Greetings, new to D&D, joining my first group this coming weekend and wanted to have an idea of a class and back story in mind before I arrive so people don't need to slow down too much for me. I understand from the D&D monster guide introduction that the game has flexible rules within a suggested structure, and wanted to ask the community if some ideas I have in mind for my character sound like reasonable flexibility within the game, or if they're too far of a stretch (if the latter, any suggestions to bring things more in balance).
My idea for a character & back story: a monk who believes the most potent good is each creature's freedom of mind, and the most potent evil is anything that corrupts that freedom. Natural enemies could include intelligence devourers, mind flayers, & maybe elder brain? Back story could be studying in a temple whose primary teachings center around hunting and eliminating mind flayers.
Questions:
For starting language, if I understand correctly I get access to a common language for free and can choose one additional. Is Qualith an acceptable choice for this language? The monster manual describes it as a rarely used, braille-like language, only used by mind flayers in rare cases where they write something down, & one that non-illithids must resort to magic to try understanding. Does it seem like a reasonable exception one school of monks could focus on this language as their specialty to pass down within the temple?
Does it seem reasonable a monk could learn an ability similar to the Mind Blank spell (lvl 8 Abjuration) while remaining a pure monk class? This seems similar to the Zen state of Mu-shin ("no-mind": https://en.wikipedia.org/wiki/Mushin_(mental_state) ), which seems like a reasonable trait for a monk to develop. I was thinking of asking my DM if they would be alright with me exchanging "Empty Body" at lvl18 for an "Empty Mind" ability at lvl18, which would essentially grant traits similar to the mind blank spell. Seems like Empty Body is arguably a more powerful ability in general so I would be weakening my character in a sense, in exchange for being more trained towards combat with mind flayers.
Mind Blank is described as providing "immunity to psychic damage", which if I understand correctly is the only damage involved in mind flayer tentacles & mind blast abilities, leaving their only remaining ability as the "extract brain" piercing damage available vs incapacitated foes. ... this spell alone (Mind Blank) sounds like a hard counter to mind flayers (at least in terms of direct physical confrontations, ignoring thralls / related armies they may control) ... do I understand correctly that mind flayers are a much smaller threat if parties simply have this spell? If so, maybe it doesn't make sense for my monk to strive for a lvl18 "empty mind" ability when my party might have a lvl8 "mind blank" spell much sooner... If not, why not?
I've read that ranged physical attacks (e.g. archers) can be effective vs mind flayers, which may be my plan B if it doesn't sound like a monk is a good idea, but something seemed attractive about the idea of striving to fight mind flayers at close quarters, and a monk trained towards a state of "empty mind" seemed like a way that might be possible. I'm not looking for a character that would be over powered, nor one that would have a (relatively) easier time vs mind flayers than archers, I'd be satisfied with one that might reasonably have a chance vs mind flayers with the help of the party. Seems like most melee characters are fodder for mind flayers, I thought this might be an interesting twist.
These are all questions that only your DM can answer.
But, in general, “exotic languages” aren’t available for selection as starting languages. Obviously this is very easily overridden by your DM.
As for Mind Blank, if I were the DM, I might just replace the Astral Projection part of Empty Body with Mind Blank, though I would maybe limit the duration significantly.
"These are all questions that only your DM can answer." I thought that might be the case.
Re - Mind Blank "I would maybe limit the duration significantly.": yeah, I was surprised when I looked it up and saw the duration as 24 hours! When I was thinking about a monk's "empty mind" ability, I was thinking something closer to 60 seconds.
Few questions though. What level are you joining at? Are you joining a pre-existing campaign or are you starting a new one from the beginning?
I ask because, for the most part, unless you're starting at a high level, trying to homebrew abilities for classes and/or races that you likely wont see for months or years, I wouldnt worry too much about it on day 1. For instance, I play a shadow monk in one campaign, and I hate the shadow capstone ability and wish to change it to something else. However, we started about 2 years ago and we're only lvl 10. So I still have 7 more levels before I even get the ability. Some games go quicker, but its still a long ways off.
As for the backstory, it could be an awesome motivation for a character to have a history with mind-flayers and want to eliminate them from the world. However, think a little more on why there would be a specific temple/monastery that would be dedicated to eliminating mind-flayers. Whats their motivation, and why would a whole group of people want to band together to hunt and/or kill them. You could make it a personal vendetta and you're using monk training to work towards that goal. The Stillness of Mind ability would be a draw towards wanting to be a monk and why you began your training with them.
Final thought for now, jump into the game without trying to do too much with your character outside of the rules. Give it a backstory, go with RAW (rules as written) for languages, skills, class abilities, etc and worry about the customization later. There is always time to change things down the road if they're not working. The DM can change anything and everything should they wish. Being new to the game, jump in, learn the class, the game and the people you're playing with. And enjoy yourself!
