I am looking for feedback on my monk homebrew based on the flash/quicksilver. Any thoughts on things like power level, theme, game balance, if there is any mechanical issues, fun factor etc.... are much appreciated. Keep in mind its more of a battlefield control build then a pure offence build. Also does the 17th level ability makes sense as written?
Speed Monk
At early stages of training a speed monk learns to harness their ki to enhance their speed allowing them to extend the limits and physical capabilities of the body. But as with anything else in the physical realm the body has limits. To go beyond those limits, the speed monk uses movement based esoteric disciplines handed down by masters of the past to enter altered states of consciousness. This allows the monk to use their ki to tap into and alter the fabric of time itself making it appear as if they can move at lightning speeds.
Vanishing Burst
At 3rd level when you move quickly you appear as a blur to others and you can use your speed to enhance your physical feats. This gives you the following benefits:
-When you take the Dash Action your movement does not provoke attacks of opportunity.
-You can use your dexterity score in place of strength score when making strength (athletics) checks.
Gale Wind Strike
At 3rd level you can use your speed to enhance the force of your attacks. Once on each of your turns, when you move at least 20 feet towards a target that is up to one size larger then you and hit with a melee attack, the target must make a Strength Saving throw or be knocked prone and pushed ten feet. A creature that makes its saving throw is still pushed ten feet. You gain another use of this feature on your turn at 11th level.
Breath of the Hurricane
At 6th level your speed allows you, like a hurricane, to lift up and move creatures with ease. When you take the Dash Action you can make two grapple attempts as a part of the same action and move one large or two medium willing or grappled creatures at a time without any movement penalty.
Swiftness of Spirit
At 11th level you learn Haste and Freedom of Movement spells. You can spend 2ki points to cast either spell on yourself without material components. For the duration of either spell you have advantage on dexterity checks.
Dash of the Ages
At 17th you become so fast that time itself seems to stop around you. When a creature casts a spell or makes an attack, you can Dash and use your Breath of the Hurricane feature as a reaction. You can move yourself or any willing or grappled creatures to any location you can see. After you have finished your movement, the triggering spell or attack is completed and each creature's new location is used to determine if they are affected or unaffected by the spell or attack.
If you move a creature in place of another creature that is being attacked with an attack roll, the new creature is only hit if the attack roll is high enough to do so.
You can use this feature a number of times equal to your proficiency bonus and regain all uses after a long rest.
At 3rd level when you move quickly you appear as a blur to others and you can use your speed to enhance your physical feats. This gives you the following benefits:
-When you take the Dash Action your movement does not provoke attacks of opportunity.
-You can use your dexterity score in place of strength score when making strength (athletics) checks.
Tighten this up:
Whenever you take the Dash action, you can choose to also count as having taken the Disengage action.
You can use your Dexterity modifier in place of your Strength modifier when making Athletics checks.
And then mechanical feedback: Consider allowing it on all Strength checks (raw Strength checks can come up e.g. when escaping some spells).
Gale Wind Strike
At 3rd level you can use your speed to enhance the force of your attacks. Once on each of your turns, when you move at least 20 feet towards a target that is up to one size larger then you and hit with a melee attack, the target must make a Strength Saving throw or be knocked prone and pushed ten feet. A creature that makes its saving throw is still pushed ten feet. You gain another use of this feature on your turn at 11th level.
Spelling and grammar aside, you should make this up to ten feet, so the monk can opt out of the push if they only want the prone. Also consider letting this push the target farther the more degrees it fails by.
This feels a bit weak to me because the Monk is basically giving up on being useful against Huge or Gargantuan targets, in general. Open Hand monks don't have a size limitation, why do Speed Monks?
Breath of the Hurricane
At 6th level your speed allows you, like a hurricane, to lift up and move creatures with ease. When you take the Dash Action you can make two grapple attempts as a part of the same action and move one large or two medium willing or grappled creatures at a time without any movement penalty.
This is very broken - for example, you've ignored Small and Tiny creatures (especially Tiny monks!). I'd redo this entirely as:
Any unarmed strike you make can always be replaced with a grapple attack.
You don't suffer the usual movement penalty for dragging a grappled creature provided you are not carrying the grappled creature (i.e. it is being dragged along a surface that can support it).
For the purpose of determining the maximum weight you can drag, you can use your Dexterity score rather than your Strength score.
Swiftness of Spirit
At 11th level you learn Haste and Freedom of Movement spells. You can spend 2ki points to cast either spell on yourself without material components. For the duration of either spell you have advantage on dexterity checks.
