![]() The second possible issue is that the enemies you most want to fail this save almost never will. ![]() The first is that without an extra attack from something like Haste or a reaction attack to trigger the vibrations, the monk has to spread this ability out over two turns, slowing down their damage significantly. However, there are some issues that anyone trying to use this feature has to contend with. Even if the target saves, 10d10 damage five times per day is good damage, especially for a monk. Having the only save-or-die ability available to players is certainly a tempting capstone. This ability is what initially drew me to this subclass. You can choose to end the vibrations harmlessly without using an action. You can have only one creature under the effect of this feature at a time. If it succeeds, it takes 10d10 necrotic damage. If it fails, it is reduced to 0 hit points. When you use this action, the creature must make a Constitution saving throw. To do so, you and the target must be on the same plane of existence. The vibrations are harmless unless you use your action to end them. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. Without a change like that, Tranquility is almost as bad as having no feature. Redemption paladins get a massively improved version of this as their capstone, and the designers smartly made it so the effect worked on each enemy individually, so the paladin could still fight and benefit from its protection. Unfortunately, Open Hand monks only have offensive actions, meaning that as soon as you want to use your character, this feature stops working. Sanctuary is a very interesting spell that can be great protection for a support character who doesn’t want to take offensive actions. ![]() The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus. Level 11 – TranquilityĪt the end of a long rest, you gain the effect of a sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal). Wholeness of Body does have decent scaling, but it’s too limited to be truly useful. This feature is arguably worse than the level 1 fighter ability Second Wind, as that feature refreshes on short rest and only requires a bonus action. You must finish a long rest before you can use this feature again.Įighteen whole hit points per long rest. Level 6 – Wholeness of BodyĪs an action, you can regain hit points equal to three times your monk level. All in all a solid feature, if a little frustrating in how its prone option fails to match how most people want to use it. This isn’t a bad strategy, as the monk is weak on defense * and normally has to pay a ki point and their bonus action to disengage. The ability to turn off the target’s reaction is a solid option if you plan on running in and out of combat to avoid damage. Unfortunately, neither of these are in the monk’s control, and the push targets a strong save on most monsters. A large push can be very good if the party uses area of effect abilities or if the natural terrain includes something like a cliff. Thankfully the other options here are decent, if also situational. Of course the monk’s allies can also benefit, but that’s highly dependent on party composition and initiative order. This means that the monk will at most get one attack with advantage before the target has a chance to stand up. Unfortunately, Flurry of Blows can only be used after the monk has made their normal attacks. Knocking an opponent prone sounds like a good attack rider, as it would grant advantage to future attacks made against the prone target. This flexible feature is a good boost to Flurry of Blows, but it’s not without its issues.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |