Touche. I will use this thought process moving forward with rewriting this subclass. This is the perspective I was looking for to help me move forward with this. Thank you.
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I am who I am because of those I have met. Learning is key to unlocking the potential inside all of us.
Seekers are those who search for Knowledge, Wisdom, and an edge in any fight. Although seekers prefer to avoid conflict, they have several ways to turn the battle to their favor quickly. It is not an easy life pursuing knowledge, but for a seeker, it is the most rewarding life one could live. Seekers believe that nothing is impossible, and even the improbable has a way of manifesting into reality.
The strikes of a seeker give them advantages against their foes. Each hit can provide the possibility of learning something new about the weaknesses or strengths of their opponents. Seekers also have abilities that can turn their enemies into friends, for a moment. Never throw the first punch against a seeker, because even a foes strikes can reveal things to a seeker.
Seeker's Travel Book
When you begin this tradition at 3rd level, you are given a small travel book. At first, this travel book is small and has limited knowledge invested in its pages. As you continue to study and learn, the book will magically grow with you. You do not need a pen or ink while you have this book with you.
You carry the book with you at all times. Never lose this book, for whoever may find it, will learn more about you and your knowledge than you would ever want to be released.
The secret of the book is known to only those who follow this tradition. As you study and learn, you may use your mental link to the book to take notes and summaries within its pages. This book only contains notes from books you have read and studied; it does not include notes about where you have been, who you have met, or any other non-book information.
Way of the Seeker Features
3
Seeker's Travel Book, Seeker's Insight
6
Keen Mind and Tongue
11
Regenerative Multitasking
17
Exalted Knowledge
Seeker's Insight
At 3 level, you have studied in many libraries and learned many things. Some of the things you have gleened are strengths and weaknesses of several creatures familiar to the humanoid races, and even some that aren't common.
- Once per turn, you may attack a creature and learn its weaknesses and strengths on a successful hit.
- On your second hit of each round, you may add 1d4 to the damage roll.
- At 6th level, your second hit turns into 1d6 added to the damage roll.
Keen Mind and Tongue
At 6 level, your studies have broadened since you set out on the road. You have learned methods of retaining knowledge and using that knowledge when speaking to others.
- As long as your Seeker's Travel Book is on your person, you remember everything that is written in its pages. You must spend a minimum of 2 hours each week, meditating on and studying your book to retain this ability. You can use this knowledge to influence the interactions you have with others.
- You can now add your Intelligence modifier to your Charisma-based skill checks. It does not work when trying to use Charisma-based skills on creatures with 3 Intelligence or less.
Regenerative Multitasking
At 11 level, you have learned, through extensive study, that meditating over a good book is what helps you channel your Ki. It is believed that your Ki comes from the books and knowledge within. You have learned how to multitask utilizing your Ki to aid in reading multiple books at the same time.
Multitasker's Boon
- You pull out your Seeker's Travel Book and concentrate on its pages.
- While concentrating, anytime that a creature would provoke an attack of opportunity, after your first reaction is used, spend 1 Ki point to gain a bonus reaction to strike out at it.
- Alternatively, you may spend 2 Ki points per reaction to negate abilities and feats that would prevent an attack of opportunity.
- Treat this as a concentration spell, you may attack and use other abilities normally, as long as they do not require concentration.
Learned Regeneration
-As a bonus action, you may pull out your Seeker's Travel Book and concentrate on its pages to regain 1 Ki point.
- You regain 1 Ki point at the beginning of each of your turns as long as you can hold your concentration.
- Treat this ability as a concentration spell. You may attack and use other abilities normally, as long as they do not require concentration.
Exalted Knowledge
At 17th level, you are nearing your pinnacle as a seeker of knowledge. You have read books in some of the most secret of libraries. You have gained access to libraries that few even knew existed, and some that only you and its creator has seen. Your knowledge has given you the ability to see into a creature's attacks and potentially avoid damage while counter-attacking your target. Your travel book has grown large enough to be no longer carried by non-magical means.
- Your travel book now resides in a pocket dimension that only you may access. As a free action, your book appears before you in a 2-foot space that is clear of obstruction. You may dismiss your book as a free action.
- Once per Long Rest, you may cast Legend Lore
- Once per turn, as a reaction, you may spend 3 Ki points to counter-attack your opponent. If a creature's melee attack would hit, roll for attack. If your attack is higher, then you negate the attack against you. If your attack would hit the creature's AC, then roll damage against the creature.
