Monk Archer?

Post/Author/DateTimePost
#1

Elfcrusher

Sep 04, 2015 8:29:10

*** UPDATE ***

Here's the latest version of what I came up with (notes on it, and math, are about 20 posts down):

 

Way of the Serene Wind

Serene Archer

Starting when you select this subclass at 3rd level, you gain proficiency in Short Bow and Long Bow.  You may roll Monk martial arts damage in place of the weapon's damage, but otherwise bows are not considered Monk weapons.

 

You also gain two new uses for your Ki:

  • When using the Attack action to make a ranged attack, you may spend 1 Ki to cause additional Force damage equal to your martial arts damage to all attacks.
  • When failing any Concentration check, you can spend 1 Ki to use your Reaction to re-roll the saving throw.
Focused Mind

Also at 3rd level, you gain the ability to focus your mind and block out distractions while performing archery.  If you spend an Action slowing your breath and calming your thoughts you can enter a meditative state that lasts for 10 rounds, requiring Concentration.  You can do this a number of times equal to your Wisdom modifier (minimum 1) before taking a Long Rest.  While in this state:

  • You have Advantage on Wisdom saving throws and tests.
  • When using your Deflect Missile ability, it costs no Ki to make a ranged attack. If the missile is an arrow and you are holding a bow, you may use the bow to make the attack (gaining the range and any potential magical bonuses of the bow).
Deadly Focus

Starting at 6th level, each round while in the Focused Mind state you may forgo your Bonus actions and Reactions for that round in exchange for all of your ranged attacks being granted Advantage.

Light as Air

Starting at 11th level, for 2 Ki you may cast Levitation on yourself.  

 

In addition, while in your Focused Mind state each round you may take either a bonus action or a reaction, but not both, without losing the benefit of Deadly Focus.

 

Eye of the Storm

At 17th level, your meditative state becomes instinctive: you may now enter Focused Mind by spending a Bonus Action instead of a full Action, and you no longer lose your Bonus Actions and Reactions to gain the benefit of Deadly Focus. 

 

 

*** ORIGINAL POST ***

 

Has anybody made a really good Zen Archer sub-class yet?

 

EDIT: To clarify, the goal is to not just make it possible for a monk to be an archer, but for it to be his primary form of attack.  Which means it would have to be at least equal to (and preferably slightly better than) Martial Arts. 

 

I'm trying to think what it would look like.  It can't be "better" than a fighter or ranger with Archery fighting style.  Just different.  Here are some of my ideas, some of which are just applying normal monk abilities to missiles:

 - Proficiency in short bow and long bow, of course.  (No crossbows*)

 - Use either Wisdom or Dexterity as attack/damage modifier

 - Fired arrows count as monk weapons

   - Damage goes up with level

   - At level 5 (?) they count as magical weapons

   - You can squeeze out an offhand attack or even use flurry of blows, if standing close enough to an enemy

 - Spend Ki for special effects:

   - "Flurry of Arrows" adds one extra arrow per Ki spent, can spend 2 at level X, and 3 at level Y (for potentially 5 arrows at high levels)

   - "Stunning Arrow" (same result as Stunning Fist)

 - When catching missles, can return arrows using bow

 - Some circumstance (casting? movement?) that allows an arrow to be shot as a reaction

 - Improved healing during rests via meditation

 

Some version of Sanctuary would have been perfect, but that's already been used by Open Hand.  What other utility or defensive spell would be useful, flavorful, and unique?

 

And of course would need an awesome capstone.  At will Levitation?

 

*The reason for not including crossbows is two-fold: flavor, and because crossbows (and polearms) are already overused thanks to minmaxing potential.

 

#2

mellored

Sep 04, 2015 9:00:44

Stunnign arrow would be OP.   Personally i would just make it a feat.

