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goodguy5
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#No, this is not balanced (probably) Honestly?It's hard to tell for sure without having access to the full class.

But, based off what you've provided, I don't likethink it is a balanced option compared to the base Monk.

Let's look at the base Monk's natural qualities:

  • Generally doesn't need gear (armor/weapons), so is always ready to fight.
  • quarterstaves are free
  • high mobility
  • moderate damage that is scaled to the tiers of the game
  • mild CC options (stunning fist, way of the open hand subclass, etc)

I don't understand the mechanical "point" of the armor. In terms of raw combat efficiencyBased on just AC values, you're slightly benefiting low-wisdom monks and hurting high-wisdomthe armor only benefits monks that have a Wisdom of 15 or less. And then add inThen it actively hinders Monks with 20 Wisdom, so that the "penalty"max armor is only 19. Then you give this monk a penalty of requiring this armor to be remotely effective, taking away another of the monk being ablebase monk's strengths of not needing a bunch of gear to be "caught" without his armorgood (no punching powers and have his AC suck. (compared to the usual benefit of the Monk always being ready to go fight stuffdrops by 2-4).

Losing out on martial weapons is a big lossmeans no reliable way to early levels and thendeal specific damage types; no slashing, no piercing, no ranged weapons, etc. Adding the adding proficiency bonus to damage is a huge gainlooks like you're just evening out the damage potential at later levelslevel 1, but you're actually skewing the Monk's damage output for the rest of the game (as KM's math shows clearly). HoweverAdditionally, the fact that you only get the bonus when you're wearing your special MacGuffin armor is both mechanically and thematically confusing.

Finally, the bonus ki points. At early levels, you're giving a big bump to the ki reserve for no "cost". At later levels, most monk's have more Ki than they know what to do with, so an extra 5 or 6 isn't going to help all that much, especially since their capstone ability at level 20 gives them ki when theirthey're out at the start of a battle. Honestly? This feature is probably fine, but the base monk works without it.

Why notIf it were me trying to do this, I would just flavor the wisdom bonus to AC as a "mystical soul armor"? The monk has aYour armor is different based on your Wisdom bonus of +5? Then that's some awesome reinforced chainmail, where the monk.
+1 Wis = Leather
+2 Wis = Studded Leather
+3 Wis = Chain Shirt
+4 Wis = Breast Plate
+5 Wis = HalfPlate / Chainmail
(and you still gets theirget your dex bonus!)

#No, this is not balanced Honestly? I don't like it.

I don't understand the "point" of the armor. In terms of raw combat efficiency, you're slightly benefiting low-wisdom monks and hurting high-wisdom monks. And then add in the "penalty" of the monk being able to be "caught" without his armor and have his AC suck. (compared to the usual benefit of the Monk always being ready to go fight stuff)

Losing out on martial weapons is a big loss to early levels and then the adding proficiency to damage is a huge gain at later levels. However, the fact that you only get the bonus when you're wearing your special MacGuffin armor is both mechanically and thematically confusing.

Finally, the bonus ki points. At early levels, you're giving a big bump to the ki reserve for no "cost". At later levels, most monk's have more Ki than they know what to do with, so an extra 5 or 6 isn't going to help all that much, especially since their capstone ability at level 20 gives them ki when their out.

Why not just flavor the wisdom bonus to AC as a "mystical soul armor"? The monk has a Wisdom bonus of +5? Then that's some awesome reinforced chainmail, where the monk still gets their dex bonus!

#No, this is not balanced (probably) It's hard to tell for sure without having access to the full class.

But, based off what you've provided, I don't think it is a balanced option compared to the base Monk.

Let's look at the base Monk's natural qualities:

  • Generally doesn't need gear (armor/weapons), so is always ready to fight.
  • quarterstaves are free
  • high mobility
  • moderate damage that is scaled to the tiers of the game
  • mild CC options (stunning fist, way of the open hand subclass, etc)

I don't understand the mechanical "point" of the armor. Based on just AC values, the armor only benefits monks that have a Wisdom of 15 or less. Then it actively hinders Monks with 20 Wisdom, so that the max armor is only 19. Then you give this monk a penalty of requiring this armor to be remotely effective, taking away another of the base monk's strengths of not needing a bunch of gear to be good (no punching powers and his AC drops by 2-4).

Losing out on weapons means no reliable way to deal specific damage types; no slashing, no piercing, no ranged weapons, etc. Adding the proficiency bonus to damage looks like you're just evening out the damage potential at level 1, but you're actually skewing the Monk's damage output for the rest of the game (as KM's math shows clearly). Additionally, the fact that you only get the bonus when you're wearing your special MacGuffin armor is both mechanically and thematically confusing.

Finally, the bonus ki points. At early levels, you're giving a bump to the ki reserve for no "cost". At later levels, most monk's have more Ki than they know what to do with, so an extra 5 or 6 isn't going to help all that much, especially since their capstone ability at level 20 gives them ki when they're out at the start of a battle. Honestly? This feature is probably fine, but the base monk works without it.

If it were me trying to do this, I would just flavor the wisdom bonus to AC as a "mystical soul armor"? Your armor is different based on your Wisdom.
+1 Wis = Leather
+2 Wis = Studded Leather
+3 Wis = Chain Shirt
+4 Wis = Breast Plate
+5 Wis = HalfPlate / Chainmail
(and you still get your dex bonus)

all caps isn't necessary
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doppelgreener
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##NO#No, THIS IS NOT BALANCEDthis is not balanced Honestly? I don't like it.

I don't understand the "point" of the armor. In terms of raw combat efficiency, you're slightly benefiting low-wisdom monks and hurting high-wisdom monks. And then add in the "penalty" of the monk being able to be "caught" without his armor and have his AC suck. (compared to the usual benefit of the Monk always being ready to go fight stuff)

Losing out on martial weapons is a big loss to early levels and then the adding proficiency to damage is a huge gain at later levels. However, the fact that you only get the bonus when you're wearing your special MacGuffin armor is both mechanically and thematically confusing.

Finally, the bonus ki points. At early levels, you're giving a big bump to the ki reserve for no "cost". At later levels, most monk's have more Ki than they know what to do with, so an extra 5 or 6 isn't going to help all that much, especially since their capstone ability at level 20 gives them ki when their out.

Why not just flavor the wisdom bonus to AC as a "mystical soul armor"? The monk has a Wisdom bonus of +5? Then that's some awesome reinforced chainmail, where the monk still gets their dex bonus!


If you're really set on an "armored" Monk, I suggest something like the following subclass.

Let's start with what a Monk subclass usually gets.

  • level 3: an augment to Flurry of Blows; or another way to spend ki
  • level 6: a way to avoid/redirect damage from themselves
  • level 11: a general benefit to your combat abilities
  • level 17: a new way to disable/harm/kill enemies

But since you want to focus on this armor, I'm going to switch the level 3 and 6 standards, so that they get the defensive option when the subclass is selected.


Monk of the Soul Shield

**Level 3: Soul Shield** You gain access to the Shield spell. Casting Shield in this way costs 2 ki points.
**Level 6: Open Hand** You gain the Open Hand Technique from the Way of the Open Hand
**Level 11: Patient Technique** When a creature misses you with an attack, you gain advantage on attacks against that creature until the end of your next turn.
**Level 17: Proficient Strikes** As a part of the Attack Action, you can spend a ki point in order to gain a bonus to damage done during that attack action equal to your proficiency bonus.

This is an outline. When attempting to create custom classes, you should really investigate the reason that you're doing it and ask yourself: "Could I just reskin another class?" Want to make a Dr. Jekyl and Mr. Hyde character? How about a gnome barbarian where your "potion" is rage? Want a Paladin-type character that doesn't believe in a God? How about an Eldritch Knight that fights for the oppressed and saves orphanages and etc.

(PS - I like that subclass more than I thought I would)

##NO, THIS IS NOT BALANCED Honestly? I don't like it.

