Ok, so here we go. I'm a novice at best with DnD Beyond's homebrew system. my primary goal of this is to possibly get pointers or help on actually creating the subclass and features on DnD Beyond. Having only created a few items for my players. Well here is my monk subclass.
At 3rd level the monk can spend 1 ki point at the top of their turn to add lightning damage to all unarmed strikes until the start of their next turn. This gains improvements at later levels. 1d4 + half your monk level. The monk also gains lightning resistance.
At 6th level after hitting a creature with an attack that does lighting damage, you can choose to give that creature disadvantage on all attacks against creatures other than you for 1 minute. This effect ends if the creature is more than 30 feet away from you at any time. Once you use this ability, you can't use it again until you complete a short or long rest.
At 11th level the monk gains improvements to its 3rd level feature. The lightning damage of their unarmed attacks ignores resistances of that type. Unarmed reach increases to 10ft. The cost of this ability increases from 1 ki points to 2 ki points per turn. All unarmed damage becomes lightning damage.
At 17 level the monk learns to harness the already spent ki used to fuel their lightning. Every 2 unarmed strikes that land and do lightning damage to a tranced target allows the monk to gain back 1 ki point.
Anyways, I would greatly appreciate any help from anyone. Thank you for your time.
Ok, so here we go. I'm a novice at best with DnD Beyond's homebrew system. Having only created a few items for my players. But I want to take a step into bigger things (even if im not really ready for it). So to get to my point I would love some expert on the stuff to help me flesh out the Monk subclass I'm building. I already have the features planned I just need help getting it to look good and working for anyone wanting to use it, without having to make a bunch of custom changes to the character sheet on site. I'll take any help i can get. This may be too much but here goes.
At 3rd level the monk can spend two ki points to add lightning damage to all unarmed strike for 1 min. This gains improvements at later levels. (the damage done scales with the unarmed strikes damage die)
At 6th level the monk can spend one ki point after landing an unarmed strike that does lightning damage to start a trance on the creature, they must make a wis saving throw. On a failed save the creature is under to effects of compelled duel from the monk. On a success nothing happens to the target (essentially its a stunning strike but instead of stun its a taunt). Oh and if using a ki point to stunning strike you can not spend another ki point to start the trance.
At 11th level the monk gains improvements to its 3rd level feature. The lightning damage of their unarmed attacks ignores or overcomes resistances/immunities of that type (meaning it ignores resistance and does half damage to immunity). And also makes unarmed melee reach 10ft. The cost of this ability increases from 2 ki points to 4 ki points.
At 17 level the monk learns to harness the already spent ki used to fuel their lightning. Every x amount of unarmed strikes that does lightning damage to a tranced target allows the monk to gain back 1 ki point. (not sure how many hits honestly)
Well there you have it. Sorry if that felt rambley or for any errors. This is something i would love to get working well so i could share this great idea with the community. And for those wondering this has heavy inspiration from Striker titan from destiny but I'm unashamed to admit that. Though i wanted this to still feel like a monk. Though the storm for some is soothing. Anyways, I would greatly appreciate any help from anyone. Thank you for your time.
P.S. I'm open to constructive criticism and any tweeking ideas.
P.S.S. Also here is some flavor for this subclass to show I ain't messing around. "Monks of the Way of the Striking Palm are entranced by the storm. Hearkening the call they learn empower their strikes to come at the speed of lightning and land with the force of thunder. They manipulate ki in inspiration of one of natures most destructive forces. "
How much lightning damage does it do for each feature?
The 11th level feature should work only on resistance and not immunity. Also the ki increase may annoy some players and reduces the power of this feature. If you decide not to reduce the ki cost, then give the player resistance to lightning damage.
The 6th level feature is difficult to understand. I would rephrase it to:
After hitting a creature with an attack that does lighting damage, you can choose to give that creature disadvantage on all attacks against creatures other than you for 1 minute. This effect ends if the creature is more than 30 feet away from you at any time.
Once you use this feature, you can't use it again until you complete a short or long rest.
I would recommend that the lightning damage begins as 1d4, increase to 2d4 at 5th level, 3d4 or at 11th level, and 4d4 at 17th level. You can't tell how balanced a subclass is without playtesting it, so I recommend you do a few quick encounters at 3rd, 6th, 11th, and 17th level after you have 'finished' the subclass to get an idea of any edits you need to make. If the extra dice progression seems to powerful than instead increase the dice size (1d4 > 1d6 > 1d8 > 1d10).
As i updated to clarify its scales with the Martial Arts die on the monk table.
So basically at 3rd level they can spend 2 Ki to double their damage dice for a minute. That’s broken. With Flurry of Blows and Attacks of Opportunity that is a shedload of extra damage every turn for only 2 Ki. Even if it’s only 1ce/LR that’s broken.
As i updated to clarify its scales with the Martial Arts die on the monk table.
So basically at 3rd level they can spend 2 Ki to double their damage dice for a minute. That’s broken. With Flurry of Blows and Attacks of Opportunity that is a shedload of extra damage every turn for only 2 Ki. Even if it’s only 1ce/LR that’s broken.
Yepp. Right about that. And im sorry but idk what 1ce/LR means. The up scaling d4 sounds better?
As i updated to clarify its scales with the Martial Arts die on the monk table.
So basically at 3rd level they can spend 2 Ki to double their damage dice for a minute. That’s broken. With Flurry of Blows and Attacks of Opportunity that is a shedload of extra damage every turn for only 2 Ki. Even if it’s only 1ce/LR that’s broken.
@IamSposta Maybe raise it to three ki points and make the damage 1d4+Wis Modifier, improved to 2d4+Wis at level 11?