 

Zen Archery:

  • +1 Wis
  • You can use Wis in place of Dex for ranged weapon attacks.
#3

Vulf

Sep 04, 2015 9:21:50

It seems like the Ranger already does this flurry of arrows as a class feature, Path of the Horde Breaker. I think if you are making a Zen archer, you may want to divorce it from Monk altogether and make a combination of features from Ranger and Paladin. Paladin get some smite spells that they can apply to ranged attacks, but there are some concentration spells for boosting damage as well.

 

Divine Favor works on ranged weapon attacks, so does Elemental Weapon.

 

I think a Ranger with some Paladin spells, would work pretty well, if it weren't for crossbow expert already existing I'd say replace some features with a mechanic to spend a ki points.

You can pretty much make this through current multiclass options, but maybe your best bet would be Bard so you can take spells from any list, or learn Lightning Arrow earlier. Using a 7th level spell slot to cast Elemental Weapon would give you +3d4 damage on all your ranged attacks. You'd need to take 10 levels of bard for that to happen by level 16 if you still want to have 6 levels in Ranger. But you would have 5th level slots by level 12.

 

 

A suitable mechanic: you gain a ki point for every 3 levels and they recharge on short rests.

Spend a ki point to gain a bonus action, you can use this bonus action to make a single weapon attack.

Spend a ki point to gain +5 initiative when initiative is rolled.

Spend a ki point when entering a structure or dungeon, you have advantage on perception checks to find hidden doors or objects for 8 hours or until you rest.

 

One of the Paladin capstones lets them fly for an hour. But capstone abilitities are kind of pointless.

#4

Elfcrusher

Sep 04, 2015 9:21:20

mellored wrote:
#5

Elfcrusher

Sep 04, 2015 9:22:58

Vulf wrote:
#6

mellored

Sep 04, 2015 9:48:54

Elfcrusher wrote:
#7

Brock_Landers

Sep 04, 2015 10:04:28

mellored wrote:
#8

randl

Sep 04, 2015 10:56:38

I was looking into this as well.  The problem is that using WIS for attack really doesn't do much for Monk other than reverse the importance between DEX and WIS.  What I came up as a starting point based on the Pathfinder Zen Archer:

 

Shortbow is considered a Monk weapon with respect to Martial Arts and may be used as a club in melee.

Attacking in melee does not cause Disadvantage (yeah, from crossbow expert).

Expend 1 ki to make a ranged BA attack with a Short Bow.  Epand to 2 ki for 2 attacks at 11+ level.

 

Still looking into how to work WIS more into this subclass in later abilities.

 

 

 

Do like the Zen Archer feat for use by Clerics and Druids, though.

 

Edit: Considered adding a Longbow as a Monk weapon as well that works as a Quarterstaff in melee, but that may be a bit much.

#9

Elfcrusher

Sep 04, 2015 11:11:54

randl wrote:
#10

Elfcrusher

Sep 04, 2015 11:13:51

randl wrote:
(Reply to #9)

randl

Elfcrusher wrote:
#12

Elfcrusher

Sep 04, 2015 12:09:04

randl wrote:
#13

edwin_su

Sep 04, 2015 12:45:40

Elfcrusher wrote:
#14

Elfcrusher

Sep 04, 2015 12:50:09

I like that approach.  How about: he can spend 1 round entering a meditative trance, requiring Concentration.  For as long as it lasts he gets...what? Advantage on his shots?  Reduced critical hit threshold?  Straight up bonus damage?

 

Then one use of Ki could be a chance to re-roll Concentration checks.  Between that, Unarmored Defense, and Wisdom attack stat a 3-level dip would be really compelling for clerics and druids.

 

I'm liking it....

#15

Brock_Landers

Sep 04, 2015 13:56:06

Like Icar.

edwin_su wrote:
#16

OB1

Sep 04, 2015 14:40:12

Elfcrusher wrote:
#17

Chameleon-X

Sep 04, 2015 15:45:10

Way of the Diving Falcon

Zen Archery

Starting when you select this subclass at 3rd level, you gain the Archery fighting style, and proficiency with the longbow and shortbow. The longbow and shortbow count as Monk weapons for you.

