Is this combination of Quivering Palm and Haste RAW?What to do when someone's attacking you, but succeeding the save is worse than failing it?How to maximize Monk DPR?Monk flurry and haste, which bab?Qinggong - Which Monk ability do I have to give up to take Ki Powers?Can I use haste on an enemy to make them waste two turns?Can this Monk Witch Grapple and then Pin at a distance in one turn?Can I combine Haste, Green Flame Blade, Divine Smite, and Thunderous Smite like this?Does the monks extra flurry attack ki attack stack with haste/speed?Is the FastCharacter website incorrectly calculating HP for my Sorcerer?Can a Swiftblade with Perpetual Options benefit from extra attacks that don't normally stack with Haste?

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Is this combination of Quivering Palm and Haste RAW?


What to do when someone's attacking you, but succeeding the save is worse than failing it?How to maximize Monk DPR?Monk flurry and haste, which bab?Qinggong - Which Monk ability do I have to give up to take Ki Powers?Can I use haste on an enemy to make them waste two turns?Can this Monk Witch Grapple and then Pin at a distance in one turn?Can I combine Haste, Green Flame Blade, Divine Smite, and Thunderous Smite like this?Does the monks extra flurry attack ki attack stack with haste/speed?Is the FastCharacter website incorrectly calculating HP for my Sorcerer?Can a Swiftblade with Perpetual Options benefit from extra attacks that don't normally stack with Haste?













19












$begingroup$


I’ve found a combination that seems rather broken to me, and I can’t find anything stating that the combination itself isn’t RAW, although it definitely seem like it isn’t RAI. However, the combination seems far too OP to be RAW, and I wanted to confirm that this is truly an acceptable use of Haste and Quivering Palm in a combination. There’s a second part to the question, assuming the first is correct.



To make this simple: a level 17 Way of the Open Hand Monk (with Quivering Palm) and a level 17 Sorcerer are in the party. The Sorcerer casts Haste on the Monk. The Monk now has 2 actions (Normal Action + Haste Action). The Monk uses his Haste Action to make one Unarmed Strike against an opponent and spends 3 Ki Points to set up the Quivering Palm vibrations in the enemy. The Monk then uses his regular action to trigger said vibrations and either drop the enemy to 0 HP if it fails the Con save, or do 10d10 damage if it succeeds.



Assuming that the Haste stays up, the Monk may do that 5 turns in a row before he runs out of Ki Points. Thinking of high-level enemies, unless they have crazy good Con saves, even with Legendary Resistances they have a decent rate of failure and this seems like an abuse.



If a 17th-level Open Hand monk has Haste cast on them, can they set up and trigger Quivering Palm in the same turn?



Assuming that the answer to that question is yes:

If that same Monk also had 2 levels in Fighter, could they not also use their bonus action and their Action Surge for an additional Quivering Palm setup and trigger in the same turn?










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  • 2




    $begingroup$
    Welcome to RPG.SE! Take the tour if you haven't already, and check out the help center for more guidance.
    $endgroup$
    – V2Blast
    Mar 12 at 6:54










  • $begingroup$
    @Zoma Please see this meta for why your comment was deleted. Thanks!
    $endgroup$
    – doppelgreener
    Mar 12 at 10:52















19












$begingroup$


I’ve found a combination that seems rather broken to me, and I can’t find anything stating that the combination itself isn’t RAW, although it definitely seem like it isn’t RAI. However, the combination seems far too OP to be RAW, and I wanted to confirm that this is truly an acceptable use of Haste and Quivering Palm in a combination. There’s a second part to the question, assuming the first is correct.



To make this simple: a level 17 Way of the Open Hand Monk (with Quivering Palm) and a level 17 Sorcerer are in the party. The Sorcerer casts Haste on the Monk. The Monk now has 2 actions (Normal Action + Haste Action). The Monk uses his Haste Action to make one Unarmed Strike against an opponent and spends 3 Ki Points to set up the Quivering Palm vibrations in the enemy. The Monk then uses his regular action to trigger said vibrations and either drop the enemy to 0 HP if it fails the Con save, or do 10d10 damage if it succeeds.



