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#5e monk
bbubblerum · 15 days
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Here's some older art of an Astral Monk I am really proud of
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thehomelybrewster · 2 years
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A 5e Monk Redesign - No Ki!
I was inspired by recent discussions among the DnD community about the future of the short rest mechanic to rework the monk, one of the three classes (together with warlocks and fighters) that are most impacted by short rests.
As I've written in the images themselves, this is mostly based on the work of the YouTube user Treantmonk, but with several additions and changes of my own. This covers both the base class and the three subclasses presented in the PHB.
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Sorry for the loads of image-based text, and yeah... I hope you enjoy it! Also I did upload a version earlier but I changed some things and fixed a handful of typos.
Also I might finish that plane-based thing later this July idk
EDIT #1: I forgot to add one line to the section on monk weapons: it only applies to weapons you are proficient with! The file has been changed accordingly.
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rizzledazzle · 1 year
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Commission from a few weeks ago :) 
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ralts-quartz · 1 year
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Another D&D commission! :))
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vulpelune · 2 years
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Maeve
Maeve is the character I created to replace my aarakocra cleric Harpagor in the Curse of Strahd campaign I played in last year. She is a L6 rabbitfolk way of the drunken master monk who has a high-pitched nasal voice and a snide, combative streak. She went by the psudonym ‘Ghost’ within her party.
Maeve has no memories of her life before she woke up in a hospital.
She learned that all that she had on her when she was found lying in a field by a farmer was some ragged clothing, a torn scrap of paper reading 'Maeve', a handful of sweet-smelling purple flowers, and a large canine tooth buried in her leg.
She went looking for a job in order to work off her medical debts and managed to talk her way into an apprenticeship with a local glassblower after she used her quick reflexes to save some of his stock from being shattered.
After working through her apprenticeship and becoming a master glassblower she quickly made a name for herself with her beautiful work and eventually moved to a larger city to work more closely with other talented glassblowers.
However she began a long running feud with another one of the glassblowers which culminated in her attempting to sabotage their latest work and in the process accidentally setting the entire guildhall on fire.
She managed to get away from the scene of the crime and in the ensuing investigation her rival was found to have various flammable materials at their workshop. They were arrested but she was still under suspicion as neither of them had an alibi and it was believed that they may both have been involved.
What no-one but the two of them knew was that her rival actually did have an alibi - Maeve caught them breaking into her workshop when she returned after starting the fire. They had been attempting to steal some of her designs.
Once they were arrested she decided to leave town, determined not to go down for the crime that she committed. She took as much as she could pack in a short amount of time and snuck out in the dead of night.
She wandered around for a while, nearly getting robbed or eaten a few times until she stumbled across a secluded monastery.
The monks accepted her into their monastery and gave her the name ‘Ghost’ - due to her pale fur - after she refused to tell them her real name.
Eventually, out of severe boredom she began training with them. She found out that she was surprisingly good at it, although she missed her old craft.
A couple of years passed. One day when she was going into the nearby town to bring some of the beer brewed at the monastery to a local tavern she found herself face to face with one of her former colleagues.
She was forced to leave the monastery and travel further away in the hopes of finding somewhere safer to hide out. A week after she’d left she came across some strange horse-riding people. She accepted their offer of food and drink but became too drunk and passed out in the back of one of their wagons.
When she woke up she had no idea where she was - only that there was no sun visible in the sky and everyone she met was weird and miserable.
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morning-day-yew · 6 months
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:Emotion of the day update:
Today’s emotion is: staying up late making a D&D5e subclass for monk.
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looceyloo · 3 months
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Character sheet commission of Ursa (they/them), a Monk/Cleric multiclass! Their astral arms manifest from the glitter cloud that follows them around every where.
I admit it was a lot of fun to play with glitter effects! >:D
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jkcorellia · 6 months
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I think I've settled on how I'd revamp the 5e monk for players at my table (yes I've seen the 1D&D changes, no I'm not impressed)
- let players choose either d10 hit die OR Martial Arts die revamp (culminating in d12 instead of d10)
- Patient Defense costs bonus action but not ki point
- Step of the Wind costs bonus action OR ki point
- Ki points = level + WIS mod
- Higher level smite-like ability (level 11?) - or more properly, akin to Psi Warrior's Psionic Strike: once per turn on a hit, spend ki point to roll one more martial arts die for damage
None of these are game-breaking powerful, just a collection of quality of life changes that I, a monk player and monk lover, think would make the experience more consistently fun
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mercury-and-scry · 11 months
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go prettyboy go!!
Deangelo is mine but Macarena belongs to my friend @saturjaysunjay on insta ;)
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jellisdraws · 6 months
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POV: “how do you want to do this?”
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bbubblerum · 10 months
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Some concept art of an Astral Self Monk
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rosariumoccultum · 4 months
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Deccis, Agon, Ayumi, and Marcian. From June 2023
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jaypea00101010 · 7 months
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A single design problem I have for each D&D 5e class
Made this a thread over on bluesky and figured might as well bring it over here. Not really big problems in most cases, but just, small things that I feel WotC should tweak in all current 5e classes.
Artificer: No clear weakness.
A single class that can make great a great support character, DPS character, tank, single target attacker, stealth character, etc
Obviously needs to be built spesifically for each of these, but every other class has at least one thing they can't do.
Barbarian: No force resistance
Slightly cheating because it's not inherently a problem with Barbarian, but recently more monsters have been using Force damage instead of B/P/S, and barbarians should absolutely gain resistance to it while raging at higher levels.
Bard: Full-casting
Bards are designed to be a jack of all trades, it's right there at 2nd level, but they seem to have missed the 'master of none' bit.
Full spellcasting up to 9th level, a pretty solid spell list, and spells they don't have they can take with Magical Secrets anyway, even 9th level ones.