      In addition, when you use the Attack action to attack with a monk weapon or an unarmed strike, you may make one ranged weapon attack as a bonus action.

Serene Sniper

Starting when you select this subclass at 3rd level, you gain the ability to use your action to enter a state of harmonious focus and clarity. For 1 minute, or until you lose concentration (as if concentrating on a spell) you have advantage on attack rolls with ranged weapons.

     While you are in this meditative state, you may spend one Ki point when you use the Attack action with an unarmed strike or a Monk weapon. If you do so, you may make two ranged weapon attacks as a bonus action.

Arrow of Purity

At 6th level, you gain the ability to charge your arrow with your own radiant life-force, allowing it to burn away evil. You may spend 3 Ki points when you make a ranged weapon attack to imbue that attack with sacred power.

     The attack deals 2d8 extra radiant damage against undead, fiends, or aberrations. In addition, the target must make a Constitution saving throw. On a failure, the target loses any damage resistances or immunities it has until the end of your next turn, and the effects of any spells of 3rd level or lower that the target is affected by ends. If they are affected by a spell of 4th level or higher, the caster of the spell must make a Charisma saving throw. The spell effect ends on a failure.

Perfect Clarity

At 11th level, you may use your Stillness of Mind feature as a bonus action, instead of an action, while you are in your meditative state. In addition, you can also use that feature to end any condition causing you to be blinded, deafened, restrained, or unable to use reactions.

Eagle Vision

At 17th level, you can never have disadvantage on a ranged weapon attack as long as you are in your meditative state. While in that state, you also cannot be surprised, and are mystically aware of the location of any living creatures within 60ft of you, even if they have total cover from you.

#18

OB1

Sep 04, 2015 15:55:41

Very nice, Chameleon-X.  On Arrow of Purity, possibly consider going with psychic damage against all creatures as that is more in line with the Ki concept and keeps it from stepping on the Paladin class.  Perhaps rename Arrow of the Mind.  I also wouldn't have this effect dmage resistance or immunities, instead, perhaps it causes another creatures concentration to automatically fail?  I like that you have to spend the Ki before making the attack though, as otherwise with 4 attacks per round the nova potential would be off the charts.

#19

Elfcrusher

Sep 05, 2015 18:21:09

Chameleon-X wrote:
#20

Elfcrusher

Sep 06, 2015 4:01:47

(I keep editing this, so if you saw it a while ago it may have changed.)

 

Way of the Serene Wind

 

Serene Archer

Starting when you select this subclass at 3rd level, you gain proficiency in Short Bow and Long Bow, and bows are considered Monk weapons when determining damage and when using your Ki-Empowered Strikes ability.

You also gain two new uses for your Ki:

  • When using the Attack action to make a ranged attack, you may spend 1 Ki to make one additional ranged attack against the same target.
  • When failing any Concentration check, you can spend 1 Ki to use your Reaction to re-roll the saving throw.
Focused Mind

Also at 3rd level, you gain the ability to focus your mind and block out distractions while performing archery.  If you can spend an Action slowing your breath and calming your thoughts, entering a meditative state that lasts for 10 rounds, requiring Concentration.  You can do this a number of times equal to your Wisdom modifier (minimum 1) before taking a Short Rest.  While in this state:

  • You have Advantage on Wisdom saving throws and Wisdom checks.
  • When using your Deflect Missile ability, it costs no Ki to return the missile. If the missile is an arrow and you are holding a bow, you may use the bow to return it (gaining the range and any potential magical bonuses of the bow).
Deadly Focus

Starting at 6th level, each round while in the Focused Mind state you may forgo your Bonus actions and Reactions for that round in exchange for all of your ranged attacks being granted Advantage.

Light as Air

Starting at 11th level, for 2 Ki you may cast Levitation on yourself.

 

Eye of the Storm

At 17th level, your meditative state becomes instinctive: you may now enter Focused Mind by spending a Bonus Action instead of a full Action, and you no longer lose your Bonus Actions and Reactions to gain the benefit of Deadly Focus. 

 

 

Notes:

  • I don't love my naming ideas. Consider them placeholders.
  • Although it isn't explicity stated, all the ranged abilities apply to any ranged weapons, not just bows.
  • To the extent possible I was trying to avoid just duplicating mechanics from other classes or even other Monk subclasses.
  • I wanted to use Wisdom in a number of different ways.
  • As mentioned in my comments on Chameleon-X's post, I think the meditative state ability needs a cost, otherwise there is a risk that players will try to argue that they keep refreshing it whenever it wears off.  But then it needs to also needs to have some pretty solid benefits.
  • At level 3 it's not a given that the monk should use Focused Mind in every combat.  If you're not going to make Wisdom saves, and not facing enemy archers, it's probably not worth it.  I am intentionally trying to avoid it being something you want to use every fight.  And it could be very useful in some non-combat situations.
  • The chance to re-roll failed Concentration checks will make a 3-level dip into monk tempting for any caster classes. (Especially for Clerics and Druids if combined with mellored's Feat idea.)
  • Advantage on every attack may seem OP, but there's no way to make more than 2 attacks.  And it's a big dip just to get this ability.  (I haven't gamed out a Fighter/Monk MC so it may still be OP.  Thoughts?)
  • I was trying to find interesting uses for Reactions (improved Deflect Missiles, concentration re-roll), partly to make the Deadly Focus mechanic more of a trade-off. 
  • Levitation and Focused Mind are mutually exclusive because both require Concentration.  This was intentional.

 

#21

Mirtek

Sep 06, 2015 5:47:20

Gaining advantage on all your attacks is a huge thing. It should either be limited to once per day or come with a significant drawback (like losing your bonus action).

 

I also see no reason why an archer monk should be allowed to use Wis for attack/damage, a melee monk isn`t allowed to do it

#22

Elfcrusher

Sep 06, 2015 6:24:23

Mirtek wrote:
#23

Brock_Landers

Sep 06, 2015 6:22:42

Mirtek wrote:
#24

Mirtek

Sep 06, 2015 8:46:40

Elfcrusher wrote:
#25

Elfcrusher

Sep 06, 2015 10:30:59

Mirtek wrote:
#26

Elfcrusher

Sep 06, 2015 18:06:47

EDIT: One little computation error; numbers updated by conclusions don't change.

 

Ok, I did some quick numbers in a spreadsheet, comparing this Monk against the other two big "Archer" classes.

 

Assumptions:

  • Monk as describe above
  • Fighter (Champion) with Archery fighting style, getting 3 attacks every round
  • Ranger with Archery fighting style, Colossus Slayer and using Hunter's Mark, getting 2 attacks every round

All level 17 with a 20 in their prime stat, attacking AC 22

 

Basic DPR (don't get excited yet, this has to be modified):

Monk: 30.4

Fighter: 24.5

Ranger: 25.75

 

Those numbers aren't quite accurate, since the Ranger might not get Colossus Slayer bonus on every round, and even as written the monk would only get 2 attacks, not 3, on the first round.  Also note that the Fighter isn't burning any resources to maintain this DPR; both the Ranger and the Monk are limited in how long/often they can do this.

 

But ignoring that, I did then ask what would happen if the Monk had to invest his entire first round in entering his battle trance, and if the Fighter used his Action Surge.  So I averaged damage over 5 rounds, with the Monk only getting 4 Attack actions and the Fighter getting six, and got these numbers:

Monk: 24.3

Ranger: 25.75 (no change)

Fighter: 29.4

 

Now the Monk is in line with the Ranger, but the Fighter surges ahead to about where the Monk was.  So it's a question of whether you think a Monk archer should do damage equivalent to a Ranger, or to a Fighter.