Seeker’s Insight. It needs to be better defined and People will complain that it doesn’t give you anything you can’t look up on your phone under the table. It needs more combat punch to be effective. (Monster Hunter Rangers have a more powerful ability called Slayer’s Prey that they get at 3rd level along with spells and another feature on top.)
Keen Mind and Tongue. Avoid giving Feats as Class Features. Also, they need some other feature at this level that lives them some kind of additional combat effectiveness.
Regenerative Multitasking. Multitaskers’ Boon is not well defined. Also, merely allowing them to make additional AoOs is cool, but very situational. Maybe if you give them something different to do with their Reactions instead of letting them just make multiple AoOs, like maybe let them make a Melee Attack as a reaction when they get hit with a melee attack? Learned Regeneration is so restrictive that I would not attempt it as a player, to sacrifice all actions for an entire turn to get back 2 Ki, and I might fail if I get hit? Maybe just make it a single Action and limit it to a number of times/Lon Rest = Int/Wis modifier? Or 1ce/Short Rest and regain a number of Ki=the modifier? Then this would be better suited as a 3rd-level ability.
Exalted Knowledge.Legend Lore is good, the second part is too expensive and takes too many steps. If you take my suggestion about changing Multitasker’s boon then if that attack hits, they could spend 2 Ki to negate the Attack?
All in all not a bad start. Just remember, Monks get a lot of cool ribbon abilities as part of their main class features. Their Subclass features should have a little more impact to offset that. Keep designing!!
If people are looking up those stats under the table, then they're metagaming and probably min-maxers anyway. Why play like that, and why play with people who are like that? The Hunter's ability does not allow you to learn a weakness or strength the creature has, it only adds damage to the attack on the first attack per turn. If people are looking up the strengths and weaknesses of your monsters and using that knowledge, you can easily change the strengths and weaknesses on the fly so they have no idea unless they use this ability.
This Monk isn't meant to be massively combat-heavy; enough of those exist as it is. This is a heavy RP style class. With that in mind, I do want the class to be utilized by everyone so I made some changes based on what you said. I also reworded a few things in hopes they are easier to understand.
I utilized a Monk subclass building guide from DMsGuild to help build this. In this guide, it mentioned that level 6 is a good idea to put either a social aspect or a combat aspect depending on how you want the Monk to play in the late game. Because of the RP style I wanted to add to this class, I kept the level 6 as more of a social aspect, rather than combat heavy. I did add a touch more combat to the level 3 ability though.
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I am who I am because of those I have met. Learning is key to unlocking the potential inside all of us.
If people are looking up those stats under the table, then they're metagaming and probably min-maxers anyway. Why play like that, and why play with people who are like that? The Hunter's ability does not allow you to learn a weakness or strength the creature has, it only adds damage to the attack on the first attack per turn. If people are looking up the strengths and weaknesses of your monsters and using that knowledge, you can easily change the strengths and weaknesses on the fly so they have no idea unless they use this ability.
Monster Slayer’s get two features at 3rd-level, here’s the one you missed:
Hunter’s Sense
At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.
That’s my point, something like this is a ribbon ability. Give them that, and something else too.
Just a small suggestion about the 11th level Regenerative Multitasking. I changed it slightly (though it impacts it a great deal) to be a bit more balanced (though still powerful), and to avoid restrictions like "can only be used in combat" while giving it a restriction that doesn't rely on "x times per short/long rest".
Regenerative Multitasking
At 11 level, you have learned, through extensive study, that meditating over a good book is what helps you channel your Ki. It is believed that your Ki comes from the books and knowledge within. You have learned how to multitask utilizing your Ki to aid applying the knowledge gained from such books.
As an Action, you pick one book you have read and begin concentrating on the contents you recall to gain the effect of the specific book. Should you take damage while concentrating on a book, you make a regular Concentration Check using your Intelligence modifier instead of your Constitution modifier. You may spend an Action to switch books or begin concentrating on the same book again.
Multitasker's Boon
- While concentrating on Multitasker's Boon, anytime after your first reaction is used, spend 1 ki to regain the use of your reaction. You may take only one reaction per turn. (note: a reminder that there are multiple turns in a round, so you can still have multiple reactions in a round).
- Instead, you may spend 2 ki points to regain the use of your reaction and also allow this ability to negate abilities and feats that would otherwise prevent the reaction you picked from occurring. You may take only one reaction per turn.
