dnd 5e – Is this subclass of Lynx Lynx monks homebrew?

The subclass is mostly good from an equilibrium point of view. It lacks proactive play and, for that reason, it will probably be considered a good class for players with little or no experience, while more experienced players who want more options and active features will leave them aside for other (more proactive) classes.

I will go little by little.

It may not look like much compared to the 5-finger punch that explodes the heart of the open hand

Being honest, I do not think the Open Hand is dominated or even the strongest Monk subclass. Drunken Master and Long Death are at least as strong, IMO. Therefore, I think that comparing it with Open Hand is a fair comparison and it will be our metric.

Let us begin.

In level 3, Open Hand gives you the possibility, when using Flurry of Blows, to force some negative effect on the enemy (inclined, throw or take away your reaction).

You can choose your unarmed blows to inflict abrupt damage instead of charging.

While this has a certain flavor, it lacks mechanical sense in virtually any scenario.

You gain climbing speed equal to your walking speed.

I'm also not sure how useful this will be. Climbing is an essentially difficult terrain as it is written in 5e, that is, it would have half its speed as the speed of climb usually. With this feature, you can climb twice as fast, which is relevant if you're climbing high places in combat … I'm not sure how often this should be relevant. In my adventures I can not remember once that this would have been useful.

Also, at level 9, the Monks essentially get this feature anyway.

When you are prone, stop using only 10 feet of your movement.

Being knocked down is not so common either. I can see that this is used more frequently, but I still do not see the real relevance of it.

In addition to the bonus granted by its movement function without armor, its speed increases by 5 feet. Your speed increases by an additional 10 feet when you reach level 6 (+15 feet), level 17 (+20 feet).

It's rare for any creature to outperform a Monk anyway, so I do not see this feature as highly relevant. That might It helps in some specific scenarios and it can be interesting if you're playing, for example, a halfling who has a base velocity of only 25 feet.

So, for a level 1 adventure, this subclass seems to have little power, particularly because the features seem to be mostly irrelevant or simply too situational.

While it's hard to get additional skills and experience, I'm not sure I want my level 6 function to have additional capacity. I would rather have that if I were playing a Rogue or Bard, which are usually the "skill monkeys" of the party.

On the other hand, as I said, Open Hand would be a fair comparison, Wholeness of Body is not impressive either. I would call it a tie here. I do not think any of them is a necessary characteristic or a completely bad feature.

As a side note, after reading Cubic's answer, I do not agree that, compared to the ability to heal once a day, gain additional skill in the skills (or, more likely, the way in which the I would use (experience in a single skill) is more boring.

The advantage in Dex Saving Throws is usually good. Compared to the peace of Open Hand, it certainly seems better, being honest. But tranquility is, IMO, a bad feature, possibly the worst of Open Hand. Dex saves are one of the most common and important ST (throughout Con and Wis), and are completely free!

Even compared to Drunkard's Luck, this is a fair feature. While the Drunken level 11 function can be used to cancel any disadvantage (attack, check or save), it can only be used to cancel disadvantages (without giving an advantage) and requires 2 ki.

On the other hand, I now agree with Cubic's claim: most of its functions are now passive. You are giving small choices day by day. "When to use this feature?" It is a question that none of your characteristics raises.

Well well. Now I see your point. The trembling palm is stupidly strong. Period. Yours is similar to Drunken Master's intoxicated frenzy, which is also fine.

but nevertheless, he needs some extra way for the monk spend your ki points Apart from those who receive from the base class. This happens mainly due to the lack of active skills. Monk is already a martial class, which means he gets comparatively fewer options and activity than spell casters. There is not inherent problem with that. Champion does essentially the same for the Fighter class. The immediate consequence is, at least from my experience, that the class will be more chosen and appreciated by the beginning players, and will not be interesting among the more experienced players. If that's okay for you, your class should be fine.


Additional justification for "The subclass is well off a POV balance"

First of all, I do not think that a homebrew subclass has to be as good as the best subclass to be able to play. It just needs to be … playable.

That said, one point that comes from my experience with the Monk class: the most useful and interesting features are actually from the base class for the Monk. The disarmed defense allows a fairly high AC, even at low levels, Martial Arts provides your DPS, the Missile Detour is useful when fighting enemies from a distance, Stunning Strike is pretty good, Ki-Empowered Strikes allows your blows to hit the enemies with non-magical resistances, etc.

Maybe for that reason, my opinion (based on my monk players and the monk I've been playing recently) is that the subclasses are generally disappointing anyway and "even" the proposed subclass should be fine, since it provides some usefulness additional to a class that already has a good base of utility.

dnd 5e – Does this subclass of home monks have no power?

The subclass is mostly good from an equilibrium point of view. It lacks proactive play and, for that reason, it will probably be considered a good class for players with little or no experience, while more experienced players who want more options and active features will leave them aside for other (more proactive) classes.

I will go little by little.

It may not look like much compared to the 5-finger punch that explodes the heart of the open hand

Being honest, I do not think the Open Hand is dominated or even the strongest Monk subclass. Drunken Master and Long Death are at least as strong, IMO. Therefore, I think that comparing it with Open Hand is a fair comparison and it will be our metric.

Let us begin.

In level 3, Open Hand gives you the possibility, when using Flurry of Blows, to force some negative effect on the enemy (inclined, throw or take away your reaction).

You can choose your unarmed blows to inflict abrupt damage instead of charging.

While this has a certain flavor, it lacks mechanical sense in virtually any scenario.

You gain climbing speed equal to your walking speed.

I'm also not sure how useful this will be. Climbing is an essentially difficult terrain as it is written in 5e, that is, it would have half its speed as the speed of climb usually. With this feature, you can climb twice as fast, which is relevant if you're climbing high places in combat … I'm not sure how often this should be relevant. In my adventures I can not remember once that this would have been useful.

Also, at level 9, the Monks essentially get this feature anyway.

When you are prone, stop using only 10 feet of your movement.

Being knocked down is not so common either. I can see that this is used more frequently, but I still do not see the real relevance of it.

In addition to the bonus granted by its movement function without armor, its speed increases by 5 feet. Your speed increases by an additional 10 feet when you reach level 6 (+15 feet), level 17 (+20 feet).

Compared with the + 20 feet on the 3rd level and +55 feet on the 6th level, this, again, seems irrelevant. The monk can already overcome essentially anything at higher levels.

Therefore, for a level 1 adventure, this subclass is easily insufficient.

While it's hard to get additional skills and experience, I'm not sure I want my level 6 function to have additional capacity. I would rather have that if I were playing a Rogue or Bard, which are usually the "skill monkeys" of the party.

On the other hand, as I said, Open Hand would be a fair comparison, Wholeness of Body is not impressive either. I would call it a tie here. I do not think any of them is a necessary characteristic or a completely bad feature.

As a side note, after reading Cubic's answer, I do not agree that, compared to the ability to heal once a day, gain additional skill in the skills (or, more likely, the way in which the I would use (experience in a single skill) is more boring.

The advantage in Dex Saving Throws is usually good. Compared to the peace of Open Hand, it certainly seems better, being honest. But tranquility is, IMO, a bad feature, possibly the worst of Open Hand. Dex saves are one of the most common and important ST (throughout Con and Wis), and are completely free!

Even compared to Drunkard's Luck, this is a fair feature. While the Drunken level 11 function can be used to cancel any disadvantage (attack, check or save), it can only be used to cancel disadvantages (without giving an advantage) and requires 2 ki.

On the other hand, I now agree with Cubic's claim: most of its functions are now passive. You are giving small choices day by day. "When to use this feature?" It is a question that none of your characteristics raises.

Well well. Now I see your point. The trembling palm is stupidly strong. Period. Yours is similar to Drunken Master's intoxicated frenzy, which is also fine.

but nevertheless, he needs some extra way for the monk spend your ki points Apart from those who receive from the base class. This happens mainly due to the lack of active skills. Monk is already a martial class, which means he gets comparatively fewer options and activity than spell casters. There is not inherent problem with that. Champion does essentially the same for the Fighter class. The immediate consequence is, at least from my experience, that the class will be more chosen and appreciated by the beginning players, and will not be interesting among the more experienced players. If that's okay for you, your class should be fine.

dnd 5e – Take out a second weapon as part of an attack?

Consider a 1st level rogue who wants to fight with two short words using Combat with two weapons (PHB p.195) but does not have the Dual Wielder's Dote.

Starting with empty hands, is the following possible?

Round 1)
Free interaction: Draw the first short word
Action: Attack with the first short word.

Round 2)
Free interaction: Draw the second short word
Action: Attack with the first short word.
Bonus: Attack with the second short word.

Rounds 3+)
Continue happily attacking with both weapons.

Or do I need to "Use an object" in the first round to prepare for combat with two weapons?

Thank you.

dnd 5e – Should the party get XP for a monster that they never attacked?

Yes, they should get XP for the match, but it should be split between the NPC + Share

Dragon Heist gives you the option to use XP-based breakthrough or milestone advance. If you choose to use the XP-based breakthrough (which clearly has), then you should split XP for the encounter as a whole.