Cleric: Turn Undead
A holdover from older editions, turn undead in my opinion just doesn't make for a good universal option on clerics.
I'd much prefer something like spirit guardians or spiritual weapon be reworked into their universal channel divinity.
Druid: Universal Wildshape
Probably controversial, but I have similar problems with wildshape that I do turn undead, it's good, but a weird universal option.
If I'm a druid getting my powers from stones, plants, or the stars, why can I also turn into a ferret? There should be a few options to pick from instead.
Fighter: Action Surge at Level 2
Action surge is such a good feature, usually it's just some extra attacks, but the fact you have the chioce is great....
That said, I think it coming online so early incentivises unintentionally incentivises multiclassing, casters dipping for 2 spells a turn mostly. They've somewhat fixed it by limiting what actions you can use it for in OneD&D, but I personally just feel it should be later level rather than limiting it.
Monk: Ki Dependancy
This doesnt' need explaining, everything for monks costs ki and it really doesn't need to, they should get resource free disengage and dash, or have ki recover faster.
I had an idea for a ki recharge of 1 min, but less points overall, so you have all points for every fight
Paladin: Oaths at 3rd level
You get your power as a paladin from a sacred oath you swear, so why do you only choose that oath at 3rd level?
That's like a warlock only deciding their patron at 3rd, or a cleric only deciding their god at 3rd (Yes 1D&D does this and I hate it).
Ranger: Spells Known
Why do rangers, the class that's meant to be about being the best prepared for the wilderness and natural areas not have prepared spells?
It just seems so obvious to me, and I've got no idea why it's not done like that already?!
Rogue: Is Pretty Good
If anything I'd say that I'm not a fan of skill floors like reliable talent, and expertise not letting you use it on other tools is a bit strange, maybe the large subclass level gap?
Yeah overall I'm a fan of rogues though, they're just solidly made.
Sorcerer: Spells Known
They tried to fix this in Tasha's with subclass spell lists, and I think that's good idea generally, but letting them swap them for (admittedly limited) options from 3 different spell lists is also weird
Just give them subclass spells they can't swap, or maybe can swap fron one list and you're good.
Warlock: EB is a Cantrip
Eldritch Blast is a good spell. Too good to be honest with multiclassing at least, it's one of the reasons PalLock is such a good combo.
EB should scale with Warlock level so be a feature not a cantrip, or cantrip scaling with warlock level like it was in that One D&D UA that they then reverted.
Wizard: Subclass Theming
Tying wizard subclasses to schools was a bad idea, and what we've gotten outside the PHB seems to be an attempt to go back on that.
It also means they don't have room to explore all of each school, I'd love a teleport or summon focused wizard but school of conjuration smashes them together weirdly
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dungeonmalcontent · 4 months
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Low key obsessed with monk/druid multiclass shenanigans right now.
It doesn't take much on the druid side. Two levels of druid to get wild shape and circle of the moon.
And then a couple levels of monk.
... Read below for silly examples.
2 moon druid / 6 shadow monk: you transform into an elk. Next turn you walk behind a tree and appear in the shadow behind your opponent and deliver a thunderous hooved karate chop. You bray in triumph but it makes no noise. The town tells ghoa stories of the night elk for decades.
2 moon druid / 3 open hand monk: you transform into a brown bear. You bite once, shove once with your claws. Flurry of blows, shove once and claw once. You potentially deal a max of 12 piercing damage + 16 slashing damage and you push your opponent up to 25 feet backwards as you harass them with blows. You look like this:
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And, no matter what, you don't really have to dip into a dex heavy build. You take the dex from the wild shape. You can put all your stat effort into wis. And when you wild shape, you still benefit from unarmored defense. So you take your wis mod + 10 + your animal shape's dex mod to make your AC. So if you max your wis to +5 and transform into a deer you get an 18 ac deer that can move 50 feet normally in a round (not counting dashes or unarmored movement).
At 9 levels of monk and 2 druid, you can be a deer that can run 180 feet up a vertical surface in 6 seconds (or a warhorse that can sprint 210 feet up a vertical surface, including a waterfall, in 6 seconds) using full movement dash action and bonus action step of the wind. Weirdly, that translate to being able to dead sprint up Niagra falls in like... 30 seconds? If someone casts haste on you you can double that speed. On top of haste, if you cast longstrider on yourself (because you're a druid, you can do that), you can go 540 feet in 1 round--that's roughly 61 mph (for 1 minute)--which you can do not up a vertical surface by total level 4. Try going limp after 1 round of that speed and knocking into a humanoid creature. See what happens.
Better yet. Do the high speed warhorse, but with 6 levels of druid and 2 levels of monk so you can be a giant elk instead. Same speed. Basically double the mass. You are a massive bro truck traveling at interstate speeds and you want to kill a man.
Another fun combo. 2 levels moon druid. 2 levels monk. Cast jump. Wild shape lion. Bonus action step of the wind. You jump (if your GM isn't a coward) 150 feet with a 10-foot run up. (It would be very silly if this could be a vertical jump, but sadly it is only a long jump.)
Last one, last one. 2 levels moon druid. 3 levels ascendant dragon monk. Setup jump spell and/or longstrider. Wildshape space hamster (non-giant). Bonus action step of the wind, long jump around the room at crazy speeds. Action, breath of the dragon, 20 foot cone of fire. Make Boo proud of the havoc you cause.
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lulzyrobot · 11 months
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I'm gonna be playing Sabine in a game of DnD! It was find trying to port her into a fantasy setting from Warhammer 40000, so I made her a stunted Fallen Aasimar monk :D She's only level 2 at the start but she'll be a Way of the Shadows monk. I'm looking forward to playing her and discovering more of her personality!
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sorieba · 6 months
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goes crackle boom and kills u
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