Learned Regeneration
- Immediately after concentrating on Learned Regeneration, gain Temporary Hit Points equal to your Proficiency modifier. You regain these Temporary Hit Points at the start of each of your turns as long as you maintain concentration on this ability. These Temporary Hit Points do not stack.
I prefer to leave out hp type of stuff for this ability, but I like your concentration and per round idea. With that said, how about this instead.
Multitasker's Boon
- As a bonus action, you pull out your Seeker's Travel Book and concentrate on its pages.
- While concentrating, anytime that a creature would provoke an attack of opportunity, after your first reaction is used, spend 1 Ki point to gain a bonus reaction to strike out at it.
- Alternatively, you may spend 2 Ki points per reaction to negate abilities and feats that would prevent an attack of opportunity.
- Treat this as a concentration spell, you may attack and use other abilities normally, as long as they do not require concentration.
Learned Regeneration
-As a bonus action, you may pull out your Seeker's Travel Book and concentrate on its pages to regain 1 Ki point.
- You regain 1 Ki point at the beginning of each of your turns as long as you can hold your concentration.
- Treat this ability as a concentration spell. You may attack and use other abilities normally, as long as they do not require concentration.
If you really want a Ki regeneration mechanic, then I would suggest something like this:
Learned Regeneration
- (as an Action, as above) While concentrating on Learned Regeneration, whenever you are hit by an enemy creature, you can use your reaction to regenerate 1 ki point. This takes place before the resulting concentration check.
Edit: I would keep the activation as an action, not a bonus action, because they are fairly powerful abilities and this would force any user to decide what is more important - attacking, or setting up these bonuses.
I'll also point out that as a bonus, the first ability was extended to all reactions and not just attacks of opportunity. Given the power level and restrictions, it seemed like a good trade off to expand the ability a bit. But I have no problems keeping it to only attacks of opportunity.
I think Waranto is putting you on the right track. They’re also using more specific wording than you are, which makes a big difference. That’s what I mean when I mention your wording is ambiguous. Pay attention to their specific use of “Reaction” as compared to “attack of opportunity.” That’s the stuff that makes a huge difference.
Based on the input here and in other places I have made some hefty rewrites. The 11th level ability has been split in two and reworded because no one was able to to see the point of the name 'multitasking'. I removed that flavor texting and just simplified it completely. I also rewrote the 17th level ability to add a little more oomph to stay in line with other 17th level abilities. The Travel Book is also rewritten to different flavor and ability as well.
Seeker’s Travel Book
When you begin this tradition as 3 level, you are given a small travel book. At first, this travel book is small and has limited knowledge invested in its pages. As you continue to study and learn, the book will magically grow with you. You have no need for pen and ink while you have this book with you.
The secret of the book is known to only those who follow this tradition. As you study and learn, you may use your mental link to the book to take notes and brief summaries within its pages. This book contains notes from books you have read and studied, places you have visited, and people you have met.
Your travel book resides in a pocket dimension that only you may access. As a free action, your book appears before you, floating in a 2-foot space that is clear of obstruction. The book follows you around until you dismiss it as a free action.
Seeker’s Insight
At 3 level, you have studied in many libraries and learned many things. Some of the things you have gleened are resistances and vulnerabilities of several creatures common to the humanoid races, and even some that aren’t common.
- Once per turn, you may attack a creature and learn its vulnerabilities and resistances on a successful hit.
- On your second hit of each round, you may add 1d4 to the damage roll.
- At 6th level, your second hit turns into 1d6 added to the damage roll.
Keen Mind and Tongue
At 6 level, your studies have broadened since you set out on the road. You have learned methods of retaining knowledge and using that knowledge when speaking to others.
- As long as your Seeker's Travel Book is on your person, you remember everything that is written in its pages. You must spend a minimum of 2 hours each week, meditating on and studying your book to retain this ability. You can use this knowledge to influence the interactions you have with others.
- You can now add your Intelligence modifier to your Charisma-based skill checks and saving throws. It does not work when trying to use Charisma-based skills on creatures with an Intelligence of 3 or less.
Regenerative Studies
At 11 level, you have learned, through extensive study, that meditating over a good book is what helps you channel your Ki. It is often believed that your Ki comes from the books and knowledge within.
-As an action, once per Long Rest, you may pull out your Seeker's Travel Book and concentrate on its pages to regain half of your total Ki points.
Knowledge as a Weapon
Your studies in the great libraries have taught you to use your mind more than your fists. You have learned how to confuse your enemies by overloading them with your Ki.
