| Post/Author/DateTime | Post |
|---|---|
| #1edwin_suOct 14, 2014 2:12:58 | this are my first thoughts for a monk soulblade tradition.
way of the soul knife.
3rd level
Psychic strike, you can infuse your weapon with psychic energy you charge the blade by spending ki points and using a bonus action for each Ki point spent the blade causes a aditional 1d8 psychic damage on the next attack that hits. the maximum amount of ki points you can spend charging your blade is equal to your proficiency bonus.
6th level
16th level |
| #21eejitOct 14, 2014 2:31:39 | Not balanced.
I also don't like lightsaber-wannabe abilities in general. |
| #3edwin_suOct 14, 2014 2:41:30 |
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| #41eejitOct 14, 2014 3:16:06 | Ok, well the third level Manifest Soulblade power is much too strong. It may take an action to activate but since there is no duration it can be up permanently, giving an extra size damage dice at all times. That's very strong for having zero cost.
Sixth level on the other hand is too weak. You throw a blade and then must re-manifest. A single 30ft ranged attack which takes two rounds?
11th level is fine except for stacking with the already overpowered Manifest Soulblade. Fix that and it's on the upper end of balanced.
16th level is weak because as I pointed out you can have the soulblade permanently manifested anyway. It only benefits throwing the blade but even then throwing is still very weak (single attack on the turn). |
| #5edwin_suOct 14, 2014 3:35:50 |
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| #6melloredOct 14, 2014 7:19:08 | IMO:
Level 3: Soulblade: You summon a weapon made of ki, shaping it to fit your needs. Your unarmed attacks can deal slashing, piercing, bludgoning, or psychic damage. You can choose for each attack.
Level 6: You can spend 1 ki to do the following. Or 2 ki to do both. Strike the Soul: Until the start of your turn, when you would make an attack, the target makes a dexterity save insetad. If he fails his save, treat is as a normal hit. Soul Knife: Until the end of your turn, your unarmed strike gain thrown (60'/120').
Level 11: You can spend 3 ki to do the following. Soul Siphon: The next time you hit with a unarmed strike, regain hit points equal to the damage delt. Soul Arrow: Untill the end of your next turn, your unarmed strike gain thrown (120'/300').
Level 17: You can spend 5 ki to do one of the following. Perfect Soul: Untill the end of your next turn, treat each hit with your unarmed strike as a critical hit. Soul Shot: Untill the end of your next turn, your unarmed strike gain thrown (sight). |