I don't understand the "point" of the armor. In terms of raw combat efficiency, you're slightly benefiting low-wisdom monks and hurting high-wisdom monks. And then add in the "penalty" of the monk being able to be "caught" without his armor and have his AC suck. (compared to the usual benefit of the Monk always being ready to go fight stuff)

Losing out on martial weapons is a big loss to early levels and then the adding proficiency to damage is a huge gain at later levels. However, the fact that you only get the bonus when you're wearing your special MacGuffin armor is both mechanically and thematically confusing.

Finally, the bonus ki points. At early levels, you're giving a big bump to the ki reserve for no "cost". At later levels, most monk's have more Ki than they know what to do with, so an extra 5 or 6 isn't going to help all that much, especially since their capstone ability at level 20 gives them ki when their out.

Why not just flavor the wisdom bonus to AC as a "mystical soul armor"? The monk has a Wisdom bonus of +5? Then that's some awesome reinforced chainmail, where the monk still gets their dex bonus!


If you're really set on an "armored" Monk, I suggest something like the following subclass.

Let's start with what a Monk subclass usually gets.

  • level 3: an augment to Flurry of Blows; or another way to spend ki
  • level 6: a way to avoid/redirect damage from themselves
  • level 11: a general benefit to your combat abilities
  • level 17: a new way to disable/harm/kill enemies

But since you want to focus on this armor, I'm going to switch the level 3 and 6 standards, so that they get the defensive option when the subclass is selected.


Monk of the Soul Shield

**Level 3: Soul Shield** You gain access to the Shield spell. Casting Shield in this way costs 2 ki points.
**Level 6: Open Hand** You gain the Open Hand Technique from the Way of the Open Hand
**Level 11: Patient Technique** When a creature misses you with an attack, you gain advantage on attacks against that creature until the end of your next turn.
**Level 17: Proficient Strikes** As a part of the Attack Action, you can spend a ki point in order to gain a bonus to damage done during that attack action equal to your proficiency bonus.

This is an outline. When attempting to create custom classes, you should really investigate the reason that you're doing it and ask yourself: "Could I just reskin another class?" Want to make a Dr. Jekyl and Mr. Hyde character? How about a gnome barbarian where your "potion" is rage? Want a Paladin-type character that doesn't believe in a God? How about an Eldritch Knight that fights for the oppressed and saves orphanages and etc.

(PS - I like that subclass more than I thought I would)

#No, this is not balanced Honestly? I don't like it.

I don't understand the "point" of the armor. In terms of raw combat efficiency, you're slightly benefiting low-wisdom monks and hurting high-wisdom monks. And then add in the "penalty" of the monk being able to be "caught" without his armor and have his AC suck. (compared to the usual benefit of the Monk always being ready to go fight stuff)

Losing out on martial weapons is a big loss to early levels and then the adding proficiency to damage is a huge gain at later levels. However, the fact that you only get the bonus when you're wearing your special MacGuffin armor is both mechanically and thematically confusing.

Finally, the bonus ki points. At early levels, you're giving a big bump to the ki reserve for no "cost". At later levels, most monk's have more Ki than they know what to do with, so an extra 5 or 6 isn't going to help all that much, especially since their capstone ability at level 20 gives them ki when their out.

Why not just flavor the wisdom bonus to AC as a "mystical soul armor"? The monk has a Wisdom bonus of +5? Then that's some awesome reinforced chainmail, where the monk still gets their dex bonus!


If you're really set on an "armored" Monk, I suggest something like the following subclass.

Let's start with what a Monk subclass usually gets.

  • level 3: an augment to Flurry of Blows; or another way to spend ki
  • level 6: a way to avoid/redirect damage from themselves
  • level 11: a general benefit to your combat abilities
  • level 17: a new way to disable/harm/kill enemies

But since you want to focus on this armor, I'm going to switch the level 3 and 6 standards, so that they get the defensive option when the subclass is selected.


Monk of the Soul Shield

**Level 3: Soul Shield** You gain access to the Shield spell. Casting Shield in this way costs 2 ki points.
**Level 6: Open Hand** You gain the Open Hand Technique from the Way of the Open Hand
**Level 11: Patient Technique** When a creature misses you with an attack, you gain advantage on attacks against that creature until the end of your next turn.
**Level 17: Proficient Strikes** As a part of the Attack Action, you can spend a ki point in order to gain a bonus to damage done during that attack action equal to your proficiency bonus.