As i updated to clarify its scales with the Martial Arts die on the monk table.
So basically at 3rd level they can spend 2 Ki to double their damage dice for a minute. That’s broken. With Flurry of Blows and Attacks of Opportunity that is a shedload of extra damage every turn for only 2 Ki. Even if it’s only 1ce/LR that’s broken.
Yepp. Right about that. And im sorry but idk what 1ce/LR means. The up scaling d4 sounds better?
As i updated to clarify its scales with the Martial Arts die on the monk table.
So basically at 3rd level they can spend 2 Ki to double their damage dice for a minute. That’s broken. With Flurry of Blows and Attacks of Opportunity that is a shedload of extra damage every turn for only 2 Ki. Even if it’s only 1ce/LR that’s broken.
Yepp. Right about that. And im sorry but idk what 1ce/LR means. The up scaling d4 sounds better?
Yes better, but not necessarily as balanced. LR means Long Rest btw.
EDIT: Looks like IamSposta is faster at typing than me
So maybe 1 ki per round you use the lightning damage, scaling as detailed in post #12? Honestly it's rare that combat will go on more than three rounds, and that feature doesn't have much social use.
So maybe 1 ki per round you use the lightning damage, scaling as detailed in post #12? Honestly it's rare that combat will go on more than three rounds, and that feature doesn't have much social use.
For now Ill roll with that scaling until i get to playtest. And for the 11th level feature the cost would increase from 1 ki to 2?
I would honestly start with 2 Ki. By 5th level, including Flurry and Opportunity Attacks that could add up to an extra 5d6 damage per round, even more if they Crit. And that will only go up as the Martial Arts die goes up. Basically, you are making every attack a Crit, and making Crits twice as good.
I would honestly start with 2 Ki. By 5th level, including Flurry and Opportunity Attacks that could add up to an extra 5d6 damage per round, even more if they Crit. And that will only go up as the Martial Arts die goes up. Basically, you are making every attack a Crit, and making Crits twice as good.
Would the lighting damage double on a crit? The way it's phrased i would think it wouldn't.
Ok, so here we go. I'm a novice at best with DnD Beyond's homebrew system. my primary goal of this is to possibly get pointers or help on actually creating the subclass and features on DnD Beyond. Having only created a few items for my players. Well here is my monk subclass.
Anyways, I would greatly appreciate any help from anyone. Thank you for your time.
How much lightning damage does it do for each feature?
There is no dawn after eternal night.
Homebrew: Magic items, Subclasses
The 11th level feature should work only on resistance and not immunity. Also the ki increase may annoy some players and reduces the power of this feature. If you decide not to reduce the ki cost, then give the player resistance to lightning damage.
There is no dawn after eternal night.
Homebrew: Magic items, Subclasses
The 6th level feature is difficult to understand. I would rephrase it to:
After hitting a creature with an attack that does lighting damage, you can choose to give that creature disadvantage on all attacks against creatures other than you for 1 minute. This effect ends if the creature is more than 30 feet away from you at any time.
Once you use this feature, you can't use it again until you complete a short or long rest.
There is no dawn after eternal night.
Homebrew: Magic items, Subclasses
Also, remember that all class and subclass features are referred to as features, not abilities.
There is no dawn after eternal night.
Homebrew: Magic items, Subclasses
Yeah! No that sounds great. Im not the best D&D like phrasing. Drop the ki cost too i assume?
For the 6th level feature. Not for the other features or ki would not be very useful.
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Homebrew: Magic items, Subclasses
So what is the additional Lightning damage scale?
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As i updated to clarify its scales with the Martial Arts die on the monk table.
I would recommend that the lightning damage begins as 1d4, increase to 2d4 at 5th level, 3d4 or at 11th level, and 4d4 at 17th level. You can't tell how balanced a subclass is without playtesting it, so I recommend you do a few quick encounters at 3rd, 6th, 11th, and 17th level after you have 'finished' the subclass to get an idea of any edits you need to make. If the extra dice progression seems to powerful than instead increase the dice size (1d4 > 1d6 > 1d8 > 1d10).
There is no dawn after eternal night.
Homebrew: Magic items, Subclasses
So basically at 3rd level they can spend 2 Ki to double their damage dice for a minute. That’s broken. With Flurry of Blows and Attacks of Opportunity that is a shedload of extra damage every turn for only 2 Ki. Even if it’s only 1ce/LR that’s broken.
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Yepp. Right about that. And im sorry but idk what 1ce/LR means. The up scaling d4 sounds better?
@IamSposta Maybe raise it to three ki points and make the damage 1d4+Wis Modifier, improved to 2d4+Wis at level 11?
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Maybe raise it to 2 Ki/Round
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Once per Long Rest
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Yes better, but not necessarily as balanced.
LR means Long Rest btw.
EDIT: Looks like IamSposta is faster at typing than meThere is no dawn after eternal night.
Homebrew: Magic items, Subclasses
So maybe 1 ki per round you use the lightning damage, scaling as detailed in post #12? Honestly it's rare that combat will go on more than three rounds, and that feature doesn't have much social use.
There is no dawn after eternal night.
Homebrew: Magic items, Subclasses
For now Ill roll with that scaling until i get to playtest. And for the 11th level feature the cost would increase from 1 ki to 2?
I would honestly start with 2 Ki. By 5th level, including Flurry and Opportunity Attacks that could add up to an extra 5d6 damage per round, even more if they Crit. And that will only go up as the Martial Arts die goes up. Basically, you are making every attack a Crit, and making Crits twice as good.
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Would the lighting damage double on a crit? The way it's phrased i would think it wouldn't.
There is no dawn after eternal night.
Homebrew: Magic items, Subclasses