 

Of course, the Fighter actually has another Action Surge, and the Ranger...well he's got Lightning Arrow, Swiftquiver, and Volley.  But the above model is all the Monk's got...he has no more tricks up his sleeve than this. No nova. Similarly, in some (many?) situations the Ranger and the Fighter will have Advantage, but the Monk can't get that either because this model assumes he has it on every shot.  Finally, in 3 more levels the Fighter will get a 4th attack, at which point he leaves the Ranger and Monk in the dust without even using Action Surge.

 

My conclusion: I think Advantage is just fine for this Monk

#27

RCanine

Sep 06, 2015 22:38:53

I'm not sure either of Elfcrusher or Chameleon's options feel significantly different from other classes or especially "Monk-y". The thing is that the design space is pretty crowded with other ranged weapon users:

 

  • Fighters: multiattacking with utility riders or high crit range
  • Rogues: single attack with massive situational damage boost
  • Rangers: a middle ground of fewer attacks than the fighter and situational damage boosts that are harder to maximize than the rogue's

So the monk needs something that doesn't approach on either of these. I'd suggest focusing on the monk's strengths: mobility, and design the monk as a melee-range hybrid.

 

Now, all things being equal, ranged attacks are better than melee attacks because they can be made from a safe distance, so your ranged options need to have some kind of drawback in order to make them not an optimal choice. Additionally, we want to try and maintain as much of the east-asian flavor that's at the core of the monk class. We can be inspired by kung-fu movies and maybe a little bit of Legolas from LotR. Finally, we should adhere to the tradition's structure of 3rd and 17th level abilities being offensively oriented and 6th and 11th level abilities being utility focused. So here's what I'd do:

 

Way of the Threefold Path

The Way of the Threefold Path emphasizes simultaneous study of three methods of fighting: the melee combat, thrown weapons and missile weapons. Adherents to this path transition fluidly from melee to ranged combat and back again.

 

Focused Arrow Technique

Starting when you choose this tradition at 3rd level, you gain the following benefits:

 

  • Short bows, blowguns and darts count as monk weapons for you.
  • When you may make a ranged attack using a monk weapon against a creature within 5 feet of you, you do not suffer disadvantage due to making ranged attacks in close combat.
  • When you take the bonus action attack granted by your Martial Arts class feature, you may make a ranged weapon attack with a thrown weapon instead of an unarmed strike.
  • You may draw any number of monk weapons as part of attacking with them. 

Improvised Defense

By 6th level, you have learned to fight with whatever is at hand: tables, chairs, sand, even your own clothing. When you are attacked, you can spend your reaction and 1 ki point to give your attacker disadvantage on their attack.

Mind Over Body

At 11th level, you gain the ability to temporarily ignore pain. As a bonus action on your turn, you can activate this ability to become immune to all damage until the start of your next turn. At that time, you take damage equal to the amount of damage you would have taken, and then gain that many temporary hit points. Once you have used this ability, you may not use it again until you have taken a short or long rest.

Master of the Paths

At 17th level, you have mastered the ability to combine attack styles to confuse your opponents' defenses. If you hit a creature with a ranged weapon, melee weapon and thrown weapon attack in the same turn, the third attack is an automatic critical hit.

#28

Elfcrusher

Sep 07, 2015 4:19:57

RCanine wrote:
#29

THEMNGMNT

Sep 07, 2015 10:40:54

I really like Way of the Threefold Path. It's not really an archery build. It's more of a weaponmaster build. Which I think is awesome! I think the 11th level feature is off theme. I would suggest something that is based around the weaponry--keep the focus on weapons. Perhaps new and interesting ways to combine the existing subclass features with other class features, such as ki points. Or unlocking reactions. Or I don't know what. But I'm intrigued.

#30

THEMNGMNT

Sep 07, 2015 10:41:30

For what it's worth, I like all the proposed subclasses in this thread!