Fairly incredible. I'd need to playtest this to comment further. My instinct is to suggest letting the Monk pay even more ki points to cast it as a bonus action.
Dash of the Ages
At 17th you become so fast that time itself seems to stop around you. When a creature casts a spell or makes an attack, you can Dash and use your Breath of the Hurricane feature as a reaction. You can move yourself or any willing or grappled creatures to any location you can see. After you have finished your movement, the triggering spell or attack is completed and each creature's new location is used to determine if they are affected or unaffected by the spell or attack.
If you move a creature in place of another creature that is being attacked with an attack roll, the new creature is only hit if the attack roll is high enough to do so.
You can use this feature a number of times equal to your proficiency bonus and regain all uses after a long rest.
Thanks.
There's no way you intended to actually let the monk move any willing creature to any location the monk can see, did you? That's more powerful than a 9th level spell, with proper prep, since you can teleport an infinite number of creatures an infinite distance (you don't need to see the creatures to teleport them, and you can sign contracts ahead of time guaranteeing willingness). This is considerably more powerful than Time Stop, for example, done correctly.
Hey all.
I am looking for feedback on my monk homebrew based on the flash/quicksilver. Any thoughts on things like power level, theme, game balance, if there is any mechanical issues, fun factor etc.... are much appreciated. Keep in mind its more of a battlefield control build then a pure offence build. Also does the 17th level ability makes sense as written?
Speed Monk
At early stages of training a speed monk learns to harness their ki to enhance their speed allowing them to extend the limits and physical capabilities of the body. But as with anything else in the physical realm the body has limits. To go beyond those limits, the speed monk uses movement based esoteric disciplines handed down by masters of the past to enter altered states of consciousness. This allows the monk to use their ki to tap into and alter the fabric of time itself making it appear as if they can move at lightning speeds.
Vanishing Burst
At 3rd level when you move quickly you appear as a blur to others and you can use your speed to enhance your physical feats. This gives you the following benefits:
-When you take the Dash Action your movement does not provoke attacks of opportunity.
-You can use your dexterity score in place of strength score when making strength (athletics) checks.
Gale Wind Strike
At 3rd level you can use your speed to enhance the force of your attacks. Once on each of your turns, when you move at least 20 feet towards a target that is up to one size larger then you and hit with a melee attack, the target must make a Strength Saving throw or be knocked prone and pushed ten feet. A creature that makes its saving throw is still pushed ten feet. You gain another use of this feature on your turn at 11th level.
Breath of the Hurricane
At 6th level your speed allows you, like a hurricane, to lift up and move creatures with ease. When you take the Dash Action you can make two grapple attempts as a part of the same action and move one large or two medium willing or grappled creatures at a time without any movement penalty.
Swiftness of Spirit
At 11th level you learn Haste and Freedom of Movement spells. You can spend 2ki points to cast either spell on yourself without material components. For the duration of either spell you have advantage on dexterity checks.
Dash of the Ages
At 17th you become so fast that time itself seems to stop around you. When a creature casts a spell or makes an attack, you can Dash and use your Breath of the Hurricane feature as a reaction. You can move yourself or any willing or grappled creatures to any location you can see. After you have finished your movement, the triggering spell or attack is completed and each creature's new location is used to determine if they are affected or unaffected by the spell or attack.
If you move a creature in place of another creature that is being attacked with an attack roll, the new creature is only hit if the attack roll is high enough to do so.
You can use this feature a number of times equal to your proficiency bonus and regain all uses after a long rest.
Thanks.
Tighten this up:
And then mechanical feedback: Consider allowing it on all Strength checks (raw Strength checks can come up e.g. when escaping some spells).
Spelling and grammar aside, you should make this up to ten feet, so the monk can opt out of the push if they only want the prone. Also consider letting this push the target farther the more degrees it fails by.
This feels a bit weak to me because the Monk is basically giving up on being useful against Huge or Gargantuan targets, in general. Open Hand monks don't have a size limitation, why do Speed Monks?
This is very broken - for example, you've ignored Small and Tiny creatures (especially Tiny monks!). I'd redo this entirely as:
Fairly incredible. I'd need to playtest this to comment further. My instinct is to suggest letting the Monk pay even more ki points to cast it as a bonus action.
There's no way you intended to actually let the monk move any willing creature to any location the monk can see, did you? That's more powerful than a 9th level spell, with proper prep, since you can teleport an infinite number of creatures an infinite distance (you don't need to see the creatures to teleport them, and you can sign contracts ahead of time guaranteeing willingness). This is considerably more powerful than Time Stop, for example, done correctly.
Great feedback thank you. Will definately have to make some adjustments.