Assuming a situation where a Life Cleric with 18 Wisdom (+4) and a Wild Soul Barbarian are in the same party, you can use Magic Reserves to permanently keep the Barbarian at max HP after every fight by trading spell slots for cure wounds.
Barb rolls 1 on 1d4, takes 5 damage, cleric Cure Wounds averages at 12
Barb rolls 2 on 1d4, takes 10 damage, cleric Cure Wounds averages at 17
Barb rolls 3 on 1d4, takes 15 damage, cleric Cure Wounds averages at 22
Barb rolls 4 on 1d4, takes 20 damage, cleric Cure Wounds averages at 28
This is straight broken hahaha. It should at least have a limit such as Constitution Mod in uses per long rest otherwise it's so hilariously easy to exploit. You don't even need to have a Life Cleric, it just helps tip things in the Barbarians favour.
Not to mention the fact that the Barbarian gets this at level 6 and can grant level 4 spell slots even though no class has level 4 spell slots at level 6
Astral monk makes me think of a stand or persona really. Reverse persona at least, with the mask going on. But the barbarian seems like a fun thing that can be pretty random and a little stronger than some barbarian subclasses, but I think astral monk needs some reworking to be balanced for official material.
ok, there are some problems that need to be addressed, but boy these subclasses both look like a lot of fun :) This UA makes me happy.
I think there could be problems if you play with all UA options on the table, but I think standard Adventure League play with these options are not too horribly imbalanced?
I don’t play AL so I cannot speak to that. Both subclasses feel interesting to me and I trust the survey and reporting system to smooth out the kinks if and when these subclasses make it to publishing.
Anime Memes People Have Told Me the New Astral Self Monk Is:
-Goro (Mortal Kombat, this thread) -Persona (multiple sources) -Amara (Borderlands 3, this thread) -Susano'o (Naruto, Discord servers) -Zenyatta (Overwatch, some weirdo in another Discord server) -Stand User (Jojo, Literally Friggin' Everyone)
I didn't know there were so many phantom limb sources in the world. It's awesome. For the record it's a Stand, by the way. Read the Astral Self and said to myself "this is basically Wizards saying 'how do we cash in on all the Jojo memes and give people Stand Users without getting sued?'"
Sadly, there is no freaking way the thing survives in this form. It attacks six times a turn by level 17 at the cost of two ki points per ten minutes of ORAORAORA. At 11th level the Stand completely obsoletes the monk's iconic and class-defining Flurry of Blows. The Stand attacks can use your choice of any three ability scores, and count as monk weapons for purposes of scaling with Martial Arts damage. All for two ki points per fight. Not per turn, per fight. Not to mention being able to just ignore Strength altogether for the most part since the Stand lets you substitute Wisdom for Strength any time you'd need to roll it (provided you have time to summon the Stand).
The subclass manages your ki for you since you only ever need, at most, three points per fight. At high levels your Hex and Hunter's Mark multiclasses/Magic Initiates add 6d6 damage per turn. The other subclass features are a little hinky but tend towards the interesting rather than the busted, but the ORAORA arms and the Astral Barrage are not going to stick. Sad, really. I enjoy the idea, even if it does seem a little weird for D&D.
Anime Memes People Have Told Me the New Astral Self Monk Is:
-Goro (Mortal Kombat, this thread) -Persona (multiple sources) -Amara (Borderlands 3, this thread) -Susano'o (Naruto, Discord servers) -Zenyatta (Overwatch, some weirdo in another Discord server) -Stand User (Jojo, Literally Friggin' Everyone)
I didn't know there were so many phantom limb sources in the world. It's awesome. For the record it's a Stand, by the way. Read the Astral Self and said to myself "this is basically Wizards saying 'how do we cash in on all the Jojo memes and give people Stand Users without getting sued?'"
Sadly, there is no freaking way the thing survives in this form. It attacks six times a turn by level 17 at the cost of two ki points per ten minutes of ORAORAORA. At 11th level the Stand completely obsoletes the monk's iconic and class-defining Flurry of Blows. The Stand attacks can use your choice of any three ability scores, and count as monk weapons for purposes of scaling with Martial Arts damage. All for two ki points per fight. Not per turn, per fight. Not to mention being able to just ignore Strength altogether for the most part since the Stand lets you substitute Wisdom for Strength any time you'd need to roll it (provided you have time to summon the Stand).
The subclass manages your ki for you since you only ever need, at most, three points per fight. At high levels your Hex and Hunter's Mark multiclasses/Magic Initiates add 6d6 damage per turn. The other subclass features are a little hinky but tend towards the interesting rather than the busted, but the ORAORA arms and the Astral Barrage are not going to stick. Sad, really. I enjoy the idea, even if it does seem a little weird for D&D.
First I would like to add to your list of memes: Amara (borderlands 3) and Netero (hunter x hunter).
Second, you made 1 mistake with your math. The astral monk can only attack 5 times with 2 ki at level 17, it takes 10 ki to attack 6 times (of course it also gives you +2 AC and the ability to regain 5 ki after you sextuple slap someone to death).
I read the lvl 17 perks of the Monk (6 attacks) to only count if you summon the entire Astral Self, which costs 10 ki - that's a lot of ki in one go. You DO have 5 attacks (2 action, 3 BA) for 2 ki and can add one additional Martial Arts damage die for 1 extra ki which is still a lot - maybe to make that huge spend feel like a viable option.
I adore the new Barbarian thematically and it seems like it might be okayish power-wise (if they'd trickle the level of the spell slot restored as a gradual increase over a couple of levels) but part of me is concerned that it's baking a lot of features into a single barbarian subclass to dwarf the others in feature potential. Why would I choose e.g. playing a Storm Herald or Zealot barbarian if I could play all at once?
I read the lvl 17 perks of the Monk (6 attacks) to only count if you summon the entire Astral Self, which costs 10 ki - that's a lot of ki in one go. You DO have 5 attacks (2 action, 3 BA) for 2 ki and can add one additional Martial Arts damage die for 1 extra ki which is still a lot - maybe to make that huge spend feel like a viable option.
Also Quivering Palm exists on this level.
The only save or die effect in the game. Even if they do save they take 10d10 damage. You can do this 5 times on a short rest at this level.
You can do the 6 attacks once per short rest (unless you manage to down something next to you but that carries its own risk to hang out next to things).
This is good for sure but seems in line with Quivering Palm. This subclass actually doesnt have a ton until that point as its basically giving Monk reach and WIS instead of DEX (Which could make cleric MC interesting) but overall seems about in line with the other sub classes.
Not to mention the fact that the Barbarian gets this at level 6 and can grant level 4 spell slots even though no class has level 4 spell slots at level 6
It doesn't "grant" spell slots, it allows the creature to recover an expended spell slot of that level. If the creature doesn't have a spell slot of that that level to recover, the creature instead gains temporary hit points equal to 5 times the number rolled.
That means if you roll a 4 on a level 6 Wizard, they would gain 20 Temporary hit points (and you would take 20 force damage), not magically gain a level 4 spell slot. It is also true if the creature hasn't expended any spell slots of that level. So if you roll a 2, but the wizard hasn't expended a 2nd level spell, then they would gain 10 temporary hit points (and you would take 10 force damage).
Did some quick (and probably wrong) math and a low-level Astral Self Monk whose primary ability (+3) is Wisdom lacks some damage. The spectral arms are a monk weapon, so they start at d4 for damage. Not great. At least they qualify for the requisite of Martial Arts bonus attack and Flurry of Blows.
It's not my intent to sound like a min-maxer, but a two-handed Quarterstaff (plus one or two unarmed strikes) using DEX does more damage than any combination of Arm+Arm/Arm+Unarmed/Arm+Unarmed+Unarmed using WIS+DEX. It seems that starting with more WIS than DEX isn't exactly optimal at low level, right? I love both Persona and JoJo, so this subclass is just for me, and I almost never play optimal builds but I like being informed of all the possibilities.
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Hey all,
Just got a look at this doc, the new Unearthed Arcana:
https://media.wizards.com/2019/dnd/downloads/UA-WildAstral.pdf
First thought - Half Orc Astral Monk.
V/R
EJF
FOR SERF AND SOVEREIGN!
@Serf2Sove #5eOGL
VIEW HERE AND FOLLOW FOR FREE, UNIQUE CONTENT
https://forum.rpg.net/index.php?threads/serf2sove-5eogl.851074/
Oooo
Astral monk is Amara from borderlands 3
Assuming a situation where a Life Cleric with 18 Wisdom (+4) and a Wild Soul Barbarian are in the same party, you can use Magic Reserves to permanently keep the Barbarian at max HP after every fight by trading spell slots for cure wounds.
This is straight broken hahaha. It should at least have a limit such as Constitution Mod in uses per long rest otherwise it's so hilariously easy to exploit. You don't even need to have a Life Cleric, it just helps tip things in the Barbarians favour.
Not to mention the fact that the Barbarian gets this at level 6 and can grant level 4 spell slots even though no class has level 4 spell slots at level 6
Astral monk reminds me of the Ancient One from Dr. Strange.
"Not all those who wander are lost"
That was the first thing that came to mind when I saw it too
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Finally, a barbarian subclass right for me.
The astral self monk sounds so anime like a stand or nen ability.
Astral Monk is almost literally the Shikai and Bankai forms of Komamua from Bleach, and I'm completely with it.
Astral monk makes me think of a stand or persona really. Reverse persona at least, with the mask going on. But the barbarian seems like a fun thing that can be pretty random and a little stronger than some barbarian subclasses, but I think astral monk needs some reworking to be balanced for official material.
Also known as CrafterB and DankMemer.
Here, have some homebrew classes! Subclasses to? Why not races. Feats, feats as well. I have a lot of magic items. Lastly I got monsters, fun, fun times.
Astral Monk is Goro from Mortal Combat
FOR SERF AND SOVEREIGN!
@Serf2Sove #5eOGL
VIEW HERE AND FOLLOW FOR FREE, UNIQUE CONTENT
https://forum.rpg.net/index.php?threads/serf2sove-5eogl.851074/
ok, there are some problems that need to be addressed, but boy these subclasses both look like a lot of fun :) This UA makes me happy.
"Not all those who wander are lost"
I think there could be problems if you play with all UA options on the table, but I think standard Adventure League play with these options are not too horribly imbalanced?
FOR SERF AND SOVEREIGN!
@Serf2Sove #5eOGL
VIEW HERE AND FOLLOW FOR FREE, UNIQUE CONTENT
https://forum.rpg.net/index.php?threads/serf2sove-5eogl.851074/
I don’t play AL so I cannot speak to that. Both subclasses feel interesting to me and I trust the survey and reporting system to smooth out the kinks if and when these subclasses make it to publishing.
"Not all those who wander are lost"
Anime Memes People Have Told Me the New Astral Self Monk Is:
-Goro (Mortal Kombat, this thread)
-Persona (multiple sources)
-Amara (Borderlands 3, this thread)
-Susano'o (Naruto, Discord servers)
-Zenyatta (Overwatch, some weirdo in another Discord server)
-Stand User (Jojo, Literally Friggin' Everyone)
I didn't know there were so many phantom limb sources in the world. It's awesome. For the record it's a Stand, by the way. Read the Astral Self and said to myself "this is basically Wizards saying 'how do we cash in on all the Jojo memes and give people Stand Users without getting sued?'"
Sadly, there is no freaking way the thing survives in this form. It attacks six times a turn by level 17 at the cost of two ki points per ten minutes of ORAORAORA. At 11th level the Stand completely obsoletes the monk's iconic and class-defining Flurry of Blows. The Stand attacks can use your choice of any three ability scores, and count as monk weapons for purposes of scaling with Martial Arts damage. All for two ki points per fight. Not per turn, per fight. Not to mention being able to just ignore Strength altogether for the most part since the Stand lets you substitute Wisdom for Strength any time you'd need to roll it (provided you have time to summon the Stand).
The subclass manages your ki for you since you only ever need, at most, three points per fight. At high levels your Hex and Hunter's Mark multiclasses/Magic Initiates add 6d6 damage per turn. The other subclass features are a little hinky but tend towards the interesting rather than the busted, but the ORAORA arms and the Astral Barrage are not going to stick. Sad, really. I enjoy the idea, even if it does seem a little weird for D&D.
Why you shouldn't start ANOTHER thread about DDB not giving away free redeems on your hardcopy book purchases.
Thinking of starting ANOTHER thread asking why Epic Boons haven't been implemented? Read this first to learn why you shouldn't!
First I would like to add to your list of memes: Amara (borderlands 3) and Netero (hunter x hunter).
Second, you made 1 mistake with your math. The astral monk can only attack 5 times with 2 ki at level 17, it takes 10 ki to attack 6 times (of course it also gives you +2 AC and the ability to regain 5 ki after you sextuple slap someone to death).
I read the lvl 17 perks of the Monk (6 attacks) to only count if you summon the entire Astral Self, which costs 10 ki - that's a lot of ki in one go. You DO have 5 attacks (2 action, 3 BA) for 2 ki and can add one additional Martial Arts damage die for 1 extra ki which is still a lot - maybe to make that huge spend feel like a viable option.
I adore the new Barbarian thematically and it seems like it might be okayish power-wise (if they'd trickle the level of the spell slot restored as a gradual increase over a couple of levels) but part of me is concerned that it's baking a lot of features into a single barbarian subclass to dwarf the others in feature potential. Why would I choose e.g. playing a Storm Herald or Zealot barbarian if I could play all at once?
Also Quivering Palm exists on this level.
The only save or die effect in the game. Even if they do save they take 10d10 damage. You can do this 5 times on a short rest at this level.
You can do the 6 attacks once per short rest (unless you manage to down something next to you but that carries its own risk to hang out next to things).
This is good for sure but seems in line with Quivering Palm. This subclass actually doesnt have a ton until that point as its basically giving Monk reach and WIS instead of DEX (Which could make cleric MC interesting) but overall seems about in line with the other sub classes.
It doesn't "grant" spell slots, it allows the creature to recover an expended spell slot of that level. If the creature doesn't have a spell slot of that that level to recover, the creature instead gains temporary hit points equal to 5 times the number rolled.
That means if you roll a 4 on a level 6 Wizard, they would gain 20 Temporary hit points (and you would take 20 force damage), not magically gain a level 4 spell slot. It is also true if the creature hasn't expended any spell slots of that level. So if you roll a 2, but the wizard hasn't expended a 2nd level spell, then they would gain 10 temporary hit points (and you would take 10 force damage).
Astral Monk...
"Normality is but an Illusion, Whats normal to the Spider, is only madness for the Fly"
Kain de Frostberg- Dark Knight - (Vengeance Pal3/ Hexblade 9), Port Mourn
Kain de Draakberg-Dark Knight lvl8-Avergreen(DitA)
[Noob's Opinion]
Did some quick (and probably wrong) math and a low-level Astral Self Monk whose primary ability (+3) is Wisdom lacks some damage. The spectral arms are a monk weapon, so they start at d4 for damage. Not great. At least they qualify for the requisite of Martial Arts bonus attack and Flurry of Blows.
It's not my intent to sound like a min-maxer, but a two-handed Quarterstaff (plus one or two unarmed strikes) using DEX does more damage than any combination of Arm+Arm/Arm+Unarmed/Arm+Unarmed+Unarmed using WIS+DEX. It seems that starting with more WIS than DEX isn't exactly optimal at low level, right? I love both Persona and JoJo, so this subclass is just for me, and I almost never play optimal builds but I like being informed of all the possibilities.