This is an outline. When attempting to create custom classes, you should really investigate the reason that you're doing it and ask yourself: "Could I just reskin another class?" Want to make a Dr. Jekyl and Mr. Hyde character? How about a gnome barbarian where your "potion" is rage? Want a Paladin-type character that doesn't believe in a God? How about an Eldritch Knight that fights for the oppressed and saves orphanages and etc.

(PS - I like that subclass more than I thought I would)

add heading (comment edited Mar 14, 2018 at 11:23)
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goodguy5
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Honestly##NO, THIS IS NOT BALANCED Honestly? I don't like it.

I don't understand the "point" of the armor. In terms of raw combat efficiency, you're slightly benefiting low-wisdom monks and hurting high-wisdom monks. And then add in the "penalty" of the monk being able to be "caught" without his armor and have his AC suck. (compared to the usual benefit of the Monk always being ready to go fight stuff)

Losing out on martial weapons is a big loss to early levels and then the adding proficiency to damage is a huge gain at later levels. However, the fact that you only get the bonus when you're wearing your special MacGuffin armor is both mechanically and thematically confusing.

Finally, the bonus ki points. At early levels, you're giving a big bump to the ki reserve for no "cost". At later levels, most monk's have more Ki than they know what to do with, so an extra 5 or 6 isn't going to help all that much, especially since their capstone ability at level 20 gives them ki when their out.

Why not just flavor the wisdom bonus to AC as a "mystical soul armor"? The monk has a Wisdom bonus of +5? Then that's some awesome reinforced chainmail, where the monk still gets their dex bonus!


If you're really set on an "armored" Monk, I suggest something like the following subclass.

Let's start with what a Monk subclass usually gets.

  • level 3: an augment to Flurry of Blows; or another way to spend ki
  • level 6: a way to avoid/redirect damage from themselves
  • level 11: a general benefit to your combat abilities
  • level 17: a new way to disable/harm/kill enemies

But since you want to focus on this armor, I'm going to switch the level 3 and 6 standards, so that they get the defensive option when the subclass is selected.


Monk of the Soul Shield

**Level 3: Soul Shield** You gain access to the Shield spell. Casting Shield in this way costs 2 ki points.
**Level 6: Open Hand** You gain the Open Hand Technique from the Way of the Open Hand
**Level 11: Patient Technique** When a creature misses you with an attack, you gain advantage on attacks against that creature until the end of your next turn.
**Level 17: Proficient Strikes** As a part of the Attack Action, you can spend a ki point in order to gain a bonus to damage done during that attack action equal to your proficiency bonus.

This is an outline. When attempting to create custom classes, you should really investigate the reason that you're doing it and ask yourself: "Could I just reskin another class?" Want to make a Dr. Jekyl and Mr. Hyde character? How about a gnome barbarian where your "potion" is rage? Want a Paladin-type character that doesn't believe in a God? How about an Eldritch Knight that fights for the oppressed and saves orphanages and etc.

(PS - I like that subclass more than I thought I would)

Honestly? I don't like it.

I don't understand the "point" of the armor. In terms of raw combat efficiency, you're slightly benefiting low-wisdom monks and hurting high-wisdom monks. And then add in the "penalty" of the monk being able to be "caught" without his armor and have his AC suck. (compared to the usual benefit of the Monk always being ready to go fight stuff)

Losing out on martial weapons is a big loss to early levels and then the adding proficiency to damage is a huge gain at later levels. However, the fact that you only get the bonus when you're wearing your special MacGuffin armor is both mechanically and thematically confusing.

Finally, the bonus ki points. At early levels, you're giving a big bump to the ki reserve for no "cost". At later levels, most monk's have more Ki than they know what to do with, so an extra 5 or 6 isn't going to help all that much, especially since their capstone ability at level 20 gives them ki when their out.

Why not just flavor the wisdom bonus to AC as a "mystical soul armor"? The monk has a Wisdom bonus of +5? Then that's some awesome reinforced chainmail, where the monk still gets their dex bonus!


If you're really set on an "armored" Monk, I suggest something like the following subclass.

Let's start with what a Monk subclass usually gets.

  • level 3: an augment to Flurry of Blows; or another way to spend ki
  • level 6: a way to avoid/redirect damage from themselves
  • level 11: a general benefit to your combat abilities
  • level 17: a new way to disable/harm/kill enemies

But since you want to focus on this armor, I'm going to switch the level 3 and 6 standards, so that they get the defensive option when the subclass is selected.


Monk of the Soul Shield

**Level 3: Soul Shield** You gain access to the Shield spell. Casting Shield in this way costs 2 ki points.
**Level 6: Open Hand** You gain the Open Hand Technique from the Way of the Open Hand
**Level 11: Patient Technique** When a creature misses you with an attack, you gain advantage on attacks against that creature until the end of your next turn.
**Level 17: Proficient Strikes** As a part of the Attack Action, you can spend a ki point in order to gain a bonus to damage done during that attack action equal to your proficiency bonus.

This is an outline. When attempting to create custom classes, you should really investigate the reason that you're doing it and ask yourself: "Could I just reskin another class?" Want to make a Dr. Jekyl and Mr. Hyde character? How about a gnome barbarian where your "potion" is rage? Want a Paladin-type character that doesn't believe in a God? How about an Eldritch Knight that fights for the oppressed and saves orphanages and etc.

(PS - I like that subclass more than I thought I would)

##NO, THIS IS NOT BALANCED Honestly? I don't like it.

I don't understand the "point" of the armor. In terms of raw combat efficiency, you're slightly benefiting low-wisdom monks and hurting high-wisdom monks. And then add in the "penalty" of the monk being able to be "caught" without his armor and have his AC suck. (compared to the usual benefit of the Monk always being ready to go fight stuff)

Losing out on martial weapons is a big loss to early levels and then the adding proficiency to damage is a huge gain at later levels. However, the fact that you only get the bonus when you're wearing your special MacGuffin armor is both mechanically and thematically confusing.

Finally, the bonus ki points. At early levels, you're giving a big bump to the ki reserve for no "cost". At later levels, most monk's have more Ki than they know what to do with, so an extra 5 or 6 isn't going to help all that much, especially since their capstone ability at level 20 gives them ki when their out.

Why not just flavor the wisdom bonus to AC as a "mystical soul armor"? The monk has a Wisdom bonus of +5? Then that's some awesome reinforced chainmail, where the monk still gets their dex bonus!


If you're really set on an "armored" Monk, I suggest something like the following subclass.

Let's start with what a Monk subclass usually gets.

  • level 3: an augment to Flurry of Blows; or another way to spend ki
  • level 6: a way to avoid/redirect damage from themselves
  • level 11: a general benefit to your combat abilities
  • level 17: a new way to disable/harm/kill enemies

But since you want to focus on this armor, I'm going to switch the level 3 and 6 standards, so that they get the defensive option when the subclass is selected.


Monk of the Soul Shield

**Level 3: Soul Shield** You gain access to the Shield spell. Casting Shield in this way costs 2 ki points.
**Level 6: Open Hand** You gain the Open Hand Technique from the Way of the Open Hand
**Level 11: Patient Technique** When a creature misses you with an attack, you gain advantage on attacks against that creature until the end of your next turn.
**Level 17: Proficient Strikes** As a part of the Attack Action, you can spend a ki point in order to gain a bonus to damage done during that attack action equal to your proficiency bonus.

This is an outline. When attempting to create custom classes, you should really investigate the reason that you're doing it and ask yourself: "Could I just reskin another class?" Want to make a Dr. Jekyl and Mr. Hyde character? How about a gnome barbarian where your "potion" is rage? Want a Paladin-type character that doesn't believe in a God? How about an Eldritch Knight that fights for the oppressed and saves orphanages and etc.

(PS - I like that subclass more than I thought I would)

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goodguy5
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