• UA - If you can't already, you learn to speak, read, and write Draconic.
• Official - You learn to speak, read, and write Draconic or one other language of your choice
Breath of the Dragon (lvl.3)
• UA -You can use [Breath of the Dragon] a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. While you have no uses available, you can spend 1 ki point to use this feature again.
• Official -You can use a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. While you have no uses available, you can spend 2 ki point to use this feature again.
Wings Unfurled (lvl.6)
• UA - You can use [Wings Unfurled] a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. While you have no uses available, you can spend 1 additional ki point when you activate Step of the Wind to use this feature again.
• Official - You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. [The ability to use this with ki after all PB uses have been expended has been removed]
Aspect of the Wyrm (lvl.11)
• UA - As a bonus action, you can create an aura of draconic power that radiates 30 feet from you for 1 minute. Choose acid, cold, fire, lightning, or poison damage, and for the duration, you gain the following effects: 1.) You and your allies within your aura gain resistance to the chosen damage type. 2.) Waves of destructive energy flow out from you and your allies when any of you are attacked. When you or one of your allies in the aura is hit by an attack made by another creature within the aura, the target that was hit can use their reaction to deal an amount of damage of the chosen type equal to one roll of your Martial Arts die to the attacker. Once you use this bonus action, you can't use it again until you finish a long rest, unless you expend 4 ki points to use it again.
• Official - As a bonus action, you can create an aura of draconic power that radiates 10 feet from you for 1 minute. For the duration, you gain one of the following effects for your choice: 1.)Frightful Presence. When you create this aura, and as a bonus action on subsequent turns, you can choose a creature within the aura. The target must succeed on a Wisdom saving throw against your ki save DC or become frightened of you for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save. 2.) Resistance. Choose a damage type when you activate this aura: acid, cold, fire, lightning, or poison. You and your allies within the aura have resistance to that damage. Once you create this aura, you can't create it again until you finish a long rest, unless you expend 3 ki points to create it again.
Ascendant Aspect (lvl.17)
• UA - Your draconic ki reaches its peak. You gain the following benefits: 1.) You gain blindsight out to 30 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you. 2.) When you damage a creature with your Breath of the Dragon, the energy clings to the target. At the start of each of the creature's turns, it takes damage of the type your breath dealt equal to one roll of your Martial Arts die. At the end of its turn, the creature can repeat the save, ending the effect on itself on a success. 3.) When you activate your Aspect of the Wyrm, draconic fury explodes from you. Choose any number of creatures you can see within your aura. Those creatures each take 4d10 acid, cold, fire, lightning, or poison damage (your choice).
• Official - Your draconic spirit reaches its peak. You cain the following benefits: 1.) Blindsight. You You gain blindsight out to 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you. 2.)Augment Breath. When you use your Breath of the Dragon, you can spend 1 ki point to augment it's shape and power. The exhalation of draconic energy becomes either a 60-foot cone or a 90-foot line that is 5 feet wide (your choice), and each creature in that area takes damage equal to four rolls of your Martial Arts die on a failed save, or half as much damage on a successful one. Explosive Fury. When you activate your Aspect of the Wyrm, draconic fury explodes from you. Choose any number of creatures you can see within your aura. Each of those creatures must succeed on a Dexterity saving throw against your ki save DC or take 3d10 acid, cold, fire, lightning, or poison damage (your choice).
What are your thoughts on the changes?
Personally I hate them as 2 ki is stupidly expensive for Breath of the Dragon for what you get with the ability.
Agree I knew they was going to nerf it but they took a chainsaw to it Can’t say it’s for game balance when they Allow twilight clerics moon Druids etc.
I think it's pretty safe to say that WoTC officially hate monks, and they can no longer prove otherwise, no matter how many erratas or new options they try to add.
While two Ki may be a little steep for Breath of the Dragon, considering it's on top of a number of free uses I'm not too upset about it, as 1 Ki was too low. The main problem for me is the lack of ability to upscale it in any way; if you could spend three Ki to add an extra dice that would make it better value until you get to 17th level (if at all).
The rest of the changes are about what I expected.
