The long and the short of this thread, is that I'm currently playing a homebrewed monk based on Treentmonk Temple's revised Monk Video on YouTube, and my tables own tweaks to Ascendant Dragon monk. (Actual Dragon transformation at lvl 17).
I asked my DM if our party would need anything going forwards in our campaign, and he said "Aoe magic damage."
I'm willing to dip into another class to get some magic for the party. Problem is figuring out what would work. So...... My current idea is a three level Wildfire Druid dip, reflavoured for Lightning damage, cause why not?
(Also important, base game ASI's (levels 4, 8, 12, 16, 19) are decided by character level at our table, not class level, with exception to the extra ASI's granted by Fighter and Rogue classes)
So, to anyone out there willing to offer ideas, what are your thoughts?
I would ask your GM if they have any ideas on how for you to get Magic AOE damage, ie a custom feat, class level(s) dip, one use magic items, magic items, and/or an alchemical preparation to provide the required "thing" you are lacking.
I know that does not necessary help much but in general I find a GM often will work with a player to help them out in situations...if required. But unfortunately I have also seen GM's behave unhelpfully and cause problems (generally in game store games and not in home games).
If you could provide some setting info that may help people figure out other options for you to consider.
With that wisdom I would take the 3 level dip into tempest domain cleric. Gain some buffing spells for your monk (bless, aid, shield of Faith, enhance ability) and Shatter (poor mans fireball) which you can max out with your Channel Divinity: Destructive Wrath. Also pick up some reaction damage as well
And if you actually transform into a dragon with lightning breath at the higher level and use the channel divinity: destructive wrath to deal max damage…
Well, the breath weapon is a okay option made better by monk maneuverability, and with the damage buff we gave monks martial arts dice, the Aspect of the Wyrm is also decent, but only for an area specifically around me. But more than 30 feet away from me, I got nuthin', which makes it less like true, aoe and more like an aura and a strong low level spell. It's the fact that the party doesn't really have any other kinds of aoe coverage that sucks it for us. An Echo Night can cover a few individuals and absolutely squash an individual enemy by just wailing on them. A Lore Bard can keep a few enemies busy or charm them out of fighting for a round or two with some good rolls, but our main aoe casters, a Wizard and Artificer, aren't really present most games, leaving basically just me. And while what I have is good it's a limited range that benefits the party best by sticking together- Which completely screws us in encounters where moving apart to avoid incoming damage would be wiser than just taking it, resistance or not.
Having greater options to help control the flow of the battlefield would be a great benefit.
On that note..... I may have tried my hand at subclass design and made a storm based Druid that has a dual damage-scaling system for it's main feature that works on both character and class level, meaning your powers stay relevant even with only a few level dip, but become even more effective with full investment. Me and my DM have looked it over and decided to play test it at some point. Even if it turns out it's completely broken and we scrap the idea, it was fun to come up with it.
On that note..... I may have tried my hand at subclass design and made a storm based Druid that has a dual damage-scaling system for it's main feature that works on both character and class level, meaning your powers stay relevant even with only a few level dip, but become even more effective with full investment. Me and my DM have looked it over and decided to play test it at some point. Even if it turns out it's completely broken and we scrap the idea, it was fun to come up with it.
If the storm-based Druid homebrew works out, please let us know. At least you've got one person curious to see how it might be an improvement on current Druid design.
On that note..... I may have tried my hand at subclass design and made a storm based Druid that has a dual damage-scaling system for it's main feature that works on both character and class level, meaning your powers stay relevant even with only a few level dip, but become even more effective with full investment. Me and my DM have looked it over and decided to play test it at some point. Even if it turns out it's completely broken and we scrap the idea, it was fun to come up with it.
If the storm-based Druid homebrew works out, please let us know. At least you've got one person curious to see how it might be an improvement on current Druid design.
I'll let you know how it goes. Might be a while though.
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Hi there!
The long and the short of this thread, is that I'm currently playing a homebrewed monk based on Treentmonk Temple's revised Monk Video on YouTube, and my tables own tweaks to Ascendant Dragon monk. (Actual Dragon transformation at lvl 17).
I asked my DM if our party would need anything going forwards in our campaign, and he said "Aoe magic damage."
I'm willing to dip into another class to get some magic for the party. Problem is figuring out what would work. So...... My current idea is a three level Wildfire Druid dip, reflavoured for Lightning damage, cause why not?
Current character Stats:
Monk lvl 11
Str: 12. Dex: 18. Con: 13. Int: 13. Wis: 16. Cha: 11
(Also important, base game ASI's (levels 4, 8, 12, 16, 19) are decided by character level at our table, not class level, with exception to the extra ASI's granted by Fighter and Rogue classes)
So, to anyone out there willing to offer ideas, what are your thoughts?
I would ask your GM if they have any ideas on how for you to get Magic AOE damage, ie a custom feat, class level(s) dip, one use magic items, magic items, and/or an alchemical preparation to provide the required "thing" you are lacking.
I know that does not necessary help much but in general I find a GM often will work with a player to help them out in situations...if required. But unfortunately I have also seen GM's behave unhelpfully and cause problems (generally in game store games and not in home games).
If you could provide some setting info that may help people figure out other options for you to consider.
Good Luck
My GM and I have been discussing this. The Wild-Lightning Druid is the current pitch we have. Basically, I'm just fishing for better ideas.
With that wisdom I would take the 3 level dip into tempest domain cleric. Gain some buffing spells for your monk (bless, aid, shield of Faith, enhance ability) and Shatter (poor mans fireball) which you can max out with your Channel Divinity: Destructive Wrath. Also pick up some reaction damage as well
And if you actually transform into a dragon with lightning breath at the higher level and use the channel divinity: destructive wrath to deal max damage…
queue maniacal laughter
Astral Self Monk Subclass may be for you!
Well, the breath weapon is a okay option made better by monk maneuverability, and with the damage buff we gave monks martial arts dice, the Aspect of the Wyrm is also decent, but only for an area specifically around me. But more than 30 feet away from me, I got nuthin', which makes it less like true, aoe and more like an aura and a strong low level spell. It's the fact that the party doesn't really have any other kinds of aoe coverage that sucks it for us. An Echo Night can cover a few individuals and absolutely squash an individual enemy by just wailing on them. A Lore Bard can keep a few enemies busy or charm them out of fighting for a round or two with some good rolls, but our main aoe casters, a Wizard and Artificer, aren't really present most games, leaving basically just me. And while what I have is good it's a limited range that benefits the party best by sticking together- Which completely screws us in encounters where moving apart to avoid incoming damage would be wiser than just taking it, resistance or not.
Having greater options to help control the flow of the battlefield would be a great benefit.
On that note..... I may have tried my hand at subclass design and made a storm based Druid that has a dual damage-scaling system for it's main feature that works on both character and class level, meaning your powers stay relevant even with only a few level dip, but become even more effective with full investment. Me and my DM have looked it over and decided to play test it at some point. Even if it turns out it's completely broken and we scrap the idea, it was fun to come up with it.
If the storm-based Druid homebrew works out, please let us know. At least you've got one person curious to see how it might be an improvement on current Druid design.
I'll let you know how it goes. Might be a while though.