Sorry if I missed it in all the posts, but I don’t think cover is mentioned in grappling because something as simple as grabbing someone’s wrist is grappling in D&D. It doesn’t have to include grabbing someone in a headlock or bear hug etc. I could see using cover for the grappler feat since both of you are restrained.
Sorry if I missed it in all the posts, but I don’t think cover is mentioned in grappling because something as simple as grabbing someone’s wrist is grappling in D&D. It doesn’t have to include grabbing someone in a headlock or bear hug etc. I could see using cover for the grappler feat since both of you are restrained.
Cover is not covered in Grappling because it's just attacking but in a special form. So all the details about attacking in other forms are already in place and it only has to detail how it's different. It doesn't have to be covered again just like anything else that isn't changed.
I, too, find the monk to be slightly unbalanced compared to the other classes. But first you have to identify the role of a Monk in a group to play it in the right way and so understand what is wrong with this class.
The monk has a d8 life dice and this makes him definitely not a first line fighter and his ability to run is a clear indication. So the Monk would be compared more to a Rogue than a Warrior or Ranger, but beware the Rogue has a system of one very powerful attack and the Monk has a system of many weak attacks. So you agree with me that the monk is a hit and run combatant like the Rogue, but being in that logic I found the first problem with the Monk.
1) Here comes the first problem, the monk runs very fast, but what if when he decides to run he takes an opportunity attack? Unfortunately he does not have a system as easy as the Rogue to disengage from the opponent without repercussions or without having to decrease the number of attacks and the reserve of ki. So you agree with me that "Step of the Wind" is only in case you are surrounded by a large number of enemies. As a solution to this problem I would add in "Martial Arts" at level 1 the ability to push an opponent you hit by 5 feet once per turn. This simple ability would solve the biggest problem of the monk at lower levels.
So many people complain that the monk has a lot of useless abilities. This is a problem that you must with your master. The monk shines in unexpected situations, but it's up to the master to make them happen. I have to say that few enemies would be so dumb as to attack a monk with a ranged weapon, but the master has to sacrifice some of his actions to make the monk shine. The role of the Master is to entertain the group, after all it is a game. Remember, this isn't only the Master's fault, the Monk can use his ability to run on walls and jump on enemies from above without losing hit points or even make surprise attacks by jumping from impossible places. Then it is always up to the Master to explain how the territory is, but in the end it's up to the player to know how to exploit the skills of the Monk.
2) The second problem is that the Monk's unarmed attacks do not receive weapon bonuses. This is not a serious problem since at low level the monks do a lot of damage since they are the first to be able to make more attacks, but it would not be bad if at level 8-11 the monk could acquire the ability to use the bonus of his magic weapon on his unarmed attacks too. This ability could also be added on the DC of the monk's skills.
3) When you reach higher levels the Monk unfortunately loses in his damage power. His damage power is purely based on his dexterity, his martial arts die, and the number of attacks. From 5th level the number of attacks is fixed on 3 + 1 (+ reaction). Looking at the Rogue also seems correct to me, but when I think that the Rogue only needs one critical in his turn with the possibility of choosing which attack he uses his sneak attack, I get a little anger. The Monk's critic is useless, while the Rogue critic can double the damage of his sneak attack + his weapon. Don't forget that there is the "Elven Accuracy", "Improved Critical" of the Champion Warrior, the the Warlock "Hexblade's Curse" and the "Versatile Trickster" of the Arcana Trickster. Without having to count the possibility of making magical attacks (green-flame blade) that are also multiplied by the critic. (sneak attack + weapon + magic attack) X2. Unfortunately, Monk does damage using a lot of attacks and the magic attack is only for one attack.
There are several ways to solve this problem: 1) add 1 or 2 more attacks when using "Flurry of Blows". (liv 11-17) 2) for each enemy you have advantage, add your proficiency bonus to the damage. 3) add a counter attack as reactions so as to add more attacks to the monk and perhaps give an additional reaction (this is like a master of martial-arts)
example: You can use your reaction to attack a prone or crippled enemy. You can use your reaction to attack an enemy that failed to hit you. You can use your reaction to attack an enemy ....
4) Another problem is the monk's usefulness to the group. Thinking of the Rogue with all his skills, I get a little envious. The usefulness of a monk in a group is:
1) attack enemies in the rear such as caster and archers. 2) Stun opponents so that your group will beat them to death. 3) maybe the ability to jump off a ravine without getting hurt? It could be useful for a discovery or exploration mission.
