I was inspired by a post that discussed some of the ideas to improve/change the Monk’s Stunning Strike feature. In that thread, the idea of implementing a Cunning Strike equivalent into the Monk was proposed, and I thought that idea had a lot of potential. Given that the Rogue’s Cunning Strike is such a useful, thematic, and well-implemented feature, I wondered what something similar might look like for a Monk.
The features are gained at the same rate as the Rogue’s (5th level, 11th level, and 14th level).
5th Level: Focused Strike
You have developed focused ways to use your Discipline points. Once per turn, when you successfully hit a creature with a monk weapon or unarmed strike, you can add one of the following Focused Strike effects. Each effect has a Discipline point cost, and the effect occurs immediately after the attack’s damage is dealt. If a creature succeeds on a saving throw against one of these effects, the Discipline point(s) is not expended.
If a Focused Strike effect requires a saving throw, the DC equals 8 + your Proficiency Bonus + your Wisdom modifier.
Dazing Strike (1 Discipline point). The target must succeed on a Constitution saving throw, or have the Dazed* condition until the end of your next turn.
Distracting Strike (1 Discipline point). The target has disadvantage on its next d20 roll.
Frightful Strike (1 Discipline point). The target must succeed on a Wisdom saving throw, or be Frightened of you until the end of your next turn.
Slowing Strike (2 Discipline points). The target must succeed on a Constitution saving throw, or have the Slowed** condition until the start of your next turn.
11th Level: Improved Focused Strikes
Your Focused Strike features improves, gaining the following benefits:
You can add your Focused Strike effect to attacks redirected by your Deflect Missiles feature.
You can use two Focused Strike effects per turn, but cannot apply them simultaneously, paying the Discipline point cost for each effect.
14th Level: Centered Strikes
You have practiced new ways to use your Discipline points centered through your mind and body. The following effects are now among your Focused Strike options.
Ringing Strike (1 Discipline point). The target must succeed on a Constitution saving throw, or have the Deafened condition for 1 minute. The target can repeat the save at the end of each of its turns, ending the effect on itself on a success.
Stunning Strike (2 Discipline points). The target must succeed on a Constitution saving throw, or have the Stunned condition until the end of your next turn.
Revealing Strike (2 Discipline points). The target cannot benefit from the Invisible condition, and all attack rolls against it have Advantage until the end of your next turn.
Enervating Strike (4 Discipline points). The target gains 1 level of Exhaustion.***
Immobilizing Strike (5 Discipline points). The target must succeed on a Constitution saving throw, or have the Paralyzed condition until the end of your next turn.
*Dazed [Condition]: You can Move or take one Action on your turn, not both. You also can’t take a Bonus Action or a Reaction.
**Slowed [Condition]: You must spend 1 extra foot of movement for every foot you move using your Speed. Attack Rolls against you have Advantage. You have Disadvantage on Dexterity Saving Throws.
***Exhaustion [Condition]: This Condition is cumulative. Each time you receive it, you gain 1 level of exhaustion. You die if your exhaustion level exceeds 10. When you roll a d20, you subtract your exhaustion level from the d20 roll. Subtract your exhaustion level from the Spell save DC of any Spell you cast. Finishing a Long Rest removes 1 of your levels of exhaustion. When your exhaustion level reaches 0, you are no longer Exhausted.
These features are very difficult to balance, as it requires us to keep in mind what the Discipline points will look like (in terms of amount), and the cost of other features that use them as well. I took a quick consideration into how much these strikes could cost, what they do, and how long they last.
I also attempted to keep the designers intent within the design, and tried my best to balance that with what player’s expect/hope from such a change. Easily the thing most everyone will probably not be happy about with this version I have is not having Stunning Strike at 5th level. If I wanted to still retain the power it has, I felt it more appropriate to have it at later levels, while still giving a meaningful option at 5th level through Dazing Strike and Slowing Strike. To hopefully make this hurt less, I added “If a creature succeeds on a saving throw against one of these effects, the Discipline point(s) is not expended.” Such a feature may not be necessary if more Discipline points are added overall, but the intent is to ensure you always have something happening when using your resources while shortening the length of your turn.
