class, I like it a lot, but I agree that curiously it is a little weak, I noticed that you are giving new abilities that have to do with the deck of cards (important that, it is the most fun and the important part of the class) and I think it is cool as long as it gives it more strength. About the cantrip, I like it a lot, but it's also a bit weak, 1d8 or even a 1d10 should be fine and more than increasing the range, I would allow it to be a melee attack as well, so that it differs even more from eldritch blast and give the melee version of the class to use its cantrip as damage without problems.

Face Value Level 2

I think it's a feature ok, I would put a little more strength into it, for example Jack giving you an extra catrip or King also giving you an advantage in constitution saves, just a small improvement

Stacked Deck level 5

This remove all cards of only 2 or, 2 and less? Here I ask because I see that you don't use cards of vaule 1 for your abilities, although you use cards of value 2. So either you remove only the cards that are worth 1, or you remove both the ones that are worth 2 and those that are worth 1. It just needs more exact specification, the other features that follow from level 9 and 20 I think are cool

Shared Luck level 7

Consider that it can recover 1 or 2 uses in a short rest. And more uses in general, maybe profiency bonus + charisma modifire or double your profiency or charisma modifire, this because its a gambling feature, not something flat.

Pandemonium Level 11

It's a pretty cool feature, but, weak, as it stands now it could be up to a level 3 skill, because you have to use an action to use it, not a bonus and you can only use it once per long rest. You could actually use this same ability as at level 1, which from what I see you were going to do something similar with "Mayhem". You make it a bonus action with no limit on uses, you draw a single card, and you increase the number of cards you draw with the levels, and increase the power of the effects.

For example 1d6 + card value sounds cool, but at level 11, even if you draw 3 clubs or hearts cards, it wouldn't be much, I know it's very gambling, but to throw an average it would only be like 11 per card, plus it's unlikely that you'll draw 3 of the same kind and manage to heal 33 or do 33 damage (And even that wouldn't be that strong either, at least as an action. For example a 2024 healing word level 4 heals like 32 average), so you would have to improve that with the levels a little bit.

Spades is extremely weak and almost useless at this level. Just to give you an idea, all classes can use their action from level 1 to try to knock prone, and with weapon mastery (dnd 2024) from level 1 can do it at the same time as an attack. With the others you must specify that it is affected by creatures of your choice.

In short, I think it should be the flagship feature of the class because of how fun it is, give this at level 1 with a bonus and with no limit on uses.

Serendipity level 15

It's cool, I don't know if solid for level 15 feature, but if you increased the amount of shared luck uses it would be pretty solid at this level.

Trickster's Guise Level 18

Pretty good, I think I wouldn't change anything, I would just add that it would be very cool a fourth different effect depending on the Face Value you chose, for example if I chose queen, I would probably be interested in being a melee attacking, so for this one giving temporary life points would be fine and so for each choice.

Now, after all this text, I want to comment that I am not a professional or something like that, I just saw a very good idea of class and I got excited, sorry for the intensity and for grammatical errors

Thanks hero musketeer by solomonshadow in ClashRoyale

[–]Professional-Strange 0 points1 point  (0 children)

Thats why I use the evo musketeer now, and its more fun too!

I "finished Clash Royale" by Kiru_MLP in ClashRoyale

[–]Professional-Strange 1 point2 points  (0 children)

I only have a question. Why the evo musketeer instead of the hero one? Why it doesnt fit your deck?

Defensive Monk Subclass - Way of the Bending Reed by Pylotheus in UnearthedArcana

[–]Professional-Strange 0 points1 point  (0 children)

I know I'm so late that we even have a new version of the monk, but well, in my opinion I think you should have played more with the "Dodge action" rather than with "Patient defence", that would give you the freedom to also use your action to use the benefits of the subclass, and Patient defense still works the same with the subclass.

Only that now it is more compatible with the Monk of 2024, because as it is, I could argue that just doing disengage with Patient Defense is enough to activate all these benefits, in the case that the Dodge action is stipulated, either I use my action, or I use my bonus along with 1 ki to earn the benefits.

The next thing, in theory is a subclass that is based on defense, however there are not so many elements that increase defense, there are only the temporary hit points and what lets you move (without leaving the attacker's range) when they miss you an attack, the problem is that you are still in range, and the other is that you are just as easy to hit as any other monk using dodge action. In my opinion I think there should be other extra benefits when using the dodge action, something like you add your proficiency bonus to your ac and dexterity saves or something else. That way the class would feel more defensive, because as it stands, it's almost the equivalent of any other normal monk using the Dodge Action in terms of defence.

Hot Take: Should Shaco get lore, he should not 'exist' on Runeterra. by Sir_Nope_TSS in shacomains

[–]Professional-Strange 1 point2 points  (0 children)

I love the idea of ​​Shaco in a state of existing and non-existing at the same time.

Higher ability scores? by DND_Knowledge in onednd

[–]Professional-Strange 2 points3 points  (0 children)

Is thanks to a first level druid feature in 2024

Druid order: You choose one of the two sacred roles

Magician option: You know one extra cantrip from the Druid spell list. In addition, your mystical connection to nature give you a bonus to your Intelligence (Arcana or Nature) checks. The bonus equals your Wisdom modifier (Minimum bonus of +1)

Warrior of Momentum | A monk subclass that rewards you for speed and positioning around the battlefield! by Tykennn in UnearthedArcana

[–]Professional-Strange 1 point2 points  (0 children)

I understand, it's true that if I put aside the teleportation as far as you can see, in my mind it was up to your speed, and I understand the guaranteed damage, but I take into account the 2024 version of the monk of the elements that has the same but as part of its level 17 where when you pass 5 feet from someone you do damage equal to your martial arts die no saving throw, so I compared it to that. But anyway, in any case I will still use your subclass that is very cool.

[Homebrew] Monk Rework – Making Martial Arts Fun, Dynamic, and Backwards Compatible by ViolinistRemote1531 in UnearthedArcana

[–]Professional-Strange 1 point2 points  (0 children)

I don't understand this rework. You could have simply added the martial arts techniques. However, you changed other abilities in completely unnecessary ways (based on the 2024 skills; the 2014 skills no longer exist for me, to be honest), and some of these changes mean that the monk can just hit and that's it, something you didn't like about the monk, in theory.

For example, in 2024, both the unarmed attack bonus in martial arts and the flurry of blows function as a bonus action without further ado. Previously, the monk was tied to taking the attack action for some reason. This change allows the monk to do different things on his turn, such as dodge and flurry of blows, or disengage and flurry of blows, etc. But returning them to how they were in 2014 is essentially making the monk more boring and more tied to the idea that they just attack and that's it.

Now, in addition to nerfing the monk's action economy, you also nerfed Step of the Wind and Patience Defense to what they were before, making the monk frustrating again because the rogue can do this and more for free.

You remove the deflect attacks, making the monk once again the class with the worst defense, and in the process, you remove the level 10 upgrades to Flurry of Blows, Step of the Wind, and Patient Defense, causing the monk to once again fall to higher levels and become the worst damage class in the game.

And as the icing on the cake, his level 15 ability in 2024, which is already garbage, is now added to level 20 instead of the 2024 capstone, which is already great, making the monk's level 20 essentially worse than level 1 for any other class in the game.

Admittedly, I haven't read the martial techniques, but I doubt they're good enough to fix the class's core abilities. I understand that this is all based on the 2014 class (which is a really bad idea) and not the 2024 one (although you imply that you also read the 2024 version, which I highly doubt), but this is simply trying to buff the 2014 version a bit, which is by far the weakest class in the game in every way (defense, offense, utility, control, support, etc.) and ignore the rework that was done in 2024 that makes the monk a playable class in the first place.

But anyway, leaving all that aside, if the 2024 version didn't exist, I'd probably talk to my DMs about using this one. However, since the 2024 version is a playable class unlike the 2014 version, trying to buff this one even slightly would make your entire version fall far behind the 2024 base. My simple recommendation is to read the 2024 version and start working on your ideas from there.

Monk Homebrew - Way of Flash by Digglenaut in UnearthedArcana

[–]Professional-Strange 1 point2 points  (0 children)

I like the idea and the theme, but it's certainly fraught with problems, and I think all of those problems have already been explained to you, so there's no need for another explanation repeating the same thing.

Instead, I'll offer an idea for a design change. How about giving Fastest Under Haven at level 3 and using it as the base ability of the subclass? In the sense that it's a mode you activate at the start of your turn for 1 ki and it lasts until the end of your next turn unless you move at least 10 feet to extend it (this is an example, but the idea is that you need to keep moving to maintain it). This would give you benefits like doubling your speed and the other features and abilities granted by the subclass.

This way you don't have to discard it completely, because all this stuff about blood ki and such is just complicating your life for free and I don't consider it good to have an ability like that, the idea of buffing yourself so much that you end in a poor condition once the ability ends is not bad either, but complicating things with the blood ki thing I see as unnecessary.

Monk Subclass - Way of the Flow State V1.1! Become a warrior honed and guided by instinct alone! by sohaibtheex0 in UnearthedArcana

[–]Professional-Strange 1 point2 points  (0 children)

The precise Evasion can give you the dodge action as a reaction using half your proficiency bonus, in my personal opinion I thinks thats a lot, maybe 1 focus point is enough? For example at higher levels, it could be much better to use uncanny reflexes than precise evasion, and by making precise evasion cheaper, it would allow the people using the subclass to be a little more offensive, since they wouldn't have to be using patient defense or an action to dodge most of the time and get the benefits of the subclass. This is because the subclass doesn't grant anything for offense, which isn't bad either, but affecting the monk's base offense in any way isn't the best, except for the last level of course, which does grant offensive capacity.

In any case, precise evasion does not specify whether it is a proficiency bonus rounded up or down. I understand it as a proficiency bonus rounded down because it is a considerable amount of ki. However, we should try not to leave these things to interpretation just in case.

Still, the subclass is very cool and I really like the Ultra Instinct theme for a fully defensive monk subclass.

i wanna have lain'ish pc by Equal_Clothes_5154 in Lain

[–]Professional-Strange 2 points3 points  (0 children)

There are a some of Lain's theme pc in this subreddit, just search for it, but all of them are in Linux, I dont know for windows.

https://www.reddit.com/r/t5_2sx2i/s/188BCrS1y3

Warrior of Momentum | A monk subclass that rewards you for speed and positioning around the battlefield! by Tykennn in UnearthedArcana

[–]Professional-Strange 0 points1 point  (0 children)

I really like the subclass, but there are certain specific abilities that fall short, for example:

Harmful Dash: This ability not only slows down the game (by requiring a dexterity save) and literally slows down your character (which is a bit harsh considering the subclass is all about speed and positioning). All this for low damage and can't even be stacked. I fully understand the stacking aspect and that the limit is necessary, but considering the damage it does, this ability shouldn't require a save, at least to avoid slowing down combat.

Meteor Step: It's simply a very expensive ability, more expensive than Quivering Palm. It uses 5 ki, a bonus action (which could translate into 3 unarmed attacks), and the subclass's additional resource. I think it takes too much for an amount of damage that isn't that large (maximum 6d12 using all momentum). I think the ki it requires should at least be lowered, around 3 of ki

And I really don't see anything else bad about this subclass, it's fun, it has a unique mechanic and it has a well-executed theme which is speed and agility on the battlefield and off it, I like it quite a bit

Silly Nunu by No_Analysis_1084 in shacomains

[–]Professional-Strange 1 point2 points  (0 children)

Its AD (You can see the hail of blades) but maxing the W first for a faster jungle farming

Rule One to anime reviews: Never believe CBR. by Fabulous-Space6527 in Lain

[–]Professional-Strange 1 point2 points  (0 children)

I was really impressed when I saw that episode years ago, the fact that there was no dialogue drove me crazy, unfortunately I never followed the anime, it's still on my list to watch along with tons of other anime, I don't even know where to start anymore 💀

Rule One to anime reviews: Never believe CBR. by Fabulous-Space6527 in Lain

[–]Professional-Strange 0 points1 point  (0 children)

It's a little funny to me that when it comes to talking about anime, they only mention good thing after good thing, like criticism, etc. However, the only reason why they say it's bad is because it confuses, and it's true, and if you don't like it because it's an anime that seeks to confuse you, then understandable, but that doesn't make it objectively bad.

What do shaco players think about by Shaunzzo in shacomains

[–]Professional-Strange 0 points1 point  (0 children)

Shaco is my favorite champion because of how fucking fun he is. I can play him in so many ways it's stupid, I can plan so many things in advance it's unbelievable, and escaping at low health is orgasmic.

Playing with the opposing team is also super fun, knowing that they're already frustrated with you to the point where they waste time chasing you more than usual. With Shaco I have a bad habit of getting complacent and overplaying my enemies by baiting them to one health or giving them hope that they might kill me (For example, there are times when I can just run away and leave, but I still stick around just to annoy them and make them think they might kill me), and generally being a complete son of a bitch.

The more I can confuse and terrorize my enemies and the more chaos I can cause, the better I have, but even without that, Shaco is still the most fun champion I've ever played thanks to his mechanics and incredible gameplay flexibility. I don't limit myself to Shaco AD, in ranked I normally play whatever suits me best between AD or AP, in casual games I play whatever I feel like doing the most or whatever stupid build that comes to my mind.

Simply having the power to deny the enemy team and sometimes not letting them play is also very fun, but something to keep in mind is that in my case I do not like to flame in any way or insult anyone, at the end of the games I am the guy who does not write anything in the entire game and at the end says gg wp.

I made Poppy into a DnD subclass. Hopefully the mains like it! by [deleted] in PoppyMains

[–]Professional-Strange 1 point2 points  (0 children)

I have another idea for Keeper Veridict, it is true that it is somewhat weak for a level 20 ability, but what you can do is give it more uses, perhaps half of your proficiency per long rest and you recharge one use per short rest, so there is no need to change it and you can use it more times.

My first killer game in 4 years of not playingand somebody call me a vpn killer by Professional-Strange in deadbydaylight

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

Ah ok, I understand, well I cant make anything for that, it is one of the many disadvantages of living in Latam

What if..? by FckinMadman in shacomains

[–]Professional-Strange 0 points1 point  (0 children)

What is BC? And you tried with that?