There may be no classes Dungeons and Dragons This annoys the Dungeon Master even more than fifth edition Monk. From the arguably shattering “Stunning Blow” to the instant-killing “Shivering Palm,” the Monk’s abilities seem to be built around the idea that “few can stand in their way.”
The following analysis breaks down some R&D Monk’s more controversial traits, and offers possible solutions to DMs plaguing the class.
Controversy has surrounded Monk since its release. Dungeons and Dragons Fifth Edition was about five years ago, and this was largely due to the class’s power in 1V1 combat.
Is the D&D Monk’s Shocking Strike suppressed?
Starting with the most infamous monk ability, Stunning Strike is often considered the most powerful monk class feature. This ability is unlocked after the monk reaches fifth level, and allows them to exchange a “ki” (a resource system for monks using special abilities) points to attempt to stun enemies until the end of the monk’s next turn.
The problem with this function (and why even from Mercer Key role hate it) is that monks can use it later Every Attack that hits. Since the monk also unlocks “extra attacks” at level 5 and already has “combos”, this means that the level 5 monk can attack four times per turn. As long as there are “ki” points available, the monk can continue to attempt “stun strikes” as the level increases.
was stunned R&D is one of the worst status conditions a character can experience, and means that (barring a successful CON saving throw) they are unable to do anything at all.Most importantly, this state lasted until the end of the monastic period Next Turn. Basically, the monk can hit an enemy with Stun Strike until it works (this is especially easy at higher levels due to having more Chi), and then that enemy does pretty much nothing for the entire round of combat. can not do this. Oh, and also, every attack against a stunned enemy has advantage. Therefore, the Monk and all other members of their party essentially double the chance of hitting an enemy throughout the round.It’s obvious why this ability is thought to be broken by most people R&D Community, it’s hard to argue with that.
The simplest solution to Stun Strike is to limit its use. The monk class requires Stun Strike to be effective, but the DM makes it cost more ki, or only makes it a bonus action (so it can’t be used with Combo), and allows it once per turn Try) seems like a good place to start.
Is the D&D Monk’s Trembling Hands suppressed?
On the seventeenth floor, R&D The monk unlocks “trembling palms”.By expelling three “ki” points, the monk can create (quote Player’s Handbook)”fatal vibration in someone’s body.Within a number of days equal to the monk’s level, the monk can use an action to end the vibration (as long as the target is on the same plane), causing the target to make a Constitution saving throw. If the target succeeds on their saving throw, they take 10d10 necrotic damage.If the goal fails, they will only die.
“Shivering Palms” isn’t nearly as big a problem as “Stunning Strike” since it doesn’t unlock until a higher level and can only be maintained at one level Dungeons and Dragons A once-in-a-lifetime creature. This can also be used in various role-playing scenarios to make the character more interesting.Pretend to have a friendly bet with your enemies, then kill them Thanos-style break It’s so cool to see it from the other side of the world. Additionally, when fighting level seventeen enemies, 10d10 damage dealt to them on a successful save may not kill them. “Shivering Palms” doesn’t seem too powerful, especially compared to the 9d6 “Stealth Attack” damage of a seventeenth-level rogue, or the 10d6 + 40 damage of the wizard’s “Disintegrate” spell.
However, the feeling of the player or DM is Dungeons and Dragons Munch, some homebrew tweaks to Stunning Blow could transform it from an overly powerful class to a more balanced one.