Dungeons & Dragons’ latest edition, 5e, has introduced numerous character classes, including the Monk. This class has raised debates among players about its potential overpowered (OP) status. Some argue that Monk’s versatility and improved defensive abilities make it too powerful, while others believe it is well-balanced. The Monk’s abilities include inflicting significant melee damage, mobility, and high AC evasion. However, some counters exist, such as crowd control spells or enemies with high saves. Ultimately, the Monk’s true power lies in the player’s strategy and creativity rather than an inherent imbalance, making it open to interpretation and personal playstyles..
There’s likely not a class in Dungeons & Dragons that irritates Dungeon Masters more than that of the fifth-edition Monk. From the arguably broken “Stunning Strike” to the insta-kill “Quivering Palm,” the Monk’s abilities seem to be built around the idea that few can stand in their path.
The following analysis breaks down some of the D&D Monk’s more controversial traits, and offers possible solutions to DMs being plagued by the class.
Controversy has surrounded the Monk since the release of Dungeons & Dragons fifth edition about five years ago, and this is mostly due to the class’ power in 1V1 combat.
Is The D&D Monk’s Stunning Strike Overpowered?
Starting off with the most infamous Monk ability, “Stunning Strike” is generally viewed as being the most overpowered Monk class feature. The ability unlocks after the Monk hits fifth level, and allows them to exchange one “ki” (the Monk’s resource system to use special abilities) point to attempt to stun an enemy until the end of the Monk’s next turn.
The problem with this feature (and why even Mercer from Critical Role hates it) is that the Monk can use it after every attack that hits. Seeing as the Monk unlocks “Extra Attack” at fifth level as well, and already has “Flurry of Blows”, that means a level five Monk can attack four times each turn. So long as there are “ki” points available, the Monk can keep attempting “Stunning Strike” more and more as they level.
Being stunned in D&D is one of the worst status conditions a character can experience, and means that (barring a successful CON save) they can’t do anything at all. On top of that, the status lasts until the end of the Monk’s next turn. Basically, the Monk can hit an enemy with “Stunning Strike” until it works (which is especially easy at higher levels due to having more “ki”) and then that enemy can do pretty much nothing for an entire round of combat. Oh, and also, every attack on the stunned enemy has advantage. So, the Monk and every other member of their party get to essentially double their odds to hit the enemy for an entire round. It’s quite clear why this ability is considered broken by a large part of the D&D community, and it’s hard to argue otherwise.
The easiest solution for “Stunning Strike” involves limiting its use more. The Monk class needs “Stunning Strike” for its utility, but DMs making it cost more “ki,” or only letting it be used as a bonus action (making it so it can’t be used in tandem with “Flurry of Blows”, and allowing one attempt per turn) seems like a good place to start.
Is The D&D Monk’s Quivering Palm Overpowered?
At seventeenth level, the D&D Monk unlocks “Quivering Palm.” By expelling three “ki” points, the Monk can create (to quote the Player’s Handbook) “lethal vibrations in someone’s body.” For an amount of days equal to a Monk’s level, the Monk can use an action to end the vibrations (so long as the target is on the same plane), causing the target to make a constitution saving throw. If the target succeeds the save, they take 10d10 necrotic damage. If the target fails, they just die.
“Quivering Palm” isn’t nearly as much of a problem as “Stunning Strike”, as it doesn’t unlock until much higher level, and can only be maintained on one Dungeons & Dragons creature at a time. This one can also be used in a variety of roleplaying situations to make a character more interesting. Pretending to spar with an enemy in a friendly wager, to then take them out with a Thanos-style snap from the other side of the planet is pretty cool. Also, when fighting foes at seventeenth level, 10d10 damage to them on a successful save might not kill them. “Quivering Palm” doesn’t seem terribly overpowered, especially when compared with the 9d6 “Sneak Attack” damage of a seventeenth-level Rogue, or the 10d6 + 40 a Wizard’s “Disintegrate” spell does.
However a player or DM feels about the Dungeons & Dragons Monk, some homebrew tweaks to “Stunning Strike” can turn it from an overpowered class to a much more balanced one.
The fifth-edition Monk in Dungeons & Dragons has received criticism for its overpowered abilities, such as “Stunning Strike” and “Quivering Palm.” “Stunning Strike” allows the Monk to stun an enemy until the end of their next turn, and can be used after every attack. This ability is seen as broken because being stunned hinders the enemy’s actions and all attacks on them gain advantage. One solution is to limit its use by increasing the cost of “ki” or making it a bonus action. “Quivering Palm” is less problematic, as it can only be used on one enemy and at a higher level. Overall, some homebrew tweaks can make the Monk class more balanced.
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