At 11 level, you gain an ability called Confusing Strike. As an action, when you hit a creature and spend 2 Ki points, you can force it to make an Intelligence saving throw. On a failed save, the target takes 3d6 psychic damage and has disadvantage on its next two attacks. On a successful save, They take half damage and are not confused.
Exalted Knowledge
At 17 level, you are nearing your pinnacle as a seeker of knowledge. You have read books in some of the most secret of libraries. You have gained access to libraries that few even knew existed, and some that only you and its creator has seen. Your knowledge has given you the -ability to see into the creature’s attacks and potentially avoid damage while counter-attacking your target. Your travel book has grown large enough to no longer be carried by non-magical means.
- Once per Long Rest, you may cast Legend Lore
- Once per turn, as a reaction, you may spend 3 Ki points to counter-attack your opponent. If an attacker would hit you, you may instead flood its mind with psionic energies in an attempt to thwart their attack. The target must succeed on an Intelligence saving throw or take 5d10 psychic damage and deal no damage. On a successful save, they take 5d10 psychic damage, and their attack still hits you.
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I am who I am because of those I have met. Learning is key to unlocking the potential inside all of us.
Yes, you can tie Ki points to spell slots. I created an updated Four Elements Monk that uses Ki points to cast spells, rather than having Disciplines to cast spells.
I'd love to see a way to have ki points spent to cast spells directly
unforunately it seems that with beyond's current formatting/limitations it can only be achieved by making it an option within a feature (and have an option for each time you learn spells)
After extensive playtesting with the Four Elements monk and various revisions and reworks of it, I've come to believe very strongly that ki points should not be used for spellcasting. Ki points fuel your main class features and no other subclass is designed to dip from the same well as your main class.
Casting with ki hurts. Using your class features hurts. Both come with the knowledge that you're losing out on the other one. It's just not a pleasant experience. It's not fun.
However you want to do it, a spellcasting monk should have as many totally free casts as an Arcane Trickster or Eldritch Knight has spell slots. Adjust how you see fit to recharge on short rests rather than long if you like, but they should be separate resources from your ki pool. Now if you want to allow additional casts with ki when your freebies run out, go for it.
And while I'm at it I'll share one more conclusion - 1/3 casters can't be blasters. They just can't. AT/EK work because they focus on low-level spells that retain their utility as you level - stuff like shield, invisibility, hold person, etc. Something like burning hands does not scale nearly as well. A 1/3 caster gets spells too late to do any real damage with them. Even the mighty fireball is not that impressive by the time you get it at 11th level, especially considering the ki you're paying for it. So if you want to make an elemental-damage themed monk, I'd strongly suggest you abandon the 4 elements template completely and give them abilities with limited uses along with a few always-on things like every other subclass does.
And while I'm sure the author has moved on these two years later, I have one issue with the Seeker subclass here:
- You can now add your Intelligence modifier to your Charisma-based skill checks and saving throws. It does not work when trying to use Charisma-based skills on creatures with an Intelligence of 3 or less.
Monks are stretched thinner than any other class between DEX, WIS, and CON while also usually preferring not to be complete wet noodles in STR. Giving them an INT bonus to CHA skills is like giving a starving man a dinnerware set. The flavor is great, but it just can't work with monks.
yea, this and the fact that monks in general (and specially low level monks) are stripped for ki points are the main reasons of many why I think monks should get more points than they already do
the fact that they get to do less stuff than rogues and fighters (and that the archetypical movie martial artist sometimes gets to do even lol) is why I think they should've also gotten more options to do stuff in general
I think they should get a number of ki points equal to their class level + proficiency modifier + wisdom modifier; and have their abilities and all that have adjusted costs for that (having it this way suddenly makes stuff like way for the four elements very much doable, tho it still needs to be buffed on it's own haha)
further, I think that this should also be the case with sorcerer's sorcery points (using charisma instead of wis) and mystics with their resource (using intelligence instead), and that these points should be interchangeable for multiclassing purposes
(this is a reply to what scatterbraind said but idk why beyond doesnt show whati s a reply to what when there is a reply function lol)
I kind of go the other direction - I just think less things should use ki.
I think Step of the Wind should be free like Cunning Action and spending a ki point should let you disengage and dash.
I think you should get prof. bonus Stunning Strikes per day, decoupling it from ki entirely.
5e goes too all-in on the idea that everything that makes a monk feel like a monk requires ki. Give them some stuff to do even when they're out of ki. Like the way Martial Arts works - you have the always-on benefit of your bonus action attack and ki just enhances it to give you two attacks.