Assuming that the Haste stays up, the Monk may do that 5 turns in a row before he runs out of Ki Points. Thinking of high-level enemies, unless they have crazy good Con saves, even with Legendary Resistances they have a decent rate of failure and this seems like an abuse.



If a 17th-level Open Hand monk has Haste cast on them, can they set up and trigger Quivering Palm in the same turn?



Assuming that the answer to that question is yes:

If that same Monk also had 2 levels in Fighter, could they not also use their bonus action and their Action Surge for an additional Quivering Palm setup and trigger in the same turn?










share|improve this question









New contributor




BloodySprinkles is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.







$endgroup$







  • 2




    $begingroup$
    Welcome to RPG.SE! Take the tour if you haven't already, and check out the help center for more guidance.
    $endgroup$
    – V2Blast
    Mar 12 at 6:54










  • $begingroup$
    @Zoma Please see this meta for why your comment was deleted. Thanks!
    $endgroup$
    – doppelgreener
    Mar 12 at 10:52













19












19








19


2



$begingroup$


I’ve found a combination that seems rather broken to me, and I can’t find anything stating that the combination itself isn’t RAW, although it definitely seem like it isn’t RAI. However, the combination seems far too OP to be RAW, and I wanted to confirm that this is truly an acceptable use of Haste and Quivering Palm in a combination. There’s a second part to the question, assuming the first is correct.



To make this simple: a level 17 Way of the Open Hand Monk (with Quivering Palm) and a level 17 Sorcerer are in the party. The Sorcerer casts Haste on the Monk. The Monk now has 2 actions (Normal Action + Haste Action). The Monk uses his Haste Action to make one Unarmed Strike against an opponent and spends 3 Ki Points to set up the Quivering Palm vibrations in the enemy. The Monk then uses his regular action to trigger said vibrations and either drop the enemy to 0 HP if it fails the Con save, or do 10d10 damage if it succeeds.



Assuming that the Haste stays up, the Monk may do that 5 turns in a row before he runs out of Ki Points. Thinking of high-level enemies, unless they have crazy good Con saves, even with Legendary Resistances they have a decent rate of failure and this seems like an abuse.



If a 17th-level Open Hand monk has Haste cast on them, can they set up and trigger Quivering Palm in the same turn?



Assuming that the answer to that question is yes:

If that same Monk also had 2 levels in Fighter, could they not also use their bonus action and their Action Surge for an additional Quivering Palm setup and trigger in the same turn?










share|improve this question









New contributor




BloodySprinkles is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.







$endgroup$




I’ve found a combination that seems rather broken to me, and I can’t find anything stating that the combination itself isn’t RAW, although it definitely seem like it isn’t RAI. However, the combination seems far too OP to be RAW, and I wanted to confirm that this is truly an acceptable use of Haste and Quivering Palm in a combination. There’s a second part to the question, assuming the first is correct.



To make this simple: a level 17 Way of the Open Hand Monk (with Quivering Palm) and a level 17 Sorcerer are in the party. The Sorcerer casts Haste on the Monk. The Monk now has 2 actions (Normal Action + Haste Action). The Monk uses his Haste Action to make one Unarmed Strike against an opponent and spends 3 Ki Points to set up the Quivering Palm vibrations in the enemy. The Monk then uses his regular action to trigger said vibrations and either drop the enemy to 0 HP if it fails the Con save, or do 10d10 damage if it succeeds.



Assuming that the Haste stays up, the Monk may do that 5 turns in a row before he runs out of Ki Points. Thinking of high-level enemies, unless they have crazy good Con saves, even with Legendary Resistances they have a decent rate of failure and this seems like an abuse.



If a 17th-level Open Hand monk has Haste cast on them, can they set up and trigger Quivering Palm in the same turn?



Assuming that the answer to that question is yes:

If that same Monk also had 2 levels in Fighter, could they not also use their bonus action and their Action Surge for an additional Quivering Palm setup and trigger in the same turn?







dnd-5e spells class-feature monk






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share|improve this question









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edited Mar 12 at 13:47









KorvinStarmast

81.5k19256440




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asked Mar 12 at 6:51









BloodySprinklesBloodySprinkles

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Check out our Code of Conduct.







