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View Full Version : D&D 5e/Next The Celebrated Jumping Monk of Calveras County / Monk Way of the Flying Fist [PEACH]



superninja109
2018-12-28, 01:09 PM
Hello. I have made a new monk subclass. Please criticize and let me know how I did on balance. Also, is there a better way to theme this?
Way of the Flying Fist
Monks of the way of the flying fist channel their ki into superhuman leaps in order to augment their martial ability. Monks who follow this path lie in wait for their enemies and then surprise them in a burst of attacks.

Leaping Strike
Starting when you choose this tradition at 3rd level, you gain the ability to leap incredibly far. You can long jump a distance equal to your walking speed (with or without a running start) and a high jump equal to half of your movement speed (with or without a running start). When you use step of the wind, it triples your jumping distance. Once per turn, when you jump at least 15 feet in a straight line, you may immediately make one melee attack (no action required).

Airborne Attack
When you jump towards a creature and attack it with the attack granted by your Leaping Strike feature, if the creature is hit by your attack, it must make a Strength saving throw (DC 8 + your Dexterity modifier + your proficiency bonus) or be knocked prone.

Rebound
Starting at 11th level, when you hit a creature with the attack granted by you Leaping Strike Feature, you can spend 1 ki point to make an extra jump in any direction up to half your jumping distance (this does not come out of your walking speed). When you end this jump you may immediately make 1 melee attack (no action required). Additionally, when you end your extra jump, you may stand on a vertical surface or upside down from a ceiling while leaving your hands free until the start of your next turn. You can only use this feature once per turn.

Thunderous Landing
Starting at 17th level, when you jump at least 15 feet in a straight line, you may use your action and 3 ki points to force every creature within 10 feet of you to make a Dexterity saving throw or take 12d6 thunder damage, be launched 10 feet in the air, and be pushed 20 feet away from you.

Man_Over_Game
2018-12-28, 01:16 PM
Does the bonus action jump of 10 feet provide that 10 feet of movement, or does that come out of your speed budget?

Have you considered modifying your ability to utilize Step of the Wind, in how it already doubles your jumping distance?

superninja109
2018-12-28, 01:42 PM
The speed was supposed to come out of the unarmored movement.

I did not really consider using step of the wind because this is supposed to be an offensive jumping attack, and if it could use step of the wind's disengage, then it would be too defensive, I think. Also, I was not sure how I could incorporate that.

Man_Over_Game
2018-12-28, 03:33 PM
I did not really consider using step of the wind because this is supposed to be an offensive jumping attack, and if it could use step of the wind's disengage, then it would be too defensive, I think. Also, I was not sure how I could incorporate that.

I did something similar for a GitP Subclass contest that utilized lots of jumping and mobility for increasing your offensive capabilities: http://www.giantitp.com/forums/showsinglepost.php?p=23473286&postcount=8

Effectively, I made it REALLY easy to jump really far, and gave you a free attack whenever you jumped 20 feet or more without requiring any resources. This means that a Monk could Step of the Wind-Disengage for an easy attack or two at the cost of Ki (Effectively all of your movement and 1 ki point for 1-2 attacks), or they could just move 20-40 feet and get 1-2 attacks (provoking at least one attack of opportunity and all of your movement for 1-2 attacks), comparing to the existing Flurry of Blows for 2 ki points for 2 attacks. Take a look, it might give some ideas.


The speed was supposed to come out of the unarmored movement.

Now, this part seems a bit confusing to me. Just to clarify, any distance you normally jump consumes your overall speed, and Unarmored Movement just increases how much that overall speed is.

Are you saying that the maximum distance you can jump is increased based off of your unarmored movement bonus (and it seems so), that the unarmored movement bonus is intended to help fund the movement for the special movement attack, or both?

Or rather, if a level 3 monk with 40 speed makes the special attack you have listed by jumping 10 feet and then ends their turn, do they end their turn with 40 speed or 30?

superninja109
2018-12-28, 10:21 PM
I just meant that it came out of your movement but the maximum jumping distance is roughly equal to the unarmed movement bonus, so you could just use your extra unarmed movement speed to fuel the jumps.

However, I am reconsidering. In order to make this more like a charging and mobile build, I think I might want to just add it as extra movement. Would that break anything?

Hmmm. Your subclass looks interesting. I think that that idea of just getting an extra attack when you jump might be better. I will revise mine. I also want to try to add a feature where you can jump into and rebound off of a target. One question on your build: does the attack after the jump take an action, bonus action, or no action?

superninja109
2018-12-29, 06:01 PM
I have completely overhauled the class. Please critique, nitpick, and offer your thoughts as normal. Thank you.

Ogrillian
2018-12-30, 02:39 AM
This looks and works like my monk Lancer subclass (dragoon) unarmed version see if this helps

Level 3 You gain a standing jump distance equal to half your movement speed, and a running jump equal to your full movement speed.
Also as a bonus action, you can spend a Ki point to choose a target within your standing jump range to receive a melee attack for double damage.

(This should help your targeting Distance without giving your fist longer range than many spells, or an archers effective shooting range 😁)

superninja109
2018-12-30, 03:02 PM
Yeah, originally I had you spend a ki point and a bonus action to leap a distance and the next attack deals two extra martial arts dice, but I scrapped that.

I like your numbers for the jumps. I just realized that a level 20 monk with my current version can jump 90 feet straight in the air. and then rebound off of a minion on the top in order to jump up another 45 feet in the air. I was going for a straining-credibility amount. That's why I kind-of like being able to jump in any direction, but on second thought, that is probably a bad idea.

I'll have to change that.

Zhorn
2018-12-30, 06:55 PM
Sounds like the perfect build to recreate

https://www.youtube.com/watch?v=gUDFH8OfeDY