#31

Elfcrusher

Sep 08, 2015 6:23:15

I keep thinking about this sub-class, and I decided I like my version mathematically and thematically, but it's just not very interesting to play.  A few things I'm thinking about that I'd love feedback on:

 

1) I'm thinking of getting rid of the "Spend 1 Ki to shoot another arrow as a bonus action" completely.  Just increasing arrow rate isn't very interesting.  And with only two shots per round getting Advantage on all of them isn't that big of a deal.  Instead, I'd like to find a way to spend Ki to make some shots more effective:

  • I thought about an automatic critical for 1 Ki, figuring that it's just another damage die.  But I worry that multiclasses (omg Half-orc Monk/Barbarian/Rogue) could abuse it.
  • So then I thought of "retroactively reduce your critical threshold by your Wisdom bonus for 1 Ki".  That is, you roll an 18 so you spend 1 Ki and it becomes a critical.  That way you can't choose ahead of time which shots it will apply to, making it trickier for multiclasses to nova.
  • It could just be "Add one (two?) dice of your martial arts damage as (what kind?) of damage".  That's potentially cool because you could use it on crits.  And with Advantage you'll get crits a little more often.   This is probably the best option, but not very new/unique/interesting.
  • The above, with less damage (one die) but also with a side effect.  What would be a good side effect?  I suppose if the bonus damage was electrical it could cause loss of Reaction.
  • Earlier in the thread I suggested "Stunning Arrow" for 2 ki, but it's unoriginal and doesn't really make much sense.  But what other effects could be attached to getting pierced by an arrow?

 

2) Archers in general don't like it when melee come and beat on them, and this subclass (because of the Concentration) particularly hates it.  So I was thinking about defensive maneuvers, not to mitigate attacks but to escape melee.  So how about something that lets them move away from attackers either as a reaction or a bonus action?  Some variants:

  • When you are attacked in melee while in your trance, you can move up to half your movement as a reaction.  This does not provoke an attack of opportunity from the opponent who triggered it.  (Remember that you can't get Advantage on your shots and use your reaction.)
  • Alternately, "when an enemy ends his turn within 5' of you..." and the rest as above.  I like it mechanically, but is there precedent for getting a reaction based on how somebody else ends their turn?
  • When you are attacked in melee while in your trance, you may make one Martial Arts attack as a reaction.  (Which would probably be Stunning Strike, followed by movement on your next turn.)
  • When an enemy ends his turn within 5' of you, on your next turn you can use Disengage as a Bonus action. 

 

3) I put Levitation in there because it felt like thematically in line with the zen archer.  What else could it be?  

  • A passive bonus to the trance might be cool.  "You are under the effect of a Feather Fall spell while in your trance."  
  • Or maybe water walking is the passive, with Feather fall as a Reaction for 1 ki.
  • Sanctuary is just so perfect for this subclass, but it's already used by the Open Hand subclass.  Is it lame to let this subclass cast it for X Ki?

 

Thoughts?

 

EDIT: Just for fun I modified my spreadsheet to limit monks to 2 arrows per round, and then subtracted their Wisdom bonus from their crit threshold.  (I.e., Wisdom of 18 = crits on 16+, which becomes a ~40% chance of critting because of Advantage).  They're still doing less damage than Rangers or Fighters.  But then add in one level of Rogue and suddenly they're dominating.  Bleh.  I hate multiclassing.

#32

RCanine

Sep 08, 2015 22:11:06

Elfcrusher wrote:
#33

Elfcrusher

Sep 09, 2015 6:22:27

RCanine wrote:
#34

RCanine

Sep 09, 2015 8:41:54

Elfcrusher wrote:
#35

OB1

Sep 09, 2015 9:00:51

As for a drawback to the class, perhaps make it so that if he loses concentration he is stunned for 1 round.  This keeps with the flavor of the serene archer, who is amazing while in a meditative state, but creates the need for a team to protect him and presents a serious vulnerability should his meditative concentration be broken.  If that sounds too harsh, don't allow him to enter his mediative state for two rounds after losing concentration due to taking damage, thus giving enemies a way to "dissrupt" his flow.