Touche. I will use this thought process moving forward with rewriting this subclass. This is the perspective I was looking for to help me move forward with this. Thank you.
I am who I am because of those I have met. Learning is key to unlocking the potential inside all of us.
Glad I could help.
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It has been rewritten with a different touch.
Way of the Seeker
Seekers are those who search for Knowledge, Wisdom, and an edge in any fight. Although seekers prefer to avoid conflict, they have several ways to turn the battle to their favor quickly. It is not an easy life pursuing knowledge, but for a seeker, it is the most rewarding life one could live. Seekers believe that nothing is impossible, and even the improbable has a way of manifesting into reality.
The strikes of a seeker give them advantages against their foes. Each hit can provide the possibility of learning something new about the weaknesses or strengths of their opponents. Seekers also have abilities that can turn their enemies into friends, for a moment. Never throw the first punch against a seeker, because even a foes strikes can reveal things to a seeker.
Seeker's Travel Book
When you begin this tradition at 3rd level, you are given a small travel book. At first, this travel book is small and has limited knowledge invested in its pages. As you continue to study and learn, the book will magically grow with you. You do not need a pen or ink while you have this book with you.
You carry the book with you at all times. Never lose this book, for whoever may find it, will learn more about you and your knowledge than you would ever want to be released.
The secret of the book is known to only those who follow this tradition. As you study and learn, you may use your mental link to the book to take notes and summaries within its pages. This book only contains notes from books you have read and studied; it does not include notes about where you have been, who you have met, or any other non-book information.
Way of the Seeker Features
3
Seeker's Travel Book, Seeker's Insight
6
Keen Mind and Tongue
11
Regenerative Multitasking
17
Exalted Knowledge
Seeker's Insight
At 3 level, you have studied in many libraries and learned many things. Some of the things you have gleened are strengths and weaknesses of several creatures familiar to the humanoid races, and even some that aren't common.
- Once per turn, you may attack a creature and learn its weaknesses and strengths on a successful hit.
- On your second hit of each round, you may add 1d4 to the damage roll.
- At 6th level, your second hit turns into 1d6 added to the damage roll.
Keen Mind and Tongue
At 6 level, your studies have broadened since you set out on the road. You have learned methods of retaining knowledge and using that knowledge when speaking to others.
- As long as your Seeker's Travel Book is on your person, you remember everything that is written in its pages. You must spend a minimum of 2 hours each week, meditating on and studying your book to retain this ability. You can use this knowledge to influence the interactions you have with others.
- You can now add your Intelligence modifier to your Charisma-based skill checks. It does not work when trying to use Charisma-based skills on creatures with 3 Intelligence or less.
Regenerative Multitasking
At 11 level, you have learned, through extensive study, that meditating over a good book is what helps you channel your Ki. It is believed that your Ki comes from the books and knowledge within. You have learned how to multitask utilizing your Ki to aid in reading multiple books at the same time.
Multitasker's Boon
- You pull out your Seeker's Travel Book and concentrate on its pages.
- While concentrating, anytime that a creature would provoke an attack of opportunity, after your first reaction is used, spend 1 Ki point to gain a bonus reaction to strike out at it.
- Alternatively, you may spend 2 Ki points per reaction to negate abilities and feats that would prevent an attack of opportunity.
- Treat this as a concentration spell, you may attack and use other abilities normally, as long as they do not require concentration.
Learned Regeneration
-As a bonus action, you may pull out your Seeker's Travel Book and concentrate on its pages to regain 1 Ki point.
- You regain 1 Ki point at the beginning of each of your turns as long as you can hold your concentration.
- Treat this ability as a concentration spell. You may attack and use other abilities normally, as long as they do not require concentration.
Exalted Knowledge
At 17th level, you are nearing your pinnacle as a seeker of knowledge. You have read books in some of the most secret of libraries. You have gained access to libraries that few even knew existed, and some that only you and its creator has seen. Your knowledge has given you the ability to see into a creature's attacks and potentially avoid damage while counter-attacking your target. Your travel book has grown large enough to be no longer carried by non-magical means.
- Your travel book now resides in a pocket dimension that only you may access. As a free action, your book appears before you in a 2-foot space that is clear of obstruction. You may dismiss your book as a free action.
- Once per Long Rest, you may cast Legend Lore
- Once per turn, as a reaction, you may spend 3 Ki points to counter-attack your opponent. If a creature's melee attack would hit, roll for attack. If your attack is higher, then you negate the attack against you. If your attack would hit the creature's AC, then roll damage against the creature.
