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.
All dice double on a Crit. That is basic D&D 101. If you honestly are that unclear on the rules of the game I would recommend brushing up before attempting to Homebrew anything balanced. I recommend starting with chapters 9 and 10 and go from there. If you don’t actually know how the game works, you cannot balance anything.
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.
Crits don't double damage, they double all the dice rolled for damage, so anytime you add dice you increase the power of the crit,
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.
All dice double on a Crit. That is basic D&D 101. If you honestly are that unclear on the rules of the game I would recommend brushing up before attempting to Homebrew anything balanced. I recommend starting with chapters 9 and 10 and go from there. If you don’t actually know how the game works, you cannot balance anything.
i know how crits work. Also the damage does not double on a crit only the damage dice. That was why i was confused.
And the lightning damage is not a fixed value like “+X,” they are damage dice, so therefore the double. Just like Sneak Attack, Hex, Hunter’s Mark, or a Flame Tongue Greatsword. Like I said, all dice double on a Crit.
And the lightning damage is not a fixed value like “+X,” they are damage dice, so therefore the double. Just like Sneak Attack, Hex, Hunter’s Mark, or a Flame Tongue Greatsword. Like I said, all dice double on a Crit.
Just raising a flag. I think this and most other subclass ideas can be enhanced by including non-combat features. Considering the evocation school has plenty of spells that have nothing to do with combat, I find the evoker to be lacking in imagination.
Just raising a flag. I think this and most other subclass ideas can be enhanced by including non-combat features. Considering the evocation school has plenty of spells that have nothing to do with combat, I find the evoker to be lacking in imagination.
All dice double on a Crit. That is basic D&D 101. If you honestly are that unclear on the rules of the game I would recommend brushing up before attempting to Homebrew anything balanced. I recommend starting with chapters 9 and 10 and go from there. If you don’t actually know how the game works, you cannot balance anything.
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Crits don't double damage, they double all the dice rolled for damage, so anytime you add dice you increase the power of the crit,
i know how crits work. Also the damage does not double on a crit only the damage dice. That was why i was confused.
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Homebrew: Magic items, Subclasses
And the lightning damage is not a fixed value like “+X,” they are damage dice, so therefore the double. Just like Sneak Attack, Hex, Hunter’s Mark, or a Flame Tongue Greatsword. Like I said, all dice double on a Crit.
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Sorry i misread your post. Never mind.
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I feel that it's my civic duty to raise a flag when a subclass is designed that doesn't provide any benefit outside of combat. I'll show myself out.
You mean like the School of Evocation Wizard?
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Homebrew: Magic items, Subclasses
Good thing the monk has tons of non-combat based abilities.
Just raising a flag. I think this and most other subclass ideas can be enhanced by including non-combat features. Considering the evocation school has plenty of spells that have nothing to do with combat, I find the evoker to be lacking in imagination.
It has a bunch, true. Still.
i myself don't like subclasses that only have combat abilities. i'm just saying that there are some.
There is no dawn after eternal night.
Homebrew: Magic items, Subclasses