#Way of the Arcane Punches.

28 messages · Page 1 of 1 (latest)

plush tusk
worldly nova
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I'm looking at the features, and I see the mechanics of multiple damage types, but I am not seeing the arcane theming extending beyond that.

plush tusk
plush tusk
royal raft
# plush tusk An updated version

do you have a non-download link?
Also a brief overview of the subclasses theme and mechanical identity would be muhc appreciated.

cold gulch
plush tusk
slim spear
# plush tusk https://homebrewery.naturalcrit.com/share/EOcL8ZIxV0Z_

im a bit confused for the 3rd level ability. does the attack action to do unarmed attacks add on the d4's to the martial die, or does the element damage replace the bludgeoning damage and upgrade with the martial die, or does it replace the martial die all together? and with the more elements you know for arcane punches, do they all stack, or is it only one at a time? i think some clarification for this could be very important

plush tusk
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While using an action to make an unarmed strike, you only deal the d4s of damage from from the choosen damage types. no ability modifier and no martial die. ill add the clarification.

plush tusk
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for example 1d4 cold and 1d4 fire damage.

drifting python
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I'd also change the wording on 3rd-level feature (because why is it referring to flurry of blows when you talk about actions, for example? And why is it talking about chosen damage types before even stating I can choose a damage type? What's with my Martial Arts die, what does it have to do with this?).

Choose two damage types from acid, cold, fire, lightning, and thunder. Fluff eventually.

Whenever you make an unarmed strike as part of your Attack action, you can make it an arcane punch. On a hit, an arcane punch deals 1d4 damage of each of the chosen types instead of the unarmed strike's normal damage. You don't add your ability modifier to the damage of an arcane punch.

You can choose one more damage type when you reach 6th, 11th, and 17th level in this class. Starting at 11th level, also add poison, radiant, necrotic, force, and psychic to the list of damage types you can choose from.

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I'll also add that:

  • There's no real reason to gatekeep some of the damage types, they either fit the concept from the beginning or they don't.
  • The feature is actually nerfing your punches at 3rd level, as 2d4 will be generally worse than 1d4 + modifier. I'd make it 3d4 at the beginning honestly because it's a subclass feature let it do something, and it's one attack per turn anyway until 5th level.
  • 11th-level feature should be the 6th-level one, as 11th level needs a more impactful boost and 6th-level on monk is more often than not a non-offensive one.
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Reach is also not a big enough feature

plush tusk
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Great, thats the kind of feedback i hoped for . Thank you

plush tusk
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Prismatic Burst

At level 11, Whenever you roll maximum damage for any of the dice of your prismatic punch. The prismatic energy creates a small burst of that element dealing 1d4 of the same damage types in a 10ft radius around the target. This Burst can also trigger the Prismatic Burst effect again.

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Would thi

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would this be a better 11th level feature what you think

drifting python
plush tusk
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I see. I might just remove the re-exploding aspect so it is a bit more fluid in game

plush tusk
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A bit more than 18 expexted damage per hit at level 11. thats a 36,5 expected dpr just from both attacks so it is a bit strong

plush tusk
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I made the extra damage 1/4 of you Monk level. at 11th level it is 2

drifting python
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???

plush tusk
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Prismatic Burst
At level 11, Whenever you roll maximum damage for any of the dice of your prismatic punch. The prismatic energy creates a small burst of that element dealing 1/4 your Monk level of the same damage type to the target and everyone in a 10ft radius around the target.

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I rather have it a bit weak than being stronger than everyone else.