Based on your description, I think the meeting in question is the

Troll and 3 revolver.

While your group did not really fight against

Troll

For lack of opportunity they participated in the meeting. In particular they stopped

3 revolts of dogpiling in Durnan while Durnan fought the Troll.

Similary,

Durnan

prevented PCs from being attacked by the

Troll

Finally, the module expects PCs to be grateful for

Durnan

for their help in the meeting, and stabilized if they have been reduced to 0 HP.

One thing to remember is that the

The Troll regenerates again if it is not affected by fire when it is at 0 HP. Durnan has no way (as it is written) of inflicting that fire damage, so he needs help from somewhere to really deal with the fire damage. The module mentions Durnan dipping the Troll in lamp oil, but that should have taken at least one of his 4 attacks. If you allowed Durnan to throw the oil lamp. Y Make four attacks and then change the action economy of the fight.

As you mention, the

Troll

He is in the middle of his hit points when the match begins. This reduces (technically) your defensive challenge rating, which will then have an effect on your overall challenge rating. I have the calculations for this at home and I will unearth them (later). However, this adds additional complications to the calculation.

You always have the option of not dealing with this complication and simply grant the normal XP for the monster.

If we use the normal XP for a full health monster, the total XP for the encounter is:

1800 + 3 * 25 = 1875

If we assume that you are playing with 4 members of the group, then the XP of the match must be divided by 5 to obtain XP per player.

The would mean that each player should be rewarded.

375 XP for the match.

If it does not include

Troll

And treat them as two separate encounters, then they would get

18 XP each. (75/4 = 18.75 which is rounded to 18)


But did not really hit him? !!

Let's take this argument to the extreme. If you have a meeting configuration for your group that has 50 goblins, walk around a corner. Your group has a Sorcerer (or a Magician) with a fireball, who, by chance, has the initiative to go before everything else in the encounter (both the goblins and other PCs).

The Sorcerer takes advantage of the moment and launches Ball of Fire, incinerating all 50 goblins.

Should the other PCs in your group get a shared XP? Or should everything go to the Sorcerer?

In other words, if your group has a particularly low Dex PC that does not roll up enough to participate in the encounter (the rest of your group is efficient in killing a monster). Should that low Dex PC be excluded from the XP calculation?

dnd 5e – It is a water sphere an object for other spells

Probably not, but …

An "object" is a discrete thing (that is, countable and that does not consist of other objects), inanimate (that is, it is not a creature) (5e SRD). Telling something made of liquid as an object, in the best case, would restrict that definition, and probably would not qualify, therefore, I am suggesting that RAW is a no. (Keep in mind that if you are It's okay to call a sphere made of water an object, this might work: the sphere is large but not huge, so in that sense qualifies, but it would be a little uncertain if the creatures inside would get a saving throw against the second enclosure (although probably yes).

However, combining it backwards should work absolutely, that is, point to one of the creatures within the Water Sphere with Resilient Sphere, and in that case, the creature would have a disadvantage in its salvation against confinement due to its restriction.

dnd 5e – How does DC work with 20 natural?

By the rules, you need a modifier to increase that 20 to a 25 or more

If you are trying, for example, to make a key lock in a very high difficulty
Lock that requires a CD 25 and you get 20 natural, do you select it with a key?
since it's "Natural Success" or you have to have a +5 or higher
Modifier with the tools of the thief too? (My question applies to
anything that requires a CD greater than 20, I give an example with
the lockpick

The basic rule puts competition into play, as well as experience, by not having "critical success" for anyone trying a difficult task. For very, very difficult tasks, the "anyone can try" is destined to fail, but for someone with a skill ability, or twice that skill (double skill ability) there is a possibility of success. It's worth keeping in mind that anyone can try most of the skill controls, whether or not they are competent. They will generally have fewer chances to succeed than a competent character.

To do a skill test, roll a d20 and add the relevant skill
modifier As with other rolls of d20, apply bonuses and penalties, and
Compare the total with the DC. If the total is equal to or greater than the CD,
The skill test is a success. The creature overcomes the challenge in.
hand. Otherwise, it is a failure, which means that the character or the monster
does not move towards the goal or progresses combined with
A setback determined by the DM. (Chapter 7, Use of skill scores, PHB page 174)

The only natural hit in the basic rules / PHB is for an attack roll. All 20 naturals are a critical hit.