#36

Elfcrusher

Sep 09, 2015 11:14:55

OB1 wrote:
#37

Elfcrusher

Sep 09, 2015 11:22:51

Actually, I'll elaborate on this...

 

RCanine wrote:
(Reply to #36)

OB1

Elfcrusher wrote:
#39

Elfcrusher

Sep 09, 2015 14:32:47

OB1 wrote:
#40

OB1

Sep 09, 2015 14:48:56

Ah, I hadn't read your edits to the OP in a while.  I would still think about switching Force to Psychic, as that is more in line with the flavor of Ki.  

 

And then the 6th level ability would change to:

 

Deadly Focus

Starting at 6th level, each round while in the Focused Mind state you may forgo your move action for that round in exchange for all of your ranged attacks being granted Advantage.

 

 

 

Then perhaps at 11th level replace light as air with:

 

Improved Deadly Focus

Your attacks now deal an additional Monk Damage Die of Psychic damage for each concecutive previous round you have been in your meditative trance and have not moved.

#41

Elfcrusher

Sep 09, 2015 17:09:59

I thought about Psychic damage, but that feels like psionics to me.  I am envisioning the Monk using his mind to impart extra oomph into his arrows (like he does with fists) as opposed to directly attacking the mind of the target.

 

Regardless, thanks for the thoughtful input.  These things come out best when lots of people work on them.

#42

Elfcrusher

Sep 10, 2015 7:52:41

More feedback desired!

 

Here are some of my thoughts:

 

  1. I kind of like the idea of being stunned for a round if you take damage while in the battle trance.  It basically moves the 1-round cost to later in the fight, and lets you avoid it completely if you're good/lucky.
  2. However, that either means you have two mechanics if you get hit (Concentration, and the stun) or I drop Concentration.  And I kind of like including Concentration, not least because I like the mechanic of spending 1 Ki to re-roll a failed Concentration check. 
  3. I also like the idea of restricting movement as a "cost" for effectiveness.  So how about at level 6 you get Advantage if you give up Bonus & Reaction, and at level 11 you get an extra arrow if you give up Movement.  (You could pick either or both in a round-by-round basis...i.e. move this round and get two arrows with advantage, use your reaction next round and get 3 arrows without advantage, then both stay put and give up extra actions for 3 arrows with advantage on the 3rd round.)  I ran this through the spreadsheet and damage isn't out of bounds at all.
  4. Another rule I liked was "Spend 1 Ki to add your martial arts damage as Force damage to your next arrow".   However, that becomes problematic with rule #3 above, because you end up (at level 17) with 3 shots with Advantage all doing 2d10.  Which is more damage than any other archer build that isn't going nova.  Especially if you reduce the startup cost of the trance to a bonus action at level 17.  It's true that would burn 3 Ki per round, but you can still go 5+ rounds doing that much damage.  One fix would be to tweak it: "Once per turn, spend 1 Ki to add your martial arts damage as Force damage to your next arrow."  
  5. All my level 17 ideas simply reduce the penalties of all this stuff: bonus action rather than full action to enter trance, get your bonus action and/or reaction back, etc.  On the spreadsheet they make for a nice damage boost, but it's not very exciting.  Ideas?
  6. Oh, and one more use of Ki I thought of: "Spend 1 Ki to double the range of your next shot."

 

Thoughts?  Reactions?  Advice?  Especially on concern #2.  I really like the idea of being stunned if you take damage.  (WoW Aspect of Daze references aside.)  What do people like better, Concentration or stunning?  Is there an elegant way to incorporate both?

 

Sudden idea: what if trading movement for 3rd arrow isn't part of the trance, but is a separate mechanic that doesn't depend on it.  Thus at 11th level you would suddenly get a 3rd attack that doesn't have a 1 round startup.  The trance, with Advantage, would still have a one-round startup, but would be independent.  So if you were both in your trance and using the 3rd shot, then you would in fact face both a Concentration check and a stun if you get hit.