  • 2




    $begingroup$
    Welcome to RPG.SE! Take the tour if you haven't already, and check out the help center for more guidance.
    $endgroup$
    – V2Blast
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  • $begingroup$
    @Zoma Please see this meta for why your comment was deleted. Thanks!
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    Mar 12 at 10:52












  • 2




    $begingroup$
    Welcome to RPG.SE! Take the tour if you haven't already, and check out the help center for more guidance.
    $endgroup$
    – V2Blast
    Mar 12 at 6:54










  • $begingroup$
    @Zoma Please see this meta for why your comment was deleted. Thanks!
    $endgroup$
    – doppelgreener
    Mar 12 at 10:52







2




2




$begingroup$
Welcome to RPG.SE! Take the tour if you haven't already, and check out the help center for more guidance.
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– V2Blast
Mar 12 at 6:54




$begingroup$
Welcome to RPG.SE! Take the tour if you haven't already, and check out the help center for more guidance.
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– V2Blast
Mar 12 at 6:54












$begingroup$
@Zoma Please see this meta for why your comment was deleted. Thanks!
$endgroup$
– doppelgreener
Mar 12 at 10:52




$begingroup$
@Zoma Please see this meta for why your comment was deleted. Thanks!
$endgroup$
– doppelgreener
Mar 12 at 10:52










2 Answers
2






active

oldest

votes


















29












$begingroup$

Yes, a hasted Monk 17 / Fighter 2 could set up and trigger Quivering Palm twice in a round.



Your reasoning all checks out:



  1. Use your hasted action to Attack with an unarmed strike and spend three ki points to set up Quivering Palm (the action granted by haste can only be used for a limited set of actions - Attack being one of them).

  2. Use your normal action to trigger Quivering Palm.

  3. Use your bonus action to make another unarmed strike, spending three ki points to set up a second Quivering Palm effect.


  4. Action Surge to trigger the second Quivering Palm.

But is this overpowered?



There's no denying that it's a strong combination. However, activating does have a pretty high opportunity cost - it requires six ki points (about a third of your total), your action surge (one use per short/long rest), another PC to use a spell slot, and you need to successfully roll to hit with both attacks. The game is balanced around a standard adventuring day consisting of six to eight encounters. If your group actually played the game that way then you'd be running on empty fairly soon.



You also need to be 19th level to activate this (full) combination (17th to do a single Quivering Palm in a round). Statistically, very few campaigns actually reach this level of play but if they do it's likely that most of the PCs will have some kind of ability that seems incredibly OP. At level 17 all the party's full casters get level 9 spells - so, as an example, the party's wizard could be doing 40d6 damage to all of the enemies within an area with meteor swarm (admittedly only once per long rest).



So, I'd say this is RAW and it does feel pretty strong, but if your party reaches 17/19th level you'll probably find that your multiclassed Monk isn't the only PC that can do some pretty gnarly stuff.






share|improve this answer











$endgroup$












  • $begingroup$
    So, it's probably more RAI than RAW, but I always maintained the action granted by Haste had to be used last (after any actions and bonus actions granted by your own class/feats). OP could enact this as a table rule if he is worried about the stated combination being too powerful.
    $endgroup$
    – BobbitWormJoe
    Mar 12 at 8:07






  • 1




    $begingroup$
    If you can find any justification for that reading as RAI feel free to post it as your own answer. Playing it that way would certainly prevent this combination.
    $endgroup$
    – Tiggerous
    Mar 12 at 8:11






  • 5




    $begingroup$
    To me, this is comparable to a Paladin and their smite nova damage. Sure, they can pump out a lot of damage, but when they're all out of spell slots, then what? Hence I agree that this is powerful, but not overpowered.
    $endgroup$
    – NathanS
    Mar 12 at 8:43










  • $begingroup$
    Thank you, I definitely understand your argument against it being OP as the cost is quite high to pull off such combinations and with things like Wishing for an immediate Simulacrum of a Sorlock can give them 200 damage a round and etc, definitely more broken combinations exist. At my table we tend to do only a couple of encounters a day, so this combination would likely work better at my table than most.
    $endgroup$
    – BloodySprinkles
    Mar 12 at 15:38


















-2












$begingroup$

Yes



It is RAW. The important part here is:




The Monk then uses his regular action to trