In a game I'm about to play, we decided to make some changes to a few class features of the Monk but we all are new to D&D Beyond and a bit confused right now. Is there a way to apply those changes without having to copy the full class as homebrew?
If it has to be done, it will but we would like to know if there is a shorter and easyer method. Thank you all for your time :-)
Thank you for the fast answer. Then we will have to look for other methods or maybe I will just play another class with flavor changes; I'm going to talk again with our dm :) Thank you again
After a bit of talk with our DM, we agreed on increasing the damage dice of martial arts by 1 (starting as a d6) and the amount of Ki by 5 (reaching Monk level +5 in total).
In addition, our DM proposed a few additional changes because he firmly thinks monks are too much bonus action starved. Getting a bit of inspiration on how mercy monk abilities work, we agreed to test using traits like Wind Step and Patient defense to be able to substitute one flurry attack with a similar cost progresion of the "mercy hands".
All of this with the agreement of taking it back if causes troubles while giving it a try so, if there is a way to keep it easy to revert if needed or wanted would be ideal. Anyway, we may just keep it in mind while playing but It felt more proper to look for a way to "write it" just in case.
Hrm, if your DM thinks Monks are bonus-action starved, and that they need 5 extra Ki and a better martial arts die... are you folks aware that Monks can already make an unarmed attack as a bonus action? You don't need to spend Ki points to make a single bonus-action unarmed attack, only if you want to make 2 (with Flurry of Blows). Being able to make 2 attacks per turn at Level 1 helps the Monk keep up with other classes, which is why the 1d4 martial arts die is fine.
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Helpful rewriter of Japanese->English translation and delver into software codebases (she/e/they)
We are aware, thank you for your concern. We felt it is needed to be able to use monk stuff more often (5 extra ki) between rest. The bonus action attack, sounds good but leaves the fragile monk in the face of the enemy if it's not killed and unable to use anything else because half need Ki and/or a bonus action.
Still, we know each other for a while now and we know we have no problem on keep making adjustments if something seems to not work for us; our problem is that we are new to this platform and a bit lost on how to manage those things. If the Martial arts die feels too much damage we will change it back; but for now we want to give it a try (and, sincerely, is our "little step" at first tough we proposed to flurry with no ki cost as per basic monk on other editions/games but ended up taking it back because it would just shadow the option to atack once ).
We have no problem breaking and fixing things on the run; it's part of our fun while developing our crazy adventures story :-)
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Hello,
In a game I'm about to play, we decided to make some changes to a few class features of the Monk but we all are new to D&D Beyond and a bit confused right now.
Is there a way to apply those changes without having to copy the full class as homebrew?
If it has to be done, it will but we would like to know if there is a shorter and easyer method.
Thank you all for your time :-)
You cannot edit base class features on DDB, nor can you homebrew base classes on DDB, only subclasses.
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Thank you for the fast answer. Then we will have to look for other methods or maybe I will just play another class with flavor changes; I'm going to talk again with our dm :)
Thank you again
What exactly did you want to change?
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Content Troubleshooting
After a bit of talk with our DM, we agreed on increasing the damage dice of martial arts by 1 (starting as a d6) and the amount of Ki by 5 (reaching Monk level +5 in total).
In addition, our DM proposed a few additional changes because he firmly thinks monks are too much bonus action starved. Getting a bit of inspiration on how mercy monk abilities work, we agreed to test using traits like Wind Step and Patient defense to be able to substitute one flurry attack with a similar cost progresion of the "mercy hands".
All of this with the agreement of taking it back if causes troubles while giving it a try so, if there is a way to keep it easy to revert if needed or wanted would be ideal.
Anyway, we may just keep it in mind while playing but It felt more proper to look for a way to "write it" just in case.
Thank you for your time :-)
Hrm, if your DM thinks Monks are bonus-action starved, and that they need 5 extra Ki and a better martial arts die... are you folks aware that Monks can already make an unarmed attack as a bonus action? You don't need to spend Ki points to make a single bonus-action unarmed attack, only if you want to make 2 (with Flurry of Blows). Being able to make 2 attacks per turn at Level 1 helps the Monk keep up with other classes, which is why the 1d4 martial arts die is fine.
Helpful rewriter of Japanese->English translation and delver into software codebases (she/e/they)
We are aware, thank you for your concern. We felt it is needed to be able to use monk stuff more often (5 extra ki) between rest.
The bonus action attack, sounds good but leaves the fragile monk in the face of the enemy if it's not killed and unable to use anything else because half need Ki and/or a bonus action.
Still, we know each other for a while now and we know we have no problem on keep making adjustments if something seems to not work for us; our problem is that we are new to this platform and a bit lost on how to manage those things. If the Martial arts die feels too much damage we will change it back; but for now we want to give it a try (and, sincerely, is our "little step" at first tough we proposed to flurry with no ki cost as per basic monk on other editions/games but ended up taking it back because it would just shadow the option to atack once ).
We have no problem breaking and fixing things on the run; it's part of our fun while developing our crazy adventures story :-)