I can say that the monk is useful during fights, but practically useless outside.
When I have to create a Monk, very often I feel almost obliged to choose the human variant race, clearly to take a feat. I recommend the "Mobile", or even better "Crusher" feat. At 5th monk level take 3 ranger levels for "Hunter mark" and "Druidic warrior" combat style for the speels "Create bonfire" and "Guidance". "Create bonfire" combined with "Crusher" feat and the open hands martial arts synnergy could have good results. (haven't tried yet).
While a lot of people say monks are underpowered almost as many say they are overpowered I don't think the monk needs to be "fixed" at all but to answer a couple of your points:
For avoiding an opportunity attack at least of open hand monks they can use their open hand technique to prevent op attacks from anything they hit with flurry of blows.
Some monk features suc as stunning strike diamond soul and empty body are absolutely top tier and they need to be balance by some levels where you get less useful features.
While monks don't benefit from magic armor and only to a limted extent from magic weapons, an eldritch claw tatoo is the equivalent of a +1 weapon. At higher levels a manual of quickness of action effecticvely increases the "weapon" damage to +2 and AC by 1 (plus a few other benefits) a DM should be thinking about giving the monk something like this when the rest of the party ar getting +2 weapons and armor.
The monk ups their damage at higher levels because they have more key, they can use flurry of blows more frequently, (also things like stunning strike that while not increasing damage increase the damage of subsequant attacks either by the monk or the rest of the party.
Monks make excellent scouts, they are naturally stealthy and while they dont have easty access to expertise in stealth like the rogue does they wil also have high wisdom to notice what is up ahead. If the monk notices a trap they can't disarm they can go backk to the rogue to ask them to do it, if the rogue doesn't notice the trap it goes off.
I don't think monks "need" a feat; Sentinal and crusher are nice but so too is darkvision and an extra ability score (or 2 if you are something like a half elf or mountain dwarf).
While a lot of people say monks are underpowered almost as many say they are overpowered I don't think the monk needs to be "fixed" at all but to answer a couple of your points:
For avoiding an opportunity attack at least of open hand monks they can use their open hand technique to prevent op attacks from anything they hit with flurry of blows.
Some monk features suc as stunning strike diamond soul and empty body are absolutely top tier and they need to be balance by some levels where you get less useful features.
While monks don't benefit from magic armor and only to a limted extent from magic weapons, an eldritch claw tatoo is the equivalent of a +1 weapon. At higher levels a manual of quickness of action effecticvely increases the "weapon" damage to +2 and AC by 1 (plus a few other benefits) a DM should be thinking about giving the monk something like this when the rest of the party ar getting +2 weapons and armor.
The monk ups their damage at higher levels because they have more key, they can use flurry of blows more frequently, (also things like stunning strike that while not increasing damage increase the damage of subsequant attacks either by the monk or the rest of the party.
Monks make excellent scouts, they are naturally stealthy and while they dont have easty access to expertise in stealth like the rogue does they wil also have high wisdom to notice what is up ahead. If the monk notices a trap they can't disarm they can go backk to the rogue to ask them to do it, if the rogue doesn't notice the trap it goes off.
I don't think monks "need" a feat; Sentinal and crusher are nice but so too is darkvision and an extra ability score (or 2 if you are something like a half elf or mountain dwarf).
The monk doesn't necessarily need to be fixed. Mine were just suggestions to make the monk easier to use. The monk has the problem of managing Ki and life points in low levels. A free push would solve that problem. As you say there are subclasses that offer a solution to the problem (like the open hand), but here we are talking about the Monk Class not the subclass, a class should already be stable by itself, fixing the class in the subclass only indicates that there is a problem. One more thing, at low levels, how do I use the "open hand" technique to push when I have few ki at my disposal?
I am aware of the 'eldritch claw tatoo', but that would imply that the master would have to give two magic items to the monk for the purpose of attack. I find this inconvenient, especially knowing that a character can only wear 3 magic items. Although there may be a similarity to two-armed fighters... So it might be acceptable, too bad about the DC bonus for the monk ability.
The fact that you have more ki to perform "flurry of blows" every turn doesn't increase the damage much, how many turns do you perform in a fight? Between 5 and 10 turns? The stun attack does not give additional damage, but only increases the chance to hit and make critical, but as I explained before the critic is not so important for the monk.
Normally scouting is a prerogative of the ranger and rogue, they get bonuses for it. The monk is advantaged for his characteristics (like te ranger) but it is not his prerogative, I'm trying to understand what skill would make him different from other classes.
Normally scouting is a prerogative of the ranger and rogue, they get bonuses for it. The monk is advantaged for his characteristics (like te ranger) but it is not his prerogative, I'm trying to understand what skill would make him different from other classes.
People tend to think of the rogue and ranger scouting but I don't think most rogues are better than monks and while a dex ranger might be, at least in their favoured terrain most parties do not have a ranger.
A rogue has expertise which they often put into stealth which is great for hiding in combat and yes it does make them harder for enemies to spot but thier wisdom is generally lower than monks so as I mentioned they are less likely to spot things than a monk. They could put expertise in perception as well to negate their (generally) lower wisdom but that is unusual. Are their other rogue features you are thinking about?
A ranger has natural explorer but most of the time they will not be in a favoured terrain, even when they are the the only features which impact scouting are the ability to move stealtily at a normal pace and possibly being alert to danger when doing other things. When danger is known to be close (e.g. dungeon crawl or approaching an enemy location) moving at a slow pace is rarely if ever and issue and you wont be foraging or tracking. If the group is travelling long distances it would be up how far ahead the scout would need to be for the rest of the party to travel without stealth without alerting enemies before the ranger spots them. Land's stride helps a ranger in certain circumstances but evel 8 is deeply into most campaigns.
Normally scouting is a prerogative of the ranger and rogue, they get bonuses for it. The monk is advantaged for his characteristics (like te ranger) but it is not his prerogative, I'm trying to understand what skill would make him different from other classes.
People tend to think of the rogue and ranger scouting but I don't think most rogues are better than monks and while a dex ranger might be, at least in their favoured terrain most parties do not have a ranger.
A rogue has expertise which they often put into stealth which is great for hiding in combat and yes it does make them harder for enemies to spot but thier wisdom is generally lower than monks so as I mentioned they are less likely to spot things than a monk. They could put expertise in perception as well to negate their (generally) lower wisdom but that is unusual. Are their other rogue features you are thinking about?
A ranger has natural explorer but most of the time they will not be in a favoured terrain, even when they are the the only features which impact scouting are the ability to move stealtily at a normal pace and possibly being alert to danger when doing other things. When danger is known to be close (e.g. dungeon crawl or approaching an enemy location) moving at a slow pace is rarely if ever and issue and you wont be foraging or tracking. If the group is travelling long distances it would be up how far ahead the scout would need to be for the rest of the party to travel without stealth without alerting enemies before the ranger spots them. Land's stride helps a ranger in certain circumstances but evel 8 is deeply into most campaigns.
There is a subclass of the Rogue that deals with scouting. (http://dnd5e.*******.com/rogue:scout). The Rogue is not only skilled in scouting but has many more skills than many other classes and in addition receive several Expertise. At 1th level they receive 4 skills + 2 of the background + 1-2 of the race and + 2 of the subclass at level 3. Having +4 skills where they can take Expertise and at 11th level "Reliable Talent"... Hard to top that in any skill. Many rogues take Expertise on perception being one of the most used skills.
While the monk at 1th level receives 2 skills + 2 of the Backgraund +1-2 of the race and maybe +1 of the subclass.
Rangers not only have one favorable terrain, but they have 2 at the 6th level, 3 at the 10th level. By choosing the most common terrain, such as forest, mountain and underdark, you have a good chance of having the favorable terrain.
By this I don't mean that the monk is weak, in fact it is one of my favorite characters. I just find that at low levels (from 1st to 4th) the monk is weak character if not human.
There are skills that I almost never used, such as "Patient Defense" and "Step of the Wind". With this I do not mean that they are useless, but at low level they are too expensive and at high levels they could be useful but not so much since there are feats and ability that solve the problem in a cheaper way.
After solving the problem of the opportunity attacks with the feat "Mobile" or "Crusher", the monk is definitely one of the strongest classes in the game.
A new problem arises at higher levels (from 11th level onwards). The monk loses his advantage to the point that it becomes just player who stuns enemies so that others will slaughter them. Even with the increased of the ki pool, this doesn't help if it can't be used effectively. One solution is to evolve " flurry of blows". For example: At 11th level the monk when using "flurry of blows" can decide to use 2 ki points to make 3 attacks and at 17th level 3 ki points to make 4 unarmed attacks as a bonus action.
Now I would like to talk about the identity or uniqueness of the monk in the game:
The monk for me is at the base a master of martial arts and one of the subclsses that struck me most is definitely "way of the open hand". This is because it gives a good image of a master of martial arts and above all reveals a possible uniqueness in the fighting style of the monk, that is a combatant who imposes saving throws to the opponent, and not with magic, but with his martial arts causing negative conditions to his enemies. As a base we have the classic saving throw of the stun attack that touches the constitution, then we have the 3 famous techniques of the style "open hand" that impose saving throws on strength and dexterity. From my point of view the monk should not stop only at these 3 types of saving throws.
Another interesting thing about the monk is his ability to use his reaction for the skills "Deflect Missiles" and "Slow Fall". This makes us realize that a martial arts master can use his reaction more effectively and should become a quality of the monk. Unfortunately, "Deflect Missiles", "Slow Fall", " opportunity attacks" are skills that are rarely used unless the master specifically wants them. So I remind all masters that it is also your fault that people say that the monk is weak, it is also up to the master to make these poor monks shine once in a while.
From my point of view a master of martial arts should have several possibilities of reaction. More precisely, he should impose the situation to activate his reaction.
Sorry if I missed it in all the posts, but I don’t think cover is mentioned in grappling because something as simple as grabbing someone’s wrist is grappling in D&D. It doesn’t have to include grabbing someone in a headlock or bear hug etc. I could see using cover for the grappler feat since both of you are restrained.
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
Cover is not covered in Grappling because it's just attacking but in a special form. So all the details about attacking in other forms are already in place and it only has to detail how it's different. It doesn't have to be covered again just like anything else that isn't changed.
I, too, find the monk to be slightly unbalanced compared to the other classes.
But first you have to identify the role of a Monk in a group to play it in the right way and so understand what is wrong with this class.
The monk has a d8 life dice and this makes him definitely not a first line fighter and his ability to run is a clear indication. So the Monk would be compared more to a Rogue than a Warrior or Ranger, but beware the Rogue has a system of one very powerful attack and the Monk has a system of many weak attacks.
So you agree with me that the monk is a hit and run combatant like the Rogue, but being in that logic I found the first problem with the Monk.
1) Here comes the first problem, the monk runs very fast, but what if when he decides to run he takes an opportunity attack?
Unfortunately he does not have a system as easy as the Rogue to disengage from the opponent without repercussions or without having to decrease the number of attacks and the reserve of ki. So you agree with me that "Step of the Wind" is only in case you are surrounded by a large number of enemies. As a solution to this problem I would add in "Martial Arts" at level 1 the ability to push an opponent you hit by 5 feet once per turn. This simple ability would solve the biggest problem of the monk at lower levels.
So many people complain that the monk has a lot of useless abilities. This is a problem that you must with your master. The monk shines in unexpected situations, but it's up to the master to make them happen. I have to say that few enemies would be so dumb as to attack a monk with a ranged weapon, but the master has to sacrifice some of his actions to make the monk shine. The role of the Master is to entertain the group, after all it is a game. Remember, this isn't only the Master's fault, the Monk can use his ability to run on walls and jump on enemies from above without losing hit points or even make surprise attacks by jumping from impossible places. Then it is always up to the Master to explain how the territory is, but in the end it's up to the player to know how to exploit the skills of the Monk.
2) The second problem is that the Monk's unarmed attacks do not receive weapon bonuses. This is not a serious problem since at low level the monks do a lot of damage since they are the first to be able to make more attacks, but it would not be bad if at level 8-11 the monk could acquire the ability to use the bonus of his magic weapon on his unarmed attacks too. This ability could also be added on the DC of the monk's skills.
3) When you reach higher levels the Monk unfortunately loses in his damage power. His damage power is purely based on his dexterity, his martial arts die, and the number of attacks. From 5th level the number of attacks is fixed on 3 + 1 (+ reaction). Looking at the Rogue also seems correct to me, but when I think that the Rogue only needs one critical in his turn with the possibility of choosing which attack he uses his sneak attack, I get a little anger. The Monk's critic is useless, while the Rogue critic can double the damage of his sneak attack + his weapon. Don't forget that there is the "Elven Accuracy", "Improved Critical" of the Champion Warrior, the the Warlock "Hexblade's Curse" and the "Versatile Trickster" of the Arcana Trickster. Without having to count the possibility of making magical attacks (green-flame blade) that are also multiplied by the critic. (sneak attack + weapon + magic attack) X2. Unfortunately, Monk does damage using a lot of attacks and the magic attack is only for one attack.
There are several ways to solve this problem:
1) add 1 or 2 more attacks when using "Flurry of Blows". (liv 11-17)
2) for each enemy you have advantage, add your proficiency bonus to the damage.
3) add a counter attack as reactions so as to add more attacks to the monk and perhaps give an additional reaction (this is like a master of martial-arts)
example:
You can use your reaction to attack a prone or crippled enemy.
You can use your reaction to attack an enemy that failed to hit you.
You can use your reaction to attack an enemy ....
4) Another problem is the monk's usefulness to the group. Thinking of the Rogue with all his skills, I get a little envious. The usefulness of a monk in a group is:
1) attack enemies in the rear such as caster and archers.
2) Stun opponents so that your group will beat them to death.
3) maybe the ability to jump off a ravine without getting hurt? It could be useful for a discovery or exploration mission.
I can say that the monk is useful during fights, but practically useless outside.
When I have to create a Monk, very often I feel almost obliged to choose the human variant race, clearly to take a feat. I recommend the "Mobile", or even better "Crusher" feat. At 5th monk level take 3 ranger levels for "Hunter mark" and "Druidic warrior" combat style for the speels "Create bonfire" and "Guidance". "Create bonfire" combined with "Crusher" feat and the open hands martial arts synnergy could have good results. (haven't tried yet).
While a lot of people say monks are underpowered almost as many say they are overpowered I don't think the monk needs to be "fixed" at all but to answer a couple of your points:
For avoiding an opportunity attack at least of open hand monks they can use their open hand technique to prevent op attacks from anything they hit with flurry of blows.
Some monk features suc as stunning strike diamond soul and empty body are absolutely top tier and they need to be balance by some levels where you get less useful features.
While monks don't benefit from magic armor and only to a limted extent from magic weapons, an eldritch claw tatoo is the equivalent of a +1 weapon. At higher levels a manual of quickness of action effecticvely increases the "weapon" damage to +2 and AC by 1 (plus a few other benefits) a DM should be thinking about giving the monk something like this when the rest of the party ar getting +2 weapons and armor.
The monk ups their damage at higher levels because they have more key, they can use flurry of blows more frequently, (also things like stunning strike that while not increasing damage increase the damage of subsequant attacks either by the monk or the rest of the party.
Monks make excellent scouts, they are naturally stealthy and while they dont have easty access to expertise in stealth like the rogue does they wil also have high wisdom to notice what is up ahead. If the monk notices a trap they can't disarm they can go backk to the rogue to ask them to do it, if the rogue doesn't notice the trap it goes off.
I don't think monks "need" a feat; Sentinal and crusher are nice but so too is darkvision and an extra ability score (or 2 if you are something like a half elf or mountain dwarf).
The monk doesn't necessarily need to be fixed. Mine were just suggestions to make the monk easier to use. The monk has the problem of managing Ki and life points in low levels. A free push would solve that problem. As you say there are subclasses that offer a solution to the problem (like the open hand), but here we are talking about the Monk Class not the subclass, a class should already be stable by itself, fixing the class in the subclass only indicates that there is a problem. One more thing, at low levels, how do I use the "open hand" technique to push when I have few ki at my disposal?
I am aware of the 'eldritch claw tatoo', but that would imply that the master would have to give two magic items to the monk for the purpose of attack. I find this inconvenient, especially knowing that a character can only wear 3 magic items. Although there may be a similarity to two-armed fighters... So it might be acceptable, too bad about the DC bonus for the monk ability.
The fact that you have more ki to perform "flurry of blows" every turn doesn't increase the damage much, how many turns do you perform in a fight? Between 5 and 10 turns? The stun attack does not give additional damage, but only increases the chance to hit and make critical, but as I explained before the critic is not so important for the monk.
Normally scouting is a prerogative of the ranger and rogue, they get bonuses for it. The monk is advantaged for his characteristics (like te ranger) but it is not his prerogative, I'm trying to understand what skill would make him different from other classes.
People tend to think of the rogue and ranger scouting but I don't think most rogues are better than monks and while a dex ranger might be, at least in their favoured terrain most parties do not have a ranger.
A rogue has expertise which they often put into stealth which is great for hiding in combat and yes it does make them harder for enemies to spot but thier wisdom is generally lower than monks so as I mentioned they are less likely to spot things than a monk. They could put expertise in perception as well to negate their (generally) lower wisdom but that is unusual. Are their other rogue features you are thinking about?
A ranger has natural explorer but most of the time they will not be in a favoured terrain, even when they are the the only features which impact scouting are the ability to move stealtily at a normal pace and possibly being alert to danger when doing other things. When danger is known to be close (e.g. dungeon crawl or approaching an enemy location) moving at a slow pace is rarely if ever and issue and you wont be foraging or tracking. If the group is travelling long distances it would be up how far ahead the scout would need to be for the rest of the party to travel without stealth without alerting enemies before the ranger spots them. Land's stride helps a ranger in certain circumstances but evel 8 is deeply into most campaigns.
There is a subclass of the Rogue that deals with scouting. (http://dnd5e.*******.com/rogue:scout). The Rogue is not only skilled in scouting but has many more skills than many other classes and in addition receive several Expertise.
At 1th level they receive 4 skills + 2 of the background + 1-2 of the race and + 2 of the subclass at level 3. Having +4 skills where they can take Expertise and at 11th level "Reliable Talent"... Hard to top that in any skill. Many rogues take Expertise on perception being one of the most used skills.
While the monk at 1th level receives 2 skills + 2 of the Backgraund +1-2 of the race and maybe +1 of the subclass.
Rangers not only have one favorable terrain, but they have 2 at the 6th level, 3 at the 10th level. By choosing the most common terrain, such as forest, mountain and underdark, you have a good chance of having the favorable terrain.
By this I don't mean that the monk is weak, in fact it is one of my favorite characters. I just find that at low levels (from 1st to 4th) the monk is weak character if not human.
There are skills that I almost never used, such as "Patient Defense" and "Step of the Wind". With this I do not mean that they are useless, but at low level they are too expensive and at high levels they could be useful but not so much since there are feats and ability that solve the problem in a cheaper way.
After solving the problem of the opportunity attacks with the feat "Mobile" or "Crusher", the monk is definitely one of the strongest classes in the game.
A new problem arises at higher levels (from 11th level onwards). The monk loses his advantage to the point that it becomes just player who stuns enemies so that others will slaughter them. Even with the increased of the ki pool, this doesn't help if it can't be used effectively. One solution is to evolve " flurry of blows". For example: At 11th level the monk when using "flurry of blows" can decide to use 2 ki points to make 3 attacks and at 17th level 3 ki points to make 4 unarmed attacks as a bonus action.
Now I would like to talk about the identity or uniqueness of the monk in the game:
The monk for me is at the base a master of martial arts and one of the subclsses that struck me most is definitely "way of the open hand". This is because it gives a good image of a master of martial arts and above all reveals a possible uniqueness in the fighting style of the monk, that is a combatant who imposes saving throws to the opponent, and not with magic, but with his martial arts causing negative conditions to his enemies. As a base we have the classic saving throw of the stun attack that touches the constitution, then we have the 3 famous techniques of the style "open hand" that impose saving throws on strength and dexterity. From my point of view the monk should not stop only at these 3 types of saving throws.
Another interesting thing about the monk is his ability to use his reaction for the skills "Deflect Missiles" and "Slow Fall". This makes us realize that a martial arts master can use his reaction more effectively and should become a quality of the monk. Unfortunately, "Deflect Missiles", "Slow Fall", " opportunity attacks" are skills that are rarely used unless the master specifically wants them. So I remind all masters that it is also your fault that people say that the monk is weak, it is also up to the master to make these poor monks shine once in a while.
From my point of view a master of martial arts should have several possibilities of reaction. More precisely, he should impose the situation to activate his reaction.
I recently created a subclass based on my view of the monk in the game (https://www.dndbeyond.com/subclasses/1149398-way-of-the-grand-master). I'm sure it's not balanced and that's why I'm asking for advice to improve it (https://www.dndbeyond.com/forums/dungeons-dragons-discussion/homebrew-house-rules/130991-help-me-develop-a -monk-way-of-the-grand-master). If you have any criticisms about my way of thinking, they are welcome.
I like the subclass you've made. Very cool.
Thank you.