I'm principally comparing the level 6 monk of Mercy noxious aura to spore druids level 2 Halo of spores
Ability. Monk. Druid
Level. 6. 2
Range. 5. 10
Damage. Wis mod. 1d4, 1d6, 1d8, 1d10 depending on level
Dam type. Poison. Necrotic
Activation. Ki. Reaction
Duration. 1min -
On every measure it is worse off, except maybe duration, and grants the adv against missile attack.
If I house rule it, I would tagged damage level to the unarmed strike hit dice, range 10 feet. Not sure about the damage type being poison. I envision it as his ki energy being so overpowering that it damages the aura of those too close, so it could be radiant or force. Poison does trigger his Handsof Harm though, so there is synergy there.
The option of the synergy is why it is weaker than spores - because spores is standalone but monk synergises with other features to end up more powerful.
For 1 ki you can do what can be up to 3d12 extra damage. On every hit while you have ki. At max level: That's 1 to activate noxious cloud, then 19 spent on attacks - which only get spent when you successfully hit during that next minute. Let's say they all do. That's 57d12 of potential extra damage. Even if only 10 attacks hit that's 30d12 or an average 195 extra damage. Plus, any damage they take for being in the aura (given the superior monk speed and the cloud follows you, that's easily accomplished) which could be up to another 50 damage, AND all ranged attacks are disadvantage against you AND you have chance to inflicted poisoned on the enemy which means they have disadvantage against you as well (and against anyone else).
Remind me again why you think an average 145 extra damage plus disadvantage on attacks against you, for a minute, is somehow worse off? Even if we lower the values to take into account the need for the enemy to keep failing con saves and the likelihood they'll succeed around half the time, it's still a lot of damage by average. Note you also get option to incapacitate with stunning strike which also lets you use the extra damage.
There's a lot here you're not factoring.
Note: not all features are designed purely for what they do on their own, they are also designed for what they can synergise with, in order to determine balance and effectiveness.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond. Need help with Homebrew? Check out ✨ thisFAQ/Guide thread ✨ by IamSposta.
Why do you base it on D12? I thot unarmed strikes only go up to D10.
Your scenario while lovely, speaks about a level 20 monk. A similar level 20 spore druid would have way more damage output than 145 (if you can convince me that basing it off D12 is correct) damage per minute in comparison. Or a mage, or a paladin, or a cleric, or for that matter, even a rogue.
And if I'm right, that it should be calculated on D10, the numbers are way lower.
And for that matter, most creatures/enemies you will meet at level 20 are immune to poison. So your scenario of triple damage doesn't hardly work at that level. It works best below level 10.
Even with synergy built in, class for class, level for level, I feel it could afford to be stronger.
I'm principally comparing the level 6 monk of Mercy noxious aura to spore druids level 2 Halo of spores
Ability. Monk. Druid
Level. 6. 2
Range. 5. 10
Damage. Wis mod. 1d4, 1d6, 1d8, 1d10 depending on level
Dam type. Poison. Necrotic
Activation. Ki. Reaction
Duration. 1min -
On every measure it is worse off, except maybe duration, and grants the adv against missile attack.
If I house rule it, I would tagged damage level to the unarmed strike hit dice, range 10 feet. Not sure about the damage type being poison. I envision it as his ki energy being so overpowering that it damages the aura of those too close, so it could be radiant or force. Poison does trigger his Handsof Harm though, so there is synergy there.
Thoughts?
The option of the synergy is why it is weaker than spores - because spores is standalone but monk synergises with other features to end up more powerful.
For 1 ki you can do what can be up to 3d12 extra damage. On every hit while you have ki. At max level: That's 1 to activate noxious cloud, then 19 spent on attacks - which only get spent when you successfully hit during that next minute. Let's say they all do. That's 57d12 of potential extra damage. Even if only 10 attacks hit that's 30d12 or an average 195 extra damage. Plus, any damage they take for being in the aura (given the superior monk speed and the cloud follows you, that's easily accomplished) which could be up to another 50 damage, AND all ranged attacks are disadvantage against you AND you have chance to inflicted poisoned on the enemy which means they have disadvantage against you as well (and against anyone else).
Remind me again why you think an average 145 extra damage plus disadvantage on attacks against you, for a minute, is somehow worse off? Even if we lower the values to take into account the need for the enemy to keep failing con saves and the likelihood they'll succeed around half the time, it's still a lot of damage by average. Note you also get option to incapacitate with stunning strike which also lets you use the extra damage.
There's a lot here you're not factoring.
Note: not all features are designed purely for what they do on their own, they are also designed for what they can synergise with, in order to determine balance and effectiveness.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
Why do you base it on D12? I thot unarmed strikes only go up to D10.
Your scenario while lovely, speaks about a level 20 monk. A similar level 20 spore druid would have way more damage output than 145 (if you can convince me that basing it off D12 is correct) damage per minute in comparison. Or a mage, or a paladin, or a cleric, or for that matter, even a rogue.
And if I'm right, that it should be calculated on D10, the numbers are way lower.
And for that matter, most creatures/enemies you will meet at level 20 are immune to poison. So your scenario of triple damage doesn't hardly work at that level. It works best below level 10.
Even with synergy built in, class for class, level for level, I feel it could afford to be stronger.