I’m sure I’ll probably think of a dozen different things as time goes on, but what do you think?
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I was inspired by a post that discussed some of the ideas to improve/change the Monk’s Stunning Strike feature. In that thread, the idea of implementing a Cunning Strike equivalent into the Monk was proposed, and I thought that idea had a lot of potential. Given that the Rogue’s Cunning Strike is such a useful, thematic, and well-implemented feature, I wondered what something similar might look like for a Monk.
The features are gained at the same rate as the Rogue’s (5th level, 11th level, and 14th level).
5th Level: Focused Strike
You have developed focused ways to use your Discipline points. Once per turn, when you successfully hit a creature with a monk weapon or unarmed strike, you can add one of the following Focused Strike effects. Each effect has a Discipline point cost, and the effect occurs immediately after the attack’s damage is dealt. If a creature succeeds on a saving throw against one of these effects, the Discipline point(s) is not expended.
If a Focused Strike effect requires a saving throw, the DC equals 8 + your Proficiency Bonus + your Wisdom modifier.
Dazing Strike (1 Discipline point). The target must succeed on a Constitution saving throw, or have the Dazed* condition until the end of your next turn.
Distracting Strike (1 Discipline point). The target has disadvantage on its next d20 roll.
Frightful Strike (1 Discipline point). The target must succeed on a Wisdom saving throw, or be Frightened of you until the end of your next turn.
Slowing Strike (2 Discipline points). The target must succeed on a Constitution saving throw, or have the Slowed** condition until the start of your next turn.
11th Level: Improved Focused Strikes
Your Focused Strike features improves, gaining the following benefits:
14th Level: Centered Strikes
You have practiced new ways to use your Discipline points centered through your mind and body. The following effects are now among your Focused Strike options.
Ringing Strike (1 Discipline point). The target must succeed on a Constitution saving throw, or have the Deafened condition for 1 minute. The target can repeat the save at the end of each of its turns, ending the effect on itself on a success.
Stunning Strike (2 Discipline points). The target must succeed on a Constitution saving throw, or have the Stunned condition until the end of your next turn.
Revealing Strike (2 Discipline points). The target cannot benefit from the Invisible condition, and all attack rolls against it have Advantage until the end of your next turn.
Enervating Strike (4 Discipline points). The target gains 1 level of Exhaustion.***
Immobilizing Strike (5 Discipline points). The target must succeed on a Constitution saving throw, or have the Paralyzed condition until the end of your next turn.
*Dazed [Condition]: You can Move or take one Action on your turn, not both. You also can’t take a Bonus Action or a Reaction.
**Slowed [Condition]: You must spend 1 extra foot of movement for every foot you move using your Speed. Attack Rolls against you have Advantage. You have Disadvantage on Dexterity Saving Throws.
***Exhaustion [Condition]: This Condition is cumulative. Each time you receive it, you gain 1 level of exhaustion. You die if your exhaustion level exceeds 10. When you roll a d20, you subtract your exhaustion level from the d20 roll. Subtract your exhaustion level from the Spell save DC of any Spell you cast. Finishing a Long Rest removes 1 of your levels of exhaustion. When your exhaustion level reaches 0, you are no longer Exhausted.
These features are very difficult to balance, as it requires us to keep in mind what the Discipline points will look like (in terms of amount), and the cost of other features that use them as well. I took a quick consideration into how much these strikes could cost, what they do, and how long they last.
I also attempted to keep the designers intent within the design, and tried my best to balance that with what player’s expect/hope from such a change. Easily the thing most everyone will probably not be happy about with this version I have is not having Stunning Strike at 5th level. If I wanted to still retain the power it has, I felt it more appropriate to have it at later levels, while still giving a meaningful option at 5th level through Dazing Strike and Slowing Strike. To hopefully make this hurt less, I added “If a creature succeeds on a saving throw against one of these effects, the Discipline point(s) is not expended.” Such a feature may not be necessary if more Discipline points are added overall, but the intent is to ensure you always have something happening when using your resources while shortening the length of your turn.
I’m sure I’ll probably think of a dozen different things as time goes on, but what do you think?