Dungeons & Dragons: Is The 5e Monk Really OP?
Stunning Strike has the potential to ruin combat for the Dungeon Master, but some tweaks to the D&D Monk can make it fair without breaking it.
There’s seemingly not a category in Dungeons & Dragons that irritates Dungeon Masters greater than that of the fifth-edition Monk. From the arguably damaged “Stunning Strike” to the insta-kill “Quivering Palm,” the Monk’s abilities appear to be built around the idea that few can stand of their path.
The next evaluation breaks down among the D&D Monk’s extra controversial traits, and presents attainable options to DMs being tormented by the category.
Controversy has surrounded the Monk because the launch of Dungeons & Dragons fifth version about 5 years in the past, and that is principally as a result of class’ energy in 1V1 fight.
Is The D&D Monk’s Stunning Strike Overpowered?
Beginning off with the most infamous Monk means, “Stunning Strike” is mostly considered as being the most overpowered Monk class function. The power unlocks after the Monk hits fifth stage, and permits them to change one “ki” (the Monk’s resource system to make use of special abilities) level to try to stun an enemy till the tip of the Monk’s subsequent flip.
The problem with this function (and why even Mercer from Critical Function hates it) is that the Monk can use it after each assault that hits. Seeing because the Monk unlocks “Further Assault” at fifth stage as properly, and already has “Flurry of Blows”, that means a stage 5 Monk can assault 4 occasions every flip. As long as there are “ki” factors accessible, the Monk can hold trying “Stunning Strike” more and more as they stage.
Being surprised in D&D is one of the worst standing conditions a character can expertise, and implies that (barring a profitable CON save) they cannot do something in any respect. On prime of that, the standing lasts till the tip of the Monk’s subsequent flip. Principally, the Monk can hit an enemy with “Stunning Strike” till it really works (which is especially straightforward at increased ranges attributable to having extra “ki”) after which that enemy can do just about nothing for a whole spherical of fight. Oh, and likewise, each assault on the surprised enemy has benefit. So, the Monk and each different member of their occasion get to primarily double their odds to hit the enemy for a whole spherical. It is fairly clear why this means is considered damaged by a big a part of the D&D neighborhood, and it is onerous to argue otherwise.
The simplest resolution for “Stunning Strike” entails limiting its use extra. The Monk class wants “Stunning Strike” for its utility, however DMs making it price extra “ki,” or solely letting or not it’s used as a bonus motion (making it so it will possibly’t be utilized in tandem with “Flurry of Blows”, and permitting one try per flip) looks as if a very good place to begin.
Is The D&D Monk’s Quivering Palm Overpowered?
At seventeenth stage, the D&D Monk unlocks “Quivering Palm.” By expelling three “ki” factors, the Monk can create (to cite the Participant’s Handbook) “deadly vibrations in somebody’s physique.” For an quantity of days equal to a Monk’s stage, the Monk can use an motion to finish the vibrations (as long as the goal is on the identical airplane), inflicting the goal to make a structure saving throw. If the goal succeeds the save, they take 10d10 necrotic injury. If the goal fails, they only die.
“Quivering Palm” is not practically as a lot of an issue as “Stunning Strike”, because it does not unlock till a lot increased stage, and may solely be maintained on one Dungeons & Dragons creature at a time. This one may also be utilized in a wide range of roleplaying conditions to make a character extra attention-grabbing. Pretending to spar with an enemy in a pleasant wager, to then take them out with a Thanos-style snap from the opposite facet of the planet is fairly cool. Additionally, when combating foes at seventeenth stage, 10d10 injury to them on a profitable save won’t kill them. “Quivering Palm” does not appear terribly overpowered, especially when put next with the 9d6 “Sneak Assault” injury of a seventeenth-level Rogue, or the 10d6 + 40 a Wizard’s “Disintegrate” spell does.
Nevertheless a participant or DM feels in regards to the Dungeons & Dragons Monk, some homebrew tweaks to “Stunning Strike” can flip it from an overpowered class to a way more balanced one.