So I've created a special Combo feat for a high level Monk, one that has taken special interest in Kelemvor and vice versa. I use it for a specific character in my campaign. I have added special feats like this to each of the characters in the campaign, so I do scale monster difficulty where appropriate.
Still, I am afraid I might be exaggerating the added benefits of this particular feat. The idea is fairly straight forward: you gain a combo point on each hit, with a maximum of 8 combo points, that reset after a while if unused. Once per round and as a free action, the Monk may discharge these combo points to fuel combat utilities (as part of an Action) and finishing moves (as part of an Action or a Reaction).
I would gladly hear your opinion on the options in that list (3 combat utilities, followed by 3 finishing moves).
| Blood Rush. Until the end of your turn, your movement speed increases by an additional 5 feet for each Combo Point spent (max {{5 * limiteduse}} feet).
| Hyperfocus. Until the start of your next turn, you gain a bonus to Dexterity saving throws for each Combo Point spent (max bonus of {{limiteduse#signed}}).
| Guiding Hand. Roll a d10, taking a bonus to the roll for each Combo Point spent (max bonus of {{limiteduse#signed}}). You gain an additional Action if you roll a 10 or higher.
| Pouncing Strike. You deal 1d4 force damage to a target in melee range for each Combo Point spent (max {{limiteduse}}d4).
| Jugular Strike. On the start of its turn, a target in melee range suffers 1d8 slashing damage for one round for each Combo Point spent (max {{limiteduse}} rounds). The target may spend an action on its turn to stop the bleeding with a successful Wisdom (Medicine) check (DC {{10 + modifier:dex#unsigned}}).
| Sweeping Strike. Roll a contesting Dexterity check against a target in melee range of Large or smaller size, taking a bonus to the roll for each Combo Point spent (max bonus of {{limiteduse#signed}}). If you win, the target is knocked prone and until the start of its next turn its movement speed is reduced to 0.
Again, its use is for a high level character and the downside adds a hefty RP element that requires the Monk to land killing blows to an X number of enemies each 24 hours, as part of the deal with the deity. This Feat will therefore allow many negative side effects, including king's guards and mercenaries coming after him/her because of all the killings.
Looking at the three combat utilities, I'm pretty sure I'd go for Guiding Hand 100% of the time. It just seems way better than the other two, which feel like "you are a little better at something you're already really really good at." Actions are precious. I'd either tone that one down or maybe make the others shore up his weaknesses, maybe addressing something he's had trouble with in the past.
Good suggestion, I also feel an Action is really powerful. I will diminish the chances of getting it to a maximum of 70% chance, in other words requiring a minimum roll of 12 instead of a 10. This also requires at least two combo points for the activation to be a success. Although I already specified one combo point as a requirement in the Feat, it's a good addition.
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Hi all,
So I've created a special Combo feat for a high level Monk, one that has taken special interest in Kelemvor and vice versa. I use it for a specific character in my campaign. I have added special feats like this to each of the characters in the campaign, so I do scale monster difficulty where appropriate.
Still, I am afraid I might be exaggerating the added benefits of this particular feat. The idea is fairly straight forward: you gain a combo point on each hit, with a maximum of 8 combo points, that reset after a while if unused. Once per round and as a free action, the Monk may discharge these combo points to fuel combat utilities (as part of an Action) and finishing moves (as part of an Action or a Reaction).
I would gladly hear your opinion on the options in that list (3 combat utilities, followed by 3 finishing moves).
Again, its use is for a high level character and the downside adds a hefty RP element that requires the Monk to land killing blows to an X number of enemies each 24 hours, as part of the deal with the deity. This Feat will therefore allow many negative side effects, including king's guards and mercenaries coming after him/her because of all the killings.
Thanks in advance for the feedback!
Looking at the three combat utilities, I'm pretty sure I'd go for Guiding Hand 100% of the time. It just seems way better than the other two, which feel like "you are a little better at something you're already really really good at." Actions are precious. I'd either tone that one down or maybe make the others shore up his weaknesses, maybe addressing something he's had trouble with in the past.
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
Good suggestion, I also feel an Action is really powerful. I will diminish the chances of getting it to a maximum of 70% chance, in other words requiring a minimum roll of 12 instead of a 10. This also requires at least two combo points for the activation to be a success. Although I already specified one combo point as a requirement in the Feat, it's a good addition.