Am I reading this wrong for way of open hand but it seems like the lvl 11 ability is very weak. Yes for the first round of the first encounter you can make an enemy roll a check to target you but unless you don't act you lose that till a long rest.. I'm not sure what the benifit is of having last all day if you can't really make use of it in most sessions being longer than one encounter between long rest... my group averages 3 to 4 and dungeon crawls 5 to 6 encounters between
This ability feels to me like more of an RP ability than one that is going to see much use in standard dungeon delving - a "ribbon" ability, is the term, I think.
What it tells me about the Open Hand monk is that you can see them walking alone in otherwise dangerous environments without fearing random attacks from resident critters. "He came through the valley of scorpions. Not a sting on him!" or "The ascetic you seek is at the top of Snow Mountain. Be careful of wolves and owlbears. Yes, he lives there." or "I will deliver the message to the goblin king; I think the goblins will not harm me."
That ability is pretty balanced with the Way of the Shadows school where you'd get invisibility if you weren't in bright light. It works everywhere, but is limited to once per long rest. I love the ability to not get attacked by ambushes when traveling, that was incredibly useful to my Open Hand monk before I retired him.
In fact, you can't even say Tranquility works "once". It works until broken, sure, and if you jump into fights that's not going to be long, but it lasts for the entire day - the normal duration of Sanctuary is 1 minute!
It practically guarantees safe travels in average areas.
Also worth to keep in mind: a creature successfully attacking you doesn't break Sanctuary. If you don't attack back, it still needs to roll for every offensive action (even multiple times per turn, if it has multiple attacks). So it's not "the dozen wolves will eventually hit me once and ruin everything". No, the tranquil monk will smile and carry on. They even have the healing to compensate.
This is only partial true as with the Cloak of shadows you spend and action to become invisible.. i.e. you can do this in multi encounters and multi times per day....
I do like the RP option of this ability.. and or running through a gauntlet during a trial with weapon based traps less so on the AoEs
Also worth to keep in mind: a creature successfully attacking you doesn't break Sanctuary. If you don't attack back, it still needs to roll for every offensive action (even multiple times per turn, if it has multiple attacks). So it's not "the dozen wolves will eventually hit me once and ruin everything". No, the tranquil monk will smile and carry on. They even have the healing to compensate.
But does the effect end if you attack 1 of 12 creature for the rest of the 11 creature?
Remember, help action doesn't break it so you can be useful in combat and keep it. Also love standing in a choke point and using Dodge in case the opponents makes the save ;)
Am I reading this wrong for way of open hand but it seems like the lvl 11 ability is very weak. Yes for the first round of the first encounter you can make an enemy roll a check to target you but unless you don't act you lose that till a long rest.. I'm not sure what the benifit is of having last all day if you can't really make use of it in most sessions being longer than one encounter between long rest... my group averages 3 to 4 and dungeon crawls 5 to 6 encounters between
Kind of. It is useful in enemies' ambushes.
This ability feels to me like more of an RP ability than one that is going to see much use in standard dungeon delving - a "ribbon" ability, is the term, I think.
What it tells me about the Open Hand monk is that you can see them walking alone in otherwise dangerous environments without fearing random attacks from resident critters. "He came through the valley of scorpions. Not a sting on him!" or "The ascetic you seek is at the top of Snow Mountain. Be careful of wolves and owlbears. Yes, he lives there." or "I will deliver the message to the goblin king; I think the goblins will not harm me."
That ability is pretty balanced with the Way of the Shadows school where you'd get invisibility if you weren't in bright light. It works everywhere, but is limited to once per long rest. I love the ability to not get attacked by ambushes when traveling, that was incredibly useful to my Open Hand monk before I retired him.
Professional computer geek
In fact, you can't even say Tranquility works "once". It works until broken, sure, and if you jump into fights that's not going to be long, but it lasts for the entire day - the normal duration of Sanctuary is 1 minute!
It practically guarantees safe travels in average areas.
Also worth to keep in mind: a creature successfully attacking you doesn't break Sanctuary. If you don't attack back, it still needs to roll for every offensive action (even multiple times per turn, if it has multiple attacks). So it's not "the dozen wolves will eventually hit me once and ruin everything". No, the tranquil monk will smile and carry on. They even have the healing to compensate.
This is only partial true as with the Cloak of shadows you spend and action to become invisible.. i.e. you can do this in multi encounters and multi times per day....
I do like the RP option of this ability.. and or running through a gauntlet during a trial with weapon based traps less so on the AoEs
But does the effect end if you attack 1 of 12 creature for the rest of the 11 creature?
Yes, any attack by someone under Sanctuary ends the spell.
Professional computer geek
Remember, help action doesn't break it so you can be useful in combat and keep it. Also love standing in a choke point and using Dodge in case the opponents makes the save ;)