And this is before any extra attacks from their class. The monk gains extra attacks as per a fighter. that thing half the people playing a monk want to do.ģ. If this seems op, remember that they begin the game with access to quarterstaves and shortswords and that all this does is allow them to begin the game fighting unarmed. Increase the damage die for the monk's unarmed by 1 step. It's mainly meant to reinforce the idea of the monk as a martial class.Ģ. If this seems op, remember this statistically works out to one extra hit point every level. Monks get a d10 hit die, rather than a d8. Just a few modifications to the base class to make it more apparently a front-line fighter.ġ. So this is my home-brewed rules for a monk. Not because they want to be a rogue variant who's worse at all the things rogues do and also do less damage in melee. People play them because they want to be kung fu bad-asses. Most of the abilities they get do a great job of selling the idea of them as spiritually enlightened, but don't do a lot to help them keep up with the other warrior classes.Īnd make no mistake, monks are, or at least should be, warriors. It's a shame that they've often been lacking a lot in terms of martial power.ĥe felt like it came very, very close to making the monk an effective front-line fighter, but it feels like the designers suddenly got afraid that they'd be overpowered if they suddenly weren't a completely MAD class with lack of access to magic weapons and armor. Monks have been my favorite class ever since I first started playing DnD. Overall, the Blood Hunter class is great for tables who want a bit more variety out of Dungeons & Dragons 5e with a high-quality class on par with the official game's rules.Monstrous Compendium Vol 3: Minecraft Creatures Lastly, mutants seem to take inspiration from The Witcher, and learn to craft alchemical mutagens that provide powerful boons in exchange for significant drawbacks. Profane souls are a bit like DnD's Warlocks - they make pacts with otherworldly entities for powers even beyond the limits of hemocraft. Lycans are werewolf-like beings who can take on a hardy bestial form, but must fight to keep control when injured in combat. Before his untimely character death, Critical Role fan-favorite character Mollymauk Tealeaf was a Ghostslayer, a Blood Hunter who's training involves seeking out and destroying undeath. The class' four specializations further divide its often taboo practices into distinct Orders. Warriors who specialize in the lifeforce found within blood, Blood Hunters tap into the macabre power of hemocraft to enhance their prowess on the battlefield. Plus, many players agree that healing characters in Dungeons & Dragons 5e isn't particularly powerful, which makes being able to do so as a bonus action one of the best homebrew rules for DnD 5e. Any other kind of potion, or a potion administered to another character, still takes a full action. Related: D&D: Ways The DM Can Let Players Feel PowerfulĭMs concerned this might be too powerful need not worry as there's an important caveat - only healing potions a character drinks themselves are affected. A frequent homebrew rule for DnD 5e is to change the one action use time on healing potions to one bonus action, allowing players to heal and still act on their turn. Without one of DnD's clerics (already receiving One D&D changes) or another spellcaster with access to healing, these potions are the only surefire way to restore hit points mid-combat, so all of this causes significant friction for players. However, as healing potions are only useful after an adventurer gets injured, they can't be utilized in the same way. Under most circumstances, drinking a potion takes valuable time that could otherwise be spent attacking foes or casting spells as such, potions that apply buffs to the drinker are best preemptively imbibed before a fight breaks out. In combat, it takes an action to drink any potion, so players need to weigh the opportunity costs.
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