I think it's okay personally; it seems fairly well balanced with other Monk sub-classes. But that's kind of the problem; many other classes got small amounts of power creep, Cleric gets the straight up OP Twilight Domain in spite of complaints during the survey (which WotC apparently ignored), but Monk gets a sub-class that's pretty much spot on balance wise.
I don't know if I'd conclude that WotC hates Monks, but what I will say is that the inconsistency of their rules balance has hit overdrive with the volume of books they're pushing out lately; I don't think they're playtesting them nearly enough internally, and I'm getting the distinct impression they're not listening to feedback at all (not helped by it being hard to actually know when to give feedback during the randomly timed 5 minute window you're allowed to in the first place).
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At best it's 2d10 damage which is not really worth giving up a stun chance at that level....even mooks will have 60+ HP at that level and it's definitely better to remove them from the fight with a stun then do 11 damage on a failed save and a miserable 5 damage on a success.
The Aura going to 10ft is pretty big nerf as well. I'm not too mad at it moving to a fear effect but it's taking your BA to use each turn and is single Target.... It's not bad it's just much worse than what they had in the UA.
The explosive fury however is just terrible....10ft aura and it's 3d10 damage that's no damage on a successful save!
3d10 is already bad enough but if they save it's nothing? It's a 17th level feature..... This is competing with Quivering Palm for **** sake.
Augment breath is an extra 2d10 at that point for 1 ki... Which is fine since you get it for free 6 times a day so that's not bad.
But still these 17th level features are not even remotely close to other monk options at this point....
At best it's 2d10 damage which is not really worth giving up a stun chance at that level....even mooks will have 60+ HP at that level and it's definitely better to remove them from the fight with a stun then do 11 damage on a failed save and a miserable 5 damage on a success.
I don't really see it competing with Stunning Strike, as the breath weapon targets a different save, and you should be using it when you can hit at least two (ideally three or more) at once, same as Burning Hands on a Way of the Four Elements Monk.
The Aura going to 10ft is pretty big nerf as well. I'm not too mad at it moving to a fear effect but it's taking your BA to use each turn and is single Target.... It's not bad it's just much worse than what they had in the UA.
That shouldn't be surprising, a lot of stuff in UA starts out strong then gets nerfed; Twilight Domain is one of the rare exceptions to that rule. The question isn't whether it's weaker than UA, the question is whether it's too weak for a Monk's 11th level sub-class feature.
Personally I think it's fine, it's multiple rounds of short range, no concentration Cause Fear as a bonus action for three Ki. My main issue with it is that they've decided it has to be an aura, when really I'd prefer the ability to do the resistance aura or frighten everything in 10 feet (maybe 15?) as an instantaneous effect.
The explosive fury however is just terrible....10ft aura and it's 3d10 damage that's no damage on a successful save!
I think the damage is fine; it's basically giving the fear aura effect a burst of initial damage. My main problem with this one is that while it's an okay bonus for the fear aura (where you're probably wading into an enemy group), for the resistance aura you're not likely to have very many enemies in range. Again it would make more sense if the frighten were a "roar" with the resistance aura getting something else.
3d10 is already bad enough but if they save it's nothing? It's a 17th level feature..... This is competing with Quivering Palm for **** sake.
It's only one part of the feature, I'd also say that 17th level features for Monk sub-classes are a bit of a mixed bag in general; Open Palm and Long Death probably have the strongest, I'd argue Kensei's may be better for all around utility (costs nothing, almost always useful), Awakened Soul is good but kind of middle of the road (+2 AC and a third attack are both good though), Cobalt Soul, Drunken Master and Shadow are a bit meh (I like them all but they're not amazing 17th level features).
This feature gives you a free fighting style (Blind Fighting), plus an added bonus to an existing ability, and gives you a good value addition to another one. Overall I'd say it's decent, probably around Astral Self's 17th level?
The UA got hit with the nerf bat; this is disappointing but shouldn't really surprise anyone.
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At best it's 2d10 damage which is not really worth giving up a stun chance at that level....even mooks will have 60+ HP at that level and it's definitely better to remove them from the fight with a stun then do 11 damage on a failed save and a miserable 5 damage on a success.