Rolling 1 or 20

Sometimes fate blesses or curses a fighter, causing the rookie
Hit and the veteran to get lost. If the d20 throws for an attack it's a 20,
the attack hits independently of any modifier or AC of the target. Is
it is called a critical hit, which is explained later in this chapter. Yes
the roll of d20 for an attack is a 1, the attack fails regardless of any
modifiers or AC of the objective. (Chapter 9, Combat, Basic Rules, p.76)

There is no critical success in the chapter Using Capacity Scores, unless you apply the DMG variant rule for "critical success" or "critical failure". (DMG anon page)

An exception to this general rule, for saving throws, is the only rule for what happens in a 1 or 20 when a saving throw is thrown. (But that is a little away from your subject). The related question about Natureal 1 or 20 to save shots is here.

dnd 5e – Can Hunter & # 39; s Mark move after Silence has been cast on a character?

If you can move

Moving Hunter & # 39; s Mark is not casting the spell again and simply requires a bonus action:

If the target falls to 0 hit points before this spell ends, you can use a bonus action in a later turn of yours to mark a new creature.

The spell should only be cast once (keep in mind that the spell never ends during this process), then, as long as the concentration is maintained, only an additional action is needed to mark a new creature. This means that the act of moving is not a release and does not require anything else, including the components, so it is not affected by silence.

dnd 5e – Can I change my movement / action in the middle of the turn after the reaction of an enemy?

Imagine that I am a rogue and I see an opponent 50 'away. On my turn, I want to use my movement and my script bonus action (Crafty Action) to approach and use my Action to attack.
Then, after moving only 10 (or more, I guess you can change the answer), another opponent prepared his action, so as a reaction he attacks me and hits me so hard that I do not want to keep hitting that opponent. .

  • Can I just stop my current movement and move to another side / back?
  • Do I have to finish my movement and then use the Dash to get away? If that is the case, I assume that it depends on how much I have moved to know what I can do.
  • Does changing this imply any kind of penalty?

Thank you

dnd 3.5e – Should you be able to see your opponents to be flanked?

Note the difference between view Y awareness.

This is an extrapolation of RAW but let's take some things into account:

  • Creatures with a general vision can not be flanked.
  • Flanking someone is dividing their attention on two opposite fronts.

A creature can usually sense the presence of an invisible invisible.
creature within 30 feet with a 20-point DC test. The observer wins a
Presume that "something is there" but can not see it or point it
Precisely with an attack.

Now imagine that you are under the effect of greater invisibility, and your visible friend is on the other side of the enemy.

If you have not yet attacked, and the enemy failed Place check (or Listen out against you Move in silence), not only can not watch you, but he is unconscious of the fact that you are there. In this case, it is simply turning its back on it, it is not flanked (although by RAW it should be, and in 3.5 / pf there is no notion of orientation).

When he has attacked him, or if he somehow knows something is happening, his attention could be divided between fighting with his friend and finding him, in this case he will be flanked.

Keep in mind that this does not change anything for you: if he were alone and he was not aware of his presence, he would get +2 to hit and his Dex would be denied to his CA; and when you flank you get +2 to hit and he keeps denying his Dex since you're invisible.

Flanking only helps your friend in this condition.

Why should I be flanked by RAW?

Threats to all the squares in which you can make a melee attack, even
When it is not your action. In general, that means everything in everything.
squares adjacent to your space (even diagonally)

|

When making a melee attack, you gain a +2 flanking bonus if your
The opponent is threatened by a friendly character or creature with you in
The opposite edge of the opponent or the opposite corner.

Threatening a square is not simply standing there, especially if you are involved in a melee. There are two people standing and brandishing a sword every 6 seconds. There's a fight going on, and that's why you get a flanking bonus.

conclusion

If you're in combat, and you're fight on two fronts at once, you are flanked.

If you are invisible and your friend is on the other side of the enemy, I would say that he will be flanked only once he has seen you, either because you attacked him or because he heard you come after him.

The thing is, RAW assume You are involved in combat once you enter the threat range of an enemy, or an enemy enters yours (which is logical, you would not stay there and they would kick your ass). But in the case of an enemy that ignores your presence, you can choose to participate or not, and therefore whether he is flanked or not..

dnd 5e – Does a +1 shield allow me to add 3 to my saved Dex games when I use the second Shield Master benefit?

The +1 is part of the AC bonus of the shield for this purpose.

Unlike previous editions of D & D, 5e has very simplified protection rules:

Holding a shield increases your armor class by 2.

Naturally, some shields are special; the +1 shield mentioned increases your CA by 3 instead. However, if the "special" shields that grant different CA bonuses are not intended to affect the benefit of Shield Master, then Shield Master could simply be written as "add 2" instead of "add the AC bonus of your shield. " Since the wording of the feat implies that some shields give a different bonus, and magical shields are the most common reason why I know that a shield would grant a different bonus, I conclude that the different bonus of a magic shield is bound to apply .