So they seem to have tried to address most complaints i had, its definitely a better version.
But is it actually good?
level 3 2/5
is improved but probably not enough to be average. level 3 is generally a subclass defining feature, and this still comes down to 2 cantrips and two fairly weak effects, at least some of them are unique, but non of them are defining the subclass.
crane is improved, it will actually provide some benefit if you miss a flurry of blows now. guidance is a useful cantrip
bat, blind sight is cool, dancing lights has always felt like an almost useless cantrip to me. flavorwise, maybe its ok? could just light a torch
butteryfly, light cantrip, its a torch with less hassle, but really you could just use a torch. high jump uses dex, really specific and limited. this basically increases your high jump from 3 to 3+ mod. so 6 to 8 to 10feet. if you had 0 strength or less, why not both jumps? or a greater boost to high jumps if this is all it does. And it also feels like monks jumps should always have been dex based. suffice to say, this is an extremely niche feature. though it can make my ninja grapple and jumping death drop combo easier, i think thats pretty niche.
horse, message is a useful cantrip, +10 feet on step is ok, they probably didnt need it but more is more
turtle, spare the dying is ok, +1 ac when you dodge, definitely useful if you like dodging.
level 6 3/5
OOC stuff, cant argue with it, you either respect OOC or you dont. I think these are mostly pretty useful, but monk is MAD, and they cant really afford int, so the int based one is pretty ehh.
level11 1/5.
still requires you to guess the right element before combat, you could use it with uncanny, but unccanny is mostly for recovering KI/hp, and it still becomes mostly useless if you keep leveling monk and get superior defense. its still a bad feature.
level 17. 4.5/5
beholder - flying, and the ability to increase nova, 1 ki for 2 extra attacks. its ok. monks damage isnt great on its own but there might be some cool builds here.
dragon - decent aoe, if you have 2 targets, its better than 1 ki on FOB
displacer beast: gain defense when you FOB, or escape, this is solid
troll: 10 hp per round, though you have to be sub 50%
Overall, too little too late. the class defining features are at level 17. from level 3-16 all this class offers is bonus to search and stealth, and some level 3 parlor tricks.
its now in the realms of publishable, but inwouldnt say its actually good yet.
improve the level 3 options. any two of these features is supposed to be comparable to other monks, and define a playstyle mostly for the next 13 levels. (since the level 6 nor 11 define the class) the 10 blindisght and slighty more jump height monk, with two flashlights. Is that what this monk is supposed to do for the next 13 levels?
make the level 6 feature such that you can use your wisdom for search/stealth/study
level 11, make each type have a base interesting usecase, and add an extra bonus if you already have resistance from another source.
for example: lets say you can reduce the damage taken by wis or prof if you already have resistance from anither source. lets say storms, people who are within 10 feat of you. (from storm) have -1 attack. Volcano, if you miss a save by 1 point you pass it, if an attack matches your AC it misses. (your more durable)
I think the easy fix is to have a leveled spell on every tattoo on top of what they have done in this UA. The uniqueness of this Monk was that it cast spells, the flaw was they weren’t great spells, so it needed to do something else. Combine the something else it can do in this UA with the leveled spells and it should be solid.
Still feels really bad to me. The level 6 feature being non-combat puts even more weight on the level 3 feature to make a difference in combat and it just isn't going to. Horse and Turtle are particularly annoying to me because they grant a feature that is still not going to make a difference most of the time but they gate it behind focus points.
I like the cantrips. I think this would be decent in a game that focused mainly on non-combat stuff, but I think most people that want a cool tattooed monk probably want it to be a badass punching machine. This ain't that.
Beast Tattoo in addition to the UA you gain: 1 Focus point to cast, no material components
Bat- Alarm
Butterfly- Silent Image
Chameleon- Minor Illusion, Disguise Self, when you spend a focus point to redirect the damage when using Redirect Attack and target a creature other than the attacker that creature has disadvantage on its dexterity save
Crane- Identify
Horse- Speak with Animals
Spider- Mending, Detect Poison and Disease, when you hit a creature with an attack from your Flurry of Blows that creature has disadvantage on its next attack before the start of your next turn.
Tortoise- Sanctuary
Celestial Tattoo in addition to the UA you gain: 2 Focus points to cast, no material components
Comet- Scorching Ray
Crescent Moon- Summon Beast, when you take the influence action you can expend 1 focus point to roll your Martial Arts Die and add it to your Charisma check.
Eclipse- Mind Spike
Sunburst- Flaming Sphere
Nature Tattoo in addition to the UA you gain: No material components
No matter your tattoo choice you can expend 1 focus point to cast Absorb Elements.
Sea Storm- You can cast Ice Knife, Shatter, or Lightning Bolt at 3rd level.
Volcano- You can cast Ray of Sickness, Melf’s Acid Arrow, or Fireball at 3rd level.
Once you have cast a spell at 3rd level with this feature you can’t do so again until you complete a short or long rest.
Monster Tattoo might be fine without adding a spell to them. Some of them are a spell already.
I'm not a fan of the idea of the tattoos' benefits being tied to what the tattoo is. I'd much rather the benefits be tied to WHERE the tattoo is. (This would free up players to be very creative about how their tattoos look.)
For example: the early level 3 tattoos could be limited to arms and legs (where many people get their first tattoos.) And the benefits could be things like a temporary increased speed for leg tattoos. Or temporary increased AC for arm tattoos. Increased jump distance. Advantagd to escape a grapple or a bonus to the DC to escape your grapple. Perhaps choose an elemental resistance. Idk... things like that. I'd rather they be unique abilities, rather than just "you get to cast this cantrip."
Level 6, the tattoos on your arms & legs (hands & feet) could give options like bonuses to Stealth, Survival, Athletics, or Acrobatics. Or perhaps something like a +1 to hit and damage on your Unarmed Attacks until the start of your next turn (once per short rest or sonething).
Level 11, the tattoos now can expand onto your chest and back, and the benefits could move into resistances to status effects like charmed, frightened, stunned, or sleep. They could grant a +1 to the DC of your Stunning Strike once per short rest. Or give enemies Disadvantage to hit you for 1 minute (like a Blur spell effect). A 1 minute fly speed, maybe. Idk- these ideas and lists are not comprehensive nor thought out extensively. I'm just coming up with things in the moment.
Level 17, the tattoos can now progress onto your neck, face, and head. This is where you could choose the crazy laser eyes or dragon breath type of benefits.
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So they seem to have tried to address most complaints i had, its definitely a better version.
But is it actually good?
level 3 2/5
is improved but probably not enough to be average. level 3 is generally a subclass defining feature, and this still comes down to 2 cantrips and two fairly weak effects, at least some of them are unique, but non of them are defining the subclass.
crane is improved, it will actually provide some benefit if you miss a flurry of blows now. guidance is a useful cantrip
bat, blind sight is cool, dancing lights has always felt like an almost useless cantrip to me. flavorwise, maybe its ok? could just light a torch
butteryfly, light cantrip, its a torch with less hassle, but really you could just use a torch. high jump uses dex, really specific and limited. this basically increases your high jump from 3 to 3+ mod. so 6 to 8 to 10feet. if you had 0 strength or less, why not both jumps? or a greater boost to high jumps if this is all it does. And it also feels like monks jumps should always have been dex based. suffice to say, this is an extremely niche feature. though it can make my ninja grapple and jumping death drop combo easier, i think thats pretty niche.
horse, message is a useful cantrip, +10 feet on step is ok, they probably didnt need it but more is more
turtle, spare the dying is ok, +1 ac when you dodge, definitely useful if you like dodging.
level 6 3/5
OOC stuff, cant argue with it, you either respect OOC or you dont. I think these are mostly pretty useful, but monk is MAD, and they cant really afford int, so the int based one is pretty ehh.
level11 1/5.
still requires you to guess the right element before combat, you could use it with uncanny, but unccanny is mostly for recovering KI/hp, and it still becomes mostly useless if you keep leveling monk and get superior defense. its still a bad feature.
level 17. 4.5/5
beholder - flying, and the ability to increase nova, 1 ki for 2 extra attacks. its ok. monks damage isnt great on its own but there might be some cool builds here.
dragon - decent aoe, if you have 2 targets, its better than 1 ki on FOB
displacer beast: gain defense when you FOB, or escape, this is solid
troll: 10 hp per round, though you have to be sub 50%
Overall, too little too late. the class defining features are at level 17. from level 3-16 all this class offers is bonus to search and stealth, and some level 3 parlor tricks.
its now in the realms of publishable, but inwouldnt say its actually good yet.
improve the level 3 options. any two of these features is supposed to be comparable to other monks, and define a playstyle mostly for the next 13 levels. (since the level 6 nor 11 define the class) the 10 blindisght and slighty more jump height monk, with two flashlights. Is that what this monk is supposed to do for the next 13 levels?
make the level 6 feature such that you can use your wisdom for search/stealth/study
level 11, make each type have a base interesting usecase, and add an extra bonus if you already have resistance from another source.
for example: lets say you can reduce the damage taken by wis or prof if you already have resistance from anither source. lets say storms, people who are within 10 feat of you. (from storm) have -1 attack. Volcano, if you miss a save by 1 point you pass it, if an attack matches your AC it misses. (your more durable)
I think the easy fix is to have a leveled spell on every tattoo on top of what they have done in this UA. The uniqueness of this Monk was that it cast spells, the flaw was they weren’t great spells, so it needed to do something else. Combine the something else it can do in this UA with the leveled spells and it should be solid.
Still feels really bad to me. The level 6 feature being non-combat puts even more weight on the level 3 feature to make a difference in combat and it just isn't going to. Horse and Turtle are particularly annoying to me because they grant a feature that is still not going to make a difference most of the time but they gate it behind focus points.
I like the cantrips. I think this would be decent in a game that focused mainly on non-combat stuff, but I think most people that want a cool tattooed monk probably want it to be a badass punching machine. This ain't that.
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
Maybe something like this for the Monk
Beast Tattoo in addition to the UA you gain: 1 Focus point to cast, no material components
Bat- Alarm
Butterfly- Silent Image
Chameleon- Minor Illusion, Disguise Self, when you spend a focus point to redirect the damage when using Redirect Attack and target a creature other than the attacker that creature has disadvantage on its dexterity save
Crane- Identify
Horse- Speak with Animals
Spider- Mending, Detect Poison and Disease, when you hit a creature with an attack from your Flurry of Blows that creature has disadvantage on its next attack before the start of your next turn.
Tortoise- Sanctuary
Celestial Tattoo in addition to the UA you gain: 2 Focus points to cast, no material components
Comet- Scorching Ray
Crescent Moon- Summon Beast, when you take the influence action you can expend 1 focus point to roll your Martial Arts Die and add it to your Charisma check.
Eclipse- Mind Spike
Sunburst- Flaming Sphere
Nature Tattoo in addition to the UA you gain: No material components
No matter your tattoo choice you can expend 1 focus point to cast Absorb Elements.
Sea Storm- You can cast Ice Knife, Shatter, or Lightning Bolt at 3rd level.
Volcano- You can cast Ray of Sickness, Melf’s Acid Arrow, or Fireball at 3rd level.
Once you have cast a spell at 3rd level with this feature you can’t do so again until you complete a short or long rest.
Monster Tattoo might be fine without adding a spell to them. Some of them are a spell already.
I'm not a fan of the idea of the tattoos' benefits being tied to what the tattoo is. I'd much rather the benefits be tied to WHERE the tattoo is. (This would free up players to be very creative about how their tattoos look.)
For example: the early level 3 tattoos could be limited to arms and legs (where many people get their first tattoos.) And the benefits could be things like a temporary increased speed for leg tattoos. Or temporary increased AC for arm tattoos. Increased jump distance. Advantagd to escape a grapple or a bonus to the DC to escape your grapple. Perhaps choose an elemental resistance. Idk... things like that. I'd rather they be unique abilities, rather than just "you get to cast this cantrip."
Level 6, the tattoos on your arms & legs (hands & feet) could give options like bonuses to Stealth, Survival, Athletics, or Acrobatics. Or perhaps something like a +1 to hit and damage on your Unarmed Attacks until the start of your next turn (once per short rest or sonething).
Level 11, the tattoos now can expand onto your chest and back, and the benefits could move into resistances to status effects like charmed, frightened, stunned, or sleep. They could grant a +1 to the DC of your Stunning Strike once per short rest. Or give enemies Disadvantage to hit you for 1 minute (like a Blur spell effect). A 1 minute fly speed, maybe. Idk- these ideas and lists are not comprehensive nor thought out extensively. I'm just coming up with things in the moment.
Level 17, the tattoos can now progress onto your neck, face, and head. This is where you could choose the crazy laser eyes or dragon breath type of benefits.