I am who I am because of those I have met. Learning is key to unlocking the potential inside all of us.
Seeker’s Insight. It needs to be better defined and People will complain that it doesn’t give you anything you can’t look up on your phone under the table. It needs more combat punch to be effective. (Monster Hunter Rangers have a more powerful ability called Slayer’s Prey that they get at 3rd level along with spells and another feature on top.)
Keen Mind and Tongue. Avoid giving Feats as Class Features. Also, they need some other feature at this level that lives them some kind of additional combat effectiveness.
Regenerative Multitasking. Multitaskers’ Boon is not well defined. Also, merely allowing them to make additional AoOs is cool, but very situational. Maybe if you give them something different to do with their Reactions instead of letting them just make multiple AoOs, like maybe let them make a Melee Attack as a reaction when they get hit with a melee attack? Learned Regeneration is so restrictive that I would not attempt it as a player, to sacrifice all actions for an entire turn to get back 2 Ki, and I might fail if I get hit? Maybe just make it a single Action and limit it to a number of times/Lon Rest = Int/Wis modifier? Or 1ce/Short Rest and regain a number of Ki=the modifier? Then this would be better suited as a 3rd-level ability.
Exalted Knowledge. Legend Lore is good, the second part is too expensive and takes too many steps. If you take my suggestion about changing Multitasker’s boon then if that attack hits, they could spend 2 Ki to negate the Attack?
All in all not a bad start. Just remember, Monks get a lot of cool ribbon abilities as part of their main class features. Their Subclass features should have a little more impact to offset that. Keep designing!!
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If people are looking up those stats under the table, then they're metagaming and probably min-maxers anyway. Why play like that, and why play with people who are like that? The Hunter's ability does not allow you to learn a weakness or strength the creature has, it only adds damage to the attack on the first attack per turn. If people are looking up the strengths and weaknesses of your monsters and using that knowledge, you can easily change the strengths and weaknesses on the fly so they have no idea unless they use this ability.
This Monk isn't meant to be massively combat-heavy; enough of those exist as it is. This is a heavy RP style class. With that in mind, I do want the class to be utilized by everyone so I made some changes based on what you said. I also reworded a few things in hopes they are easier to understand.
I utilized a Monk subclass building guide from DMsGuild to help build this. In this guide, it mentioned that level 6 is a good idea to put either a social aspect or a combat aspect depending on how you want the Monk to play in the late game. Because of the RP style I wanted to add to this class, I kept the level 6 as more of a social aspect, rather than combat heavy. I did add a touch more combat to the level 3 ability though.
I am who I am because of those I have met. Learning is key to unlocking the potential inside all of us.
Monster Slayer’s get two features at 3rd-level, here’s the one you missed:
That’s my point, something like this is a ribbon ability. Give them that, and something else too.
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Whoops, I did miss that.
What about what I added to the 3rd level ability? is that decent or does it need to be more?
I've been actively updated that post as you have been giving advice. So it should have the new changes in it.
I am who I am because of those I have met. Learning is key to unlocking the potential inside all of us.
Just a small suggestion about the 11th level Regenerative Multitasking. I changed it slightly (though it impacts it a great deal) to be a bit more balanced (though still powerful), and to avoid restrictions like "can only be used in combat" while giving it a restriction that doesn't rely on "x times per short/long rest".
Regenerative Multitasking
At 11 level, you have learned, through extensive study, that meditating over a good book is what helps you channel your Ki. It is believed that your Ki comes from the books and knowledge within. You have learned how to multitask utilizing your Ki to aid applying the knowledge gained from such books.
As an Action, you pick one book you have read and begin concentrating on the contents you recall to gain the effect of the specific book. Should you take damage while concentrating on a book, you make a regular Concentration Check using your Intelligence modifier instead of your Constitution modifier. You may spend an Action to switch books or begin concentrating on the same book again.
Multitasker's Boon
- While concentrating on Multitasker's Boon, anytime after your first reaction is used, spend 1 ki to regain the use of your reaction. You may take only one reaction per turn. (note: a reminder that there are multiple turns in a round, so you can still have multiple reactions in a round).
- Instead, you may spend 2 ki points to regain the use of your reaction and also allow this ability to negate abilities and feats that would otherwise prevent the reaction you picked from occurring. You may take only one reaction per turn.