I don't really see it competing with Stunning Strike, as the breath weapon targets a different save, and you should be using it when you can hit at least two (ideally three or more) at once, same as Burning Hands on a Way of the Four Elements Monk.
The Aura going to 10ft is pretty big nerf as well. I'm not too mad at it moving to a fear effect but it's taking your BA to use each turn and is single Target.... It's not bad it's just much worse than what they had in the UA.
That shouldn't be surprising, a lot of stuff in UA starts out strong then gets nerfed; Twilight Domain is one of the rare exceptions to that rule. The question isn't whether it's weaker than UA, the question is whether it's too weak for a Monk's 11th level sub-class feature.
Personally I think it's fine, it's multiple rounds of short range, no concentration Cause Fear as a bonus action for three Ki. My main issue with it is that they've decided it has to be an aura, when really I'd prefer the ability to do the resistance aura or frighten everything in 10 feet (maybe 15?) as an instantaneous effect.
The explosive fury however is just terrible....10ft aura and it's 3d10 damage that's no damage on a successful save!
I think the damage is fine; it's basically giving the fear aura effect a burst of initial damage. My main problem with this one is that while it's an okay bonus for the fear aura (where you're probably wading into an enemy group), for the resistance aura you're not likely to have very many enemies in range. Again it would make more sense if the frighten were a "roar" with the resistance aura getting something else.
3d10 is already bad enough but if they save it's nothing? It's a 17th level feature..... This is competing with Quivering Palm for **** sake.
It's only one part of the feature, I'd also say that 17th level features for Monk sub-classes are a bit of a mixed bag in general; Open Palm and Long Death probably have the strongest, I'd argue Kensei's may be better for all around utility (costs nothing, almost always useful), Awakened Soul is good but kind of middle of the road (+2 AC and a third attack are both good though), Cobalt Soul, Drunken Master and Shadow are a bit meh (I like them all but they're not amazing 17th level features).
This feature gives you a free fighting style (Blind Fighting), plus an added bonus to an existing ability, and gives you a good value addition to another one. Overall I'd say it's decent, probably around Astral Self's 17th level?
The UA got hit with the nerf bat; this is disappointing but shouldn't really surprise anyone.
I feel you on the Aura.... It's just doesn't have a good feel to it in design as it's not really working with itself.
The Undead Warlock did it better.... When you are in the form and you hit with an attack (ANY DISTANCE mind you) you get to try and frighten. I would have much preferred that here.
I did compare it to the single best 17th level feature but I do honestly think it's weak for the level
Astral gets +2 AC and an extra attack for 10 mins
Mercy gets a beefed up revivify.
Drunken can get three extra attacks for free (granted they have to be different creatures but you can move between them).
The 10ft aura makes it so you have to be moving a lot to make it work which fortunately the monk can do.
At least they kept the free uses of breath. That is the best part of the subclass for me.
The 10ft aura makes it so you have to be moving a lot to make it work which fortunately the monk can do.
At least they kept the free uses of breath. That is the best part of the subclass for me.
Yeah, they seem to be going for a short range sort of anti-group Monk; I think it mostly works. It might have been a touch strong in UA form (compared to other Monk sub-classes) but after nerfing it's pretty much smack in the middle, which would be ideal in theory if WotC could manage that for other classes as well.
Still, it's got enough flavour to it, and the mechanics while a little weird are playable. I can still see it being a lot fun to run in, blast several enemies with a breath attack, which can do more total damage (3+ targets) than your Flurry of Blows might, then either dart out with Step of the Wind or use Patient Defence, or double down with a Flurry of Blows on top.
I really like the resistance aura for some party utility. The frighten effect I'm not sure if I'd use on a group or not, maybe if I knew they had poor saves it'd be helpful to take some out of a fight, but where I could maybe see it working well is if you use it on a particularly nasty target, as it's not a spell so technically it could be stackable (once the target is afraid, keep layering it on so they need to pass multiple saves to end it).
And I actually really like Augment Breath; only 1 Ki for a 60 foot cone or 90 foot line, or 3 Ki once your free uses run out? That'll be pretty sweet.
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The 10ft aura makes it so you have to be moving a lot to make it work which fortunately the monk can do.
At least they kept the free uses of breath. That is the best part of the subclass for me.
Yeah, they seem to be going for a short range sort of anti-group Monk; I think it mostly works. It might have been a touch strong in UA form (compared to other Monk sub-classes) but after nerfing it's pretty much smack in the middle, which would be ideal in theory if WotC could manage that for other classes as well.
Still, it's got enough flavour to it, and the mechanics while a little weird are playable. I can still see it being a lot fun to run in, blast several enemies with a breath attack, which can do more total damage (3+ targets) than your Flurry of Blows might, then either dart out with Step of the Wind or use Patient Defence, or double down with a Flurry of Blows on top.
I really like the resistance aura for some party utility. The frighten effect I'm not sure if I'd use on a group or not, maybe if I knew they had poor saves it'd be helpful to take some out of a fight, but where I could maybe see it working well is if you use it on a particularly nasty target, as it's not a spell so technically it could be stackable (once the target is afraid, keep layering it on so they need to pass multiple saves to end it).
And I actually really like Augment Breath; only 1 Ki for a 60 foot cone or 90 foot line, or 3 Ki once your free uses run out? That'll be pretty sweet.
Yeah that's the best part of the 17th for sure. Huge area!
I think you’ve hit it though. It is very middle of the road for monks. The overall issue being they didn’t know what to do with monks from the beginning and the class is slightly under powered for everything you would want to do.
The only combo I can see being abused is from 6th level onwards:
1st: Wings Unfurled (1 ki for Step of the Wind)
2nd: Fly and position yourself so that you are on top of a group of enemies that fit the cone's area, 20ft circle (or 60ft if extended).
3rd: Use your Breath Weapon twice aiming the cone downwards.
4th: Use the rest of your movement to land safely and try to repeat this tactic if possible.
Now, I don't know if RAW you can aim a cone directly downwards and make the base of the cone hit the floor and cover the whole area, but the only thing you are doing with this is increasing the amount of targets you may hit, and it may not even do that, it still depends on the whole battlefield map, and the position of every creature.
Note that if you have other ways to get a flying speed (like from your race), this may cost less ki points, I'm beginning to think that may be a reason as to why they decided to up the breath weapon cost...
Relying on battle field setup and enemy placement. Then spending a ki to jump to maybe catch 1 to 3ish more creatures in an Aoe of 2d6 <7dmg> (3d8 <13.5> 11th +level, 3d10 <16.5> at 17+). Then they save for half.
Relying on battle field setup and enemy placement. Then spending a ki to jump to maybe catch 1 to 3ish more creatures in an Aoe of 2d6 <7dmg> (3d8 <13.5> 11th +level, 3d10 <16.5> at 17+). Then they save for half.
It's a piddly amount of damage for the cost.
Then again at least the AoE has some free uses so I guess why not?
Yup, ity's a stretch. I'm not saying its powerful, but it's better AoE and damage potential than the explosive fury.
I guess you could maximize the damage if you take 2 levels in Tempest Cleric and using Destructive Wrath with a thunder or lighting breath weapon. Granted it will be only once per short rest, but hey, at least you are not going to be rolling three 1s (or four 1s if extended) for the halved damage.
Explosive Fury actually annoys me. It is a 17th level ability that isn't as good as a 3rd level cleric spell (Spirit Guardians).
Spirit Guardians is 15' radius, does 3d8 damage per turn 1/2 on a successful save. Moves with the caster and lasts 10 minutes. All for a 3 level spell slot, and causes difficult terrain.
Explosive Fury is 10’ radius and only does 3d10 once when activated Dex save for none.
Thematically, the damage types cover the metallic and chromatic dragon types. But since the whole subclass is introduced in the dragon book why not add the other dragon type damages as options.
The best aspect of the subclass are the damage type replacement at 3 level so you may not have to wait till 6 to fully affect magic resistance foes. The 6 level ability is crap and the 11 resistance can be good, but again why limit to metallic and chromatic damage types?
So after reading this:
https://www.reddit.com/r/dndnext/comments/q6iyd6/its_official_fizban_has_nerfed_the_ascendant
Here is a summary of the changes:
Draconic Disciple (lvl.3)
• UA - If you can't already, you learn to speak, read, and write Draconic.
• Official - You learn to speak, read, and write Draconic or one other language of your choice
Breath of the Dragon (lvl.3)
• UA -You can use [Breath of the Dragon] a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. While you have no uses available, you can spend 1 ki point to use this feature again.
• Official -You can use a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. While you have no uses available, you can spend 2 ki point to use this feature again.
Wings Unfurled (lvl.6)
• UA - You can use [Wings Unfurled] a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. While you have no uses available, you can spend 1 additional ki point when you activate Step of the Wind to use this feature again.
• Official - You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. [The ability to use this with ki after all PB uses have been expended has been removed]
Aspect of the Wyrm (lvl.11)
• UA - As a bonus action, you can create an aura of draconic power that radiates 30 feet from you for 1 minute. Choose acid, cold, fire, lightning, or poison damage, and for the duration, you gain the following effects:
1.) You and your allies within your aura gain resistance to the chosen damage type.
2.) Waves of destructive energy flow out from you and your allies when any of you are attacked. When you or one of your allies in the aura is hit by an attack made by another creature within the aura, the target that was hit can use their reaction to deal an amount of damage of the chosen type equal to one roll of your Martial Arts die to the attacker.
Once you use this bonus action, you can't use it again until you finish a long rest, unless you expend 4 ki points to use it again.
• Official - As a bonus action, you can create an aura of draconic power that radiates 10 feet from you for 1 minute. For the duration, you gain one of the following effects for your choice:
1.) Frightful Presence. When you create this aura, and as a bonus action on subsequent turns, you can choose a creature within the aura. The target must succeed on a Wisdom saving throw against your ki save DC or become frightened of you for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.
2.) Resistance. Choose a damage type when you activate this aura: acid, cold, fire, lightning, or poison. You and your allies within the aura have resistance to that damage.
Once you create this aura, you can't create it again until you finish a long rest, unless you expend 3 ki points to create it again.
Ascendant Aspect (lvl.17)
• UA - Your draconic ki reaches its peak. You gain the following benefits:
1.) You gain blindsight out to 30 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
2.) When you damage a creature with your Breath of the Dragon, the energy clings to the target. At the start of each of the creature's turns, it takes damage of the type your breath dealt equal to one roll of your Martial Arts die. At the end of its turn, the creature can repeat the save, ending the effect on itself on a success.
3.) When you activate your Aspect of the Wyrm, draconic fury explodes from you. Choose any number of creatures you can see within your aura. Those creatures each take 4d10 acid, cold, fire, lightning, or poison damage (your choice).
• Official - Your draconic spirit reaches its peak. You cain the following benefits:
1.) Blindsight. You You gain blindsight out to 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
2.) Augment Breath. When you use your Breath of the Dragon, you can spend 1 ki point to augment it's shape and power. The exhalation of draconic energy becomes either a 60-foot cone or a 90-foot line that is 5 feet wide (your choice), and each creature in that area takes damage equal to four rolls of your Martial Arts die on a failed save, or half as much damage on a successful one.
Explosive Fury. When you activate your Aspect of the Wyrm, draconic fury explodes from you. Choose any number of creatures you can see within your aura. Each of those creatures must succeed on a Dexterity saving throw against your ki save DC or take 3d10 acid, cold, fire, lightning, or poison damage (your choice).
What are your thoughts on the changes?
Personally I hate them as 2 ki is stupidly expensive for Breath of the Dragon for what you get with the ability.
AoE with no damage on successful save? Awful.
Just want to know why they hate the monk class, every other class has at least 1 S tier class I had high hopes for this one be one for the monk.
They nerf this but allow Twilight Cleric? Makes no sense!
Agree I knew they was going to nerf it but they took a chainsaw to it Can’t say it’s for game balance when they Allow twilight clerics moon Druids etc.
I think it's pretty safe to say that WoTC officially hate monks, and they can no longer prove otherwise, no matter how many erratas or new options they try to add.
Kinda lame.
While two Ki may be a little steep for Breath of the Dragon, considering it's on top of a number of free uses I'm not too upset about it, as 1 Ki was too low. The main problem for me is the lack of ability to upscale it in any way; if you could spend three Ki to add an extra dice that would make it better value until you get to 17th level (if at all).
The rest of the changes are about what I expected.
I think it's okay personally; it seems fairly well balanced with other Monk sub-classes. But that's kind of the problem; many other classes got small amounts of power creep, Cleric gets the straight up OP Twilight Domain in spite of complaints during the survey (which WotC apparently ignored), but Monk gets a sub-class that's pretty much spot on balance wise.
I don't know if I'd conclude that WotC hates Monks, but what I will say is that the inconsistency of their rules balance has hit overdrive with the volume of books they're pushing out lately; I don't think they're playtesting them nearly enough internally, and I'm getting the distinct impression they're not listening to feedback at all (not helped by it being hard to actually know when to give feedback during the randomly timed 5 minute window you're allowed to in the first place).
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Breath is just too much for what you get....
At best it's 2d10 damage which is not really worth giving up a stun chance at that level....even mooks will have 60+ HP at that level and it's definitely better to remove them from the fight with a stun then do 11 damage on a failed save and a miserable 5 damage on a success.
The Aura going to 10ft is pretty big nerf as well. I'm not too mad at it moving to a fear effect but it's taking your BA to use each turn and is single Target.... It's not bad it's just much worse than what they had in the UA.
The explosive fury however is just terrible....10ft aura and it's 3d10 damage that's no damage on a successful save!
3d10 is already bad enough but if they save it's nothing? It's a 17th level feature..... This is competing with Quivering Palm for **** sake.
Augment breath is an extra 2d10 at that point for 1 ki... Which is fine since you get it for free 6 times a day so that's not bad.
But still these 17th level features are not even remotely close to other monk options at this point....
I don't really see it competing with Stunning Strike, as the breath weapon targets a different save, and you should be using it when you can hit at least two (ideally three or more) at once, same as Burning Hands on a Way of the Four Elements Monk.
That shouldn't be surprising, a lot of stuff in UA starts out strong then gets nerfed; Twilight Domain is one of the rare exceptions to that rule. The question isn't whether it's weaker than UA, the question is whether it's too weak for a Monk's 11th level sub-class feature.
Personally I think it's fine, it's multiple rounds of short range, no concentration Cause Fear as a bonus action for three Ki. My main issue with it is that they've decided it has to be an aura, when really I'd prefer the ability to do the resistance aura or frighten everything in 10 feet (maybe 15?) as an instantaneous effect.
I think the damage is fine; it's basically giving the fear aura effect a burst of initial damage. My main problem with this one is that while it's an okay bonus for the fear aura (where you're probably wading into an enemy group), for the resistance aura you're not likely to have very many enemies in range. Again it would make more sense if the frighten were a "roar" with the resistance aura getting something else.
It's only one part of the feature, I'd also say that 17th level features for Monk sub-classes are a bit of a mixed bag in general; Open Palm and Long Death probably have the strongest, I'd argue Kensei's may be better for all around utility (costs nothing, almost always useful), Awakened Soul is good but kind of middle of the road (+2 AC and a third attack are both good though), Cobalt Soul, Drunken Master and Shadow are a bit meh (I like them all but they're not amazing 17th level features).
This feature gives you a free fighting style (Blind Fighting), plus an added bonus to an existing ability, and gives you a good value addition to another one. Overall I'd say it's decent, probably around Astral Self's 17th level?
The UA got hit with the nerf bat; this is disappointing but shouldn't really surprise anyone.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
I feel you on the Aura.... It's just doesn't have a good feel to it in design as it's not really working with itself.
The Undead Warlock did it better.... When you are in the form and you hit with an attack (ANY DISTANCE mind you) you get to try and frighten. I would have much preferred that here.
I did compare it to the single best 17th level feature but I do honestly think it's weak for the level
Astral gets +2 AC and an extra attack for 10 mins
Mercy gets a beefed up revivify.
Drunken can get three extra attacks for free (granted they have to be different creatures but you can move between them).
The 10ft aura makes it so you have to be moving a lot to make it work which fortunately the monk can do.
At least they kept the free uses of breath. That is the best part of the subclass for me.
Yeah, they seem to be going for a short range sort of anti-group Monk; I think it mostly works. It might have been a touch strong in UA form (compared to other Monk sub-classes) but after nerfing it's pretty much smack in the middle, which would be ideal in theory if WotC could manage that for other classes as well.
Still, it's got enough flavour to it, and the mechanics while a little weird are playable. I can still see it being a lot fun to run in, blast several enemies with a breath attack, which can do more total damage (3+ targets) than your Flurry of Blows might, then either dart out with Step of the Wind or use Patient Defence, or double down with a Flurry of Blows on top.
I really like the resistance aura for some party utility. The frighten effect I'm not sure if I'd use on a group or not, maybe if I knew they had poor saves it'd be helpful to take some out of a fight, but where I could maybe see it working well is if you use it on a particularly nasty target, as it's not a spell so technically it could be stackable (once the target is afraid, keep layering it on so they need to pass multiple saves to end it).
And I actually really like Augment Breath; only 1 Ki for a 60 foot cone or 90 foot line, or 3 Ki once your free uses run out? That'll be pretty sweet.
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Yeah that's the best part of the 17th for sure. Huge area!
Im honestly mad.
I had high hopes for this class. Already had a character concept set up and was good to go.
Then they go and do this.
Why do they hate the monk so much?!
Its actually upsetting how they go out of their way to hurt this class
I think you’ve hit it though. It is very middle of the road for monks. The overall issue being they didn’t know what to do with monks from the beginning and the class is slightly under powered for everything you would want to do.
The only combo I can see being abused is from 6th level onwards:
1st: Wings Unfurled (1 ki for Step of the Wind)
2nd: Fly and position yourself so that you are on top of a group of enemies that fit the cone's area, 20ft circle (or 60ft if extended).
3rd: Use your Breath Weapon twice aiming the cone downwards.
4th: Use the rest of your movement to land safely and try to repeat this tactic if possible.
Now, I don't know if RAW you can aim a cone directly downwards and make the base of the cone hit the floor and cover the whole area, but the only thing you are doing with this is increasing the amount of targets you may hit, and it may not even do that, it still depends on the whole battlefield map, and the position of every creature.
Note that if you have other ways to get a flying speed (like from your race), this may cost less ki points, I'm beginning to think that may be a reason as to why they decided to up the breath weapon cost...
That a real stretch.
Relying on battle field setup and enemy placement. Then spending a ki to jump to maybe catch 1 to 3ish more creatures in an Aoe of 2d6 <7dmg> (3d8 <13.5> 11th +level, 3d10 <16.5> at 17+). Then they save for half.
It's a piddly amount of damage for the cost.
Then again at least the AoE has some free uses so I guess why not?
Yup, ity's a stretch. I'm not saying its powerful, but it's better AoE and damage potential than the explosive fury.
I guess you could maximize the damage if you take 2 levels in Tempest Cleric and using Destructive Wrath with a thunder or lighting breath weapon. Granted it will be only once per short rest, but hey, at least you are not going to be rolling three 1s (or four 1s if extended) for the halved damage.
Explosive Fury actually annoys me. It is a 17th level ability that isn't as good as a 3rd level cleric spell (Spirit Guardians).
Spirit Guardians is 15' radius, does 3d8 damage per turn 1/2 on a successful save. Moves with the caster and lasts 10 minutes. All for a 3 level spell slot, and causes difficult terrain.
Explosive Fury is 10’ radius and only does 3d10 once when activated Dex save for none.
Thematically, the damage types cover the metallic and chromatic dragon types. But since the whole subclass is introduced in the dragon book why not add the other dragon type damages as options.
The best aspect of the subclass are the damage type replacement at 3 level so you may not have to wait till 6 to fully affect magic resistance foes. The 6 level ability is crap and the 11 resistance can be good, but again why limit to metallic and chromatic damage types?