Thanks, Belx, appreciate the warm welcome. Pretty sure I'll be starting at level 1, so it sounds like I probably don't have much to worry about. I was expecting to die a terrible death to something that probably wasn't a mind flayer, & most likely not even encountering a mind flayer before doing so, but thought having some direction in mind might be helpful instead of asking others to suggest everything for me. Something about the monk class is appealing to try as a first experience even if I end up meeting my death due to some silly beginner mistake, so I'm leaning towards giving it a try to see how it goes.
Going to go in RAW and focus on learning the basics as suggested. Excited to get going! :-)
Having a direction and a path in mind is absolutely a great way to start off. I wasn't trying to suggest otherwise, more along the lines of play a few sessions, see how the monk feels and then go from there. Reflavoring things and even substituting abilities are a great way to make the character your own, and even something I want to do as well. Give it a few levels and see how it works.
Hopefully you dont die the terrible death you have envisioned! Those beginner mistakes can be a bit of a doosie given how few hps you have, but your DM might cut you a little slack at the beginning :) Good luck!
You have a lot of not first session concerns (mind flayers, mind blank, and empty body are 2nd, 3rd, and 4th tier respectively). Though if you are interested, the languages of the mind flayers are deep speech (exotic) and undercommon (common).
It should also be noted that your character theme is very fitting for a githzerai race. The Gith were once a slave race of the mind flayers that rebelled (some shit happened and they split into 2 subraces) and now they all hate and hunt mind flayers. The githzerai subrace go through monk like training (get a +2 to WIS and advantage against charm and fear) and have psionic abilities. They are in Mordenkainan's Tome of Foes if you are interested.
You have a lot of not first session concerns (mind flayers, mind blank, and empty body are 2nd, 3rd, and 4th tier respectively). Though if you are interested, the languages of the mind flayers are deep speech (exotic) and undercommon (common).
It should also be noted that your character theme is very fitting for a githzerai race. The Gith were once a slave race of the mind flayers that rebelled (some shit happened and they split into 2 subraces) and now they all hate and hunt mind flayers. The githzerai subrace go through monk like training (get a +2 to WIS and advantage against charm and fear) and have psionic abilities. They are in Mordenkainan's Tome of Foes if you are interested.
Even if you don't play a Gith, I could totally see a random Gith leading a monastery where your character trained initially. Could be some nice flavor in your background.
The “writing” of mind flayers, known as Qualith, isn’t as simple as a set of symbols representing sounds or ideas. An inscription in Qualith captures the thoughts of its creator and psionically transmits the thoughts to a mind flayer who later reads the inscription by touching it with its tentacles. Mind flayers write in Qualith by psionically imprinting their messages on nonmagical, nonliving material they grasp or caress with their tentacles.
by RAW, only Mind Flayers can understand Qualith, we just don't have the hardware or software to understand it. I am not even sure Comprehend Languages would handle it, Mind Flayers are just so different from us.
@DxJxC, @Noksa -- amazing! Githzerai sound well aligned for the kind of character (or teacher in my backstory) I was thinking of. Excited to read more and give this a try at some point, if it's not permitted in my first run. :-)
You have a lot of not first session concerns (mind flayers, mind blank, and empty body are 2nd, 3rd, and 4th tier respectively). Though if you are interested, the languages of the mind flayers are deep speech (exotic) and undercommon (common).
It should also be noted that your character theme is very fitting for a githzerai race. The Gith were once a slave race of the mind flayers that rebelled (some shit happened and they split into 2 subraces) and now they all hate and hunt mind flayers. The githzerai subrace go through monk like training (get a +2 to WIS and advantage against charm and fear) and have psionic abilities. They are in Mordenkainan's Tome of Foes if you are interested.
Even if you don't play a Gith, I could totally see a random Gith leading a monastery where your character trained initially. Could be some nice flavor in your background.
Ooo. That is also good. The monastery could be an adamantine citadel, but maybe that would be too noticeable (since it repels animals, kills plants, and makes humanoids uneasy). Maybe it would work in the middle of a desert.
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Greetings, new to D&D, joining my first group this coming weekend and wanted to have an idea of a class and back story in mind before I arrive so people don't need to slow down too much for me. I understand from the D&D monster guide introduction that the game has flexible rules within a suggested structure, and wanted to ask the community if some ideas I have in mind for my character sound like reasonable flexibility within the game, or if they're too far of a stretch (if the latter, any suggestions to bring things more in balance).
My idea for a character & back story: a monk who believes the most potent good is each creature's freedom of mind, and the most potent evil is anything that corrupts that freedom. Natural enemies could include intelligence devourers, mind flayers, & maybe elder brain? Back story could be studying in a temple whose primary teachings center around hunting and eliminating mind flayers.
Questions:
I've read that ranged physical attacks (e.g. archers) can be effective vs mind flayers, which may be my plan B if it doesn't sound like a monk is a good idea, but something seemed attractive about the idea of striving to fight mind flayers at close quarters, and a monk trained towards a state of "empty mind" seemed like a way that might be possible. I'm not looking for a character that would be over powered, nor one that would have a (relatively) easier time vs mind flayers than archers, I'd be satisfied with one that might reasonably have a chance vs mind flayers with the help of the party. Seems like most melee characters are fodder for mind flayers, I thought this might be an interesting twist.
Appreciate any feedback / suggestions.
These are all questions that only your DM can answer.
But, in general, “exotic languages” aren’t available for selection as starting languages. Obviously this is very easily overridden by your DM.
As for Mind Blank, if I were the DM, I might just replace the Astral Projection part of Empty Body with Mind Blank, though I would maybe limit the duration significantly.
Thanks, SagaTympana.
"These are all questions that only your DM can answer." I thought that might be the case.
Re - Mind Blank "I would maybe limit the duration significantly.": yeah, I was surprised when I looked it up and saw the duration as 24 hours! When I was thinking about a monk's "empty mind" ability, I was thinking something closer to 60 seconds.
Welcome to D&D! Its a great hobby!
Few questions though. What level are you joining at? Are you joining a pre-existing campaign or are you starting a new one from the beginning?
I ask because, for the most part, unless you're starting at a high level, trying to homebrew abilities for classes and/or races that you likely wont see for months or years, I wouldnt worry too much about it on day 1. For instance, I play a shadow monk in one campaign, and I hate the shadow capstone ability and wish to change it to something else. However, we started about 2 years ago and we're only lvl 10. So I still have 7 more levels before I even get the ability. Some games go quicker, but its still a long ways off.
As for the backstory, it could be an awesome motivation for a character to have a history with mind-flayers and want to eliminate them from the world. However, think a little more on why there would be a specific temple/monastery that would be dedicated to eliminating mind-flayers. Whats their motivation, and why would a whole group of people want to band together to hunt and/or kill them. You could make it a personal vendetta and you're using monk training to work towards that goal. The Stillness of Mind ability would be a draw towards wanting to be a monk and why you began your training with them.
Final thought for now, jump into the game without trying to do too much with your character outside of the rules. Give it a backstory, go with RAW (rules as written) for languages, skills, class abilities, etc and worry about the customization later. There is always time to change things down the road if they're not working. The DM can change anything and everything should they wish. Being new to the game, jump in, learn the class, the game and the people you're playing with. And enjoy yourself!
Thanks, Belx, appreciate the warm welcome. Pretty sure I'll be starting at level 1, so it sounds like I probably don't have much to worry about. I was expecting to die a terrible death to something that probably wasn't a mind flayer, & most likely not even encountering a mind flayer before doing so, but thought having some direction in mind might be helpful instead of asking others to suggest everything for me. Something about the monk class is appealing to try as a first experience even if I end up meeting my death due to some silly beginner mistake, so I'm leaning towards giving it a try to see how it goes.
Going to go in RAW and focus on learning the basics as suggested. Excited to get going! :-)
Having a direction and a path in mind is absolutely a great way to start off. I wasn't trying to suggest otherwise, more along the lines of play a few sessions, see how the monk feels and then go from there. Reflavoring things and even substituting abilities are a great way to make the character your own, and even something I want to do as well. Give it a few levels and see how it works.
Hopefully you dont die the terrible death you have envisioned! Those beginner mistakes can be a bit of a doosie given how few hps you have, but your DM might cut you a little slack at the beginning :) Good luck!
You have a lot of not first session concerns (mind flayers, mind blank, and empty body are 2nd, 3rd, and 4th tier respectively). Though if you are interested, the languages of the mind flayers are deep speech (exotic) and undercommon (common).
It should also be noted that your character theme is very fitting for a githzerai race. The Gith were once a slave race of the mind flayers that rebelled (some shit happened and they split into 2 subraces) and now they all hate and hunt mind flayers. The githzerai subrace go through monk like training (get a +2 to WIS and advantage against charm and fear) and have psionic abilities. They are in Mordenkainan's Tome of Foes if you are interested.
Even if you don't play a Gith, I could totally see a random Gith leading a monastery where your character trained initially. Could be some nice flavor in your background.
by RAW, only Mind Flayers can understand Qualith, we just don't have the hardware or software to understand it. I am not even sure Comprehend Languages would handle it, Mind Flayers are just so different from us.
@DxJxC, @Noksa -- amazing! Githzerai sound well aligned for the kind of character (or teacher in my backstory) I was thinking of. Excited to read more and give this a try at some point, if it's not permitted in my first run. :-)
Ooo. That is also good. The monastery could be an adamantine citadel, but maybe that would be too noticeable (since it repels animals, kills plants, and makes humanoids uneasy). Maybe it would work in the middle of a desert.