Hour of Reaping is kind of crazy too, since it has no stated limit on uses.
In practice, it ends up being difficult to pull off without scaring your friends too (30ft radius is a big area and it has to be centered on you), unless they have reliably good saves vs fear.
True. But its also sort of the ultimate tanking ability: have your allies hang back for ranged attacks while you stand 30ft ahead and keep applying fear.
Its weird and a little cheesy, but potentially quite strong.
Hour of Reaping is kind of crazy too, since it has no stated limit on uses.
In practice, it ends up being difficult to pull off without scaring your friends too (30ft radius is a big area and it has to be centered on you), unless they have reliably good saves vs fear.
True. But its also sort of the ultimate tanking ability: have your allies hang back for ranged attacks while you stand 30ft ahead and keep applying fear.
Its weird and a little cheesy, but potentially quite strong.
I agree with you, but I'm saying that in practice (having played a death monk to lvl 11) that situation comes up incredibly rarely. Usually, you're either in a dungeon where the space is too cramped to get distance, or you're in an open field with enemies all around you instead of at considerable distance in front.
Why didn't they just use quickened healing (assuming they are using optional rules) or a short rest to heal lol.
Assuming sometype of homebrewed lasting injuries are in play I guess jumping from that high even if it didn't kill them would have a lasting injury of broken bones, but similarly if they were hit by a fireball and burned to death, or somehow frozen to death this ability wouldn't help. They would still essentially be incapacitateduntil healed (even tho the ability heals them by 1). Assuming they do not heal from their injuries enough to be active, the ability would be almost useless. It would be an auto Spare the Dying type ability. I don't think the ability needs to be nerfed like this
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True. But its also sort of the ultimate tanking ability: have your allies hang back for ranged attacks while you stand 30ft ahead and keep applying fear.
Its weird and a little cheesy, but potentially quite strong.
I agree with you, but I'm saying that in practice (having played a death monk to lvl 11) that situation comes up incredibly rarely. Usually, you're either in a dungeon where the space is too cramped to get distance, or you're in an open field with enemies all around you instead of at considerable distance in front.
Why didn't they just use quickened healing (assuming they are using optional rules) or a short rest to heal lol.
Assuming sometype of homebrewed lasting injuries are in play I guess jumping from that high even if it didn't kill them would have a lasting injury of broken bones, but similarly if they were hit by a fireball and burned to death, or somehow frozen to death this ability wouldn't help. They would still essentially be incapacitateduntil healed (even tho the ability heals them by 1). Assuming they do not heal from their injuries enough to be active, the ability would be almost useless. It would be an auto Spare the Dying type ability. I don't think the ability needs to be nerfed like this