Learned Regeneration
- Immediately after concentrating on Learned Regeneration, gain Temporary Hit Points equal to your Proficiency modifier. You regain these Temporary Hit Points at the start of each of your turns as long as you maintain concentration on this ability. These Temporary Hit Points do not stack.
I prefer to leave out hp type of stuff for this ability, but I like your concentration and per round idea. With that said, how about this instead.
Multitasker's Boon
- As a bonus action, you pull out your Seeker's Travel Book and concentrate on its pages.
- While concentrating, anytime that a creature would provoke an attack of opportunity, after your first reaction is used, spend 1 Ki point to gain a bonus reaction to strike out at it.
- Alternatively, you may spend 2 Ki points per reaction to negate abilities and feats that would prevent an attack of opportunity.
- Treat this as a concentration spell, you may attack and use other abilities normally, as long as they do not require concentration.
Learned Regeneration
-As a bonus action, you may pull out your Seeker's Travel Book and concentrate on its pages to regain 1 Ki point.
- You regain 1 Ki point at the beginning of each of your turns as long as you can hold your concentration.
- Treat this ability as a concentration spell. You may attack and use other abilities normally, as long as they do not require concentration.
I am who I am because of those I have met. Learning is key to unlocking the potential inside all of us.
If you really want a Ki regeneration mechanic, then I would suggest something like this:
Learned Regeneration
- (as an Action, as above) While concentrating on Learned Regeneration, whenever you are hit by an enemy creature, you can use your reaction to regenerate 1 ki point. This takes place before the resulting concentration check.
Edit: I would keep the activation as an action, not a bonus action, because they are fairly powerful abilities and this would force any user to decide what is more important - attacking, or setting up these bonuses.
I'll also point out that as a bonus, the first ability was extended to all reactions and not just attacks of opportunity. Given the power level and restrictions, it seemed like a good trade off to expand the ability a bit. But I have no problems keeping it to only attacks of opportunity.
I think Waranto is putting you on the right track. They’re also using more specific wording than you are, which makes a big difference. That’s what I mean when I mention your wording is ambiguous. Pay attention to their specific use of “Reaction” as compared to “attack of opportunity.” That’s the stuff that makes a huge difference.
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Based on the input here and in other places I have made some hefty rewrites. The 11th level ability has been split in two and reworded because no one was able to to see the point of the name 'multitasking'. I removed that flavor texting and just simplified it completely. I also rewrote the 17th level ability to add a little more oomph to stay in line with other 17th level abilities. The Travel Book is also rewritten to different flavor and ability as well.
Seeker’s Travel Book
When you begin this tradition as 3 level, you are given a small travel book. At first, this travel book is small and has limited knowledge invested in its pages. As you continue to study and learn, the book will magically grow with you. You have no need for pen and ink while you have this book with you.
The secret of the book is known to only those who follow this tradition. As you study and learn, you may use your mental link to the book to take notes and brief summaries within its pages. This book contains notes from books you have read and studied, places you have visited, and people you have met.
Your travel book resides in a pocket dimension that only you may access. As a free action, your book appears before you, floating in a 2-foot space that is clear of obstruction. The book follows you around until you dismiss it as a free action.
Seeker’s Insight
At 3 level, you have studied in many libraries and learned many things. Some of the things you have gleened are resistances and vulnerabilities of several creatures common to the humanoid races, and even some that aren’t common.
- Once per turn, you may attack a creature and learn its vulnerabilities and resistances on a successful hit.
- On your second hit of each round, you may add 1d4 to the damage roll.
- At 6th level, your second hit turns into 1d6 added to the damage roll.
Keen Mind and Tongue
At 6 level, your studies have broadened since you set out on the road. You have learned methods of retaining knowledge and using that knowledge when speaking to others.
- As long as your Seeker's Travel Book is on your person, you remember everything that is written in its pages. You must spend a minimum of 2 hours each week, meditating on and studying your book to retain this ability. You can use this knowledge to influence the interactions you have with others.
- You can now add your Intelligence modifier to your Charisma-based skill checks and saving throws. It does not work when trying to use Charisma-based skills on creatures with an Intelligence of 3 or less.
Regenerative Studies
At 11 level, you have learned, through extensive study, that meditating over a good book is what helps you channel your Ki. It is often believed that your Ki comes from the books and knowledge within.
-As an action, once per Long Rest, you may pull out your Seeker's Travel Book and concentrate on its pages to regain half of your total Ki points.
Knowledge as a Weapon
Your studies in the great libraries have taught you to use your mind more than your fists. You have learned how to confuse your enemies by overloading them with your Ki.
At 11 level, you gain an ability called Confusing Strike. As an action, when you hit a creature and spend 2 Ki points, you can force it to make an Intelligence saving throw. On a failed save, the target takes 3d6 psychic damage and has disadvantage on its next two attacks. On a successful save, They take half damage and are not confused.
Exalted Knowledge
At 17 level, you are nearing your pinnacle as a seeker of knowledge. You have read books in some of the most secret of libraries. You have gained access to libraries that few even knew existed, and some that only you and its creator has seen. Your knowledge has given you the -ability to see into the creature’s attacks and potentially avoid damage while counter-attacking your target. Your travel book has grown large enough to no longer be carried by non-magical means.
- Once per Long Rest, you may cast Legend Lore
- Once per turn, as a reaction, you may spend 3 Ki points to counter-attack your opponent. If an attacker would hit you, you may instead flood its mind with psionic energies in an attempt to thwart their attack. The target must succeed on an Intelligence saving throw or take 5d10 psychic damage and deal no damage. On a successful save, they take 5d10 psychic damage, and their attack still hits you.
I am who I am because of those I have met. Learning is key to unlocking the potential inside all of us.
Yes, you can tie Ki points to spell slots. I created an updated Four Elements Monk that uses Ki points to cast spells, rather than having Disciplines to cast spells.
https://www.dndbeyond.com/subclasses/300681-way-of-the-four-elements-revised
link doesnt work anymore
I'd love to see a way to have ki points spent to cast spells directly
unforunately it seems that with beyond's current formatting/limitations it can only be achieved by making it an option within a feature (and have an option for each time you learn spells)
After extensive playtesting with the Four Elements monk and various revisions and reworks of it, I've come to believe very strongly that ki points should not be used for spellcasting. Ki points fuel your main class features and no other subclass is designed to dip from the same well as your main class.
Casting with ki hurts. Using your class features hurts. Both come with the knowledge that you're losing out on the other one. It's just not a pleasant experience. It's not fun.
However you want to do it, a spellcasting monk should have as many totally free casts as an Arcane Trickster or Eldritch Knight has spell slots. Adjust how you see fit to recharge on short rests rather than long if you like, but they should be separate resources from your ki pool. Now if you want to allow additional casts with ki when your freebies run out, go for it.
And while I'm at it I'll share one more conclusion - 1/3 casters can't be blasters. They just can't. AT/EK work because they focus on low-level spells that retain their utility as you level - stuff like shield, invisibility, hold person, etc. Something like burning hands does not scale nearly as well. A 1/3 caster gets spells too late to do any real damage with them. Even the mighty fireball is not that impressive by the time you get it at 11th level, especially considering the ki you're paying for it. So if you want to make an elemental-damage themed monk, I'd strongly suggest you abandon the 4 elements template completely and give them abilities with limited uses along with a few always-on things like every other subclass does.
And while I'm sure the author has moved on these two years later, I have one issue with the Seeker subclass here:
Monks are stretched thinner than any other class between DEX, WIS, and CON while also usually preferring not to be complete wet noodles in STR. Giving them an INT bonus to CHA skills is like giving a starving man a dinnerware set. The flavor is great, but it just can't work with monks.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
Here's the text that I was referencing.
yea, this and the fact that monks in general (and specially low level monks) are stripped for ki points are the main reasons of many why I think monks should get more points than they already do
the fact that they get to do less stuff than rogues and fighters (and that the archetypical movie martial artist sometimes gets to do even lol) is why I think they should've also gotten more options to do stuff in general
I think they should get a number of ki points equal to their class level + proficiency modifier + wisdom modifier; and have their abilities and all that have adjusted costs for that (having it this way suddenly makes stuff like way for the four elements very much doable, tho it still needs to be buffed on it's own haha)
further, I think that this should also be the case with sorcerer's sorcery points (using charisma instead of wis) and mystics with their resource (using intelligence instead), and that these points should be interchangeable for multiclassing purposes
(this is a reply to what scatterbraind said but idk why beyond doesnt show whati s a reply to what when there is a reply function lol)
I kind of go the other direction - I just think less things should use ki.
5e goes too all-in on the idea that everything that makes a monk feel like a monk requires ki. Give them some stuff to do even when they're out of ki. Like the way Martial Arts works - you have the always-on benefit of your bonus action attack and ki just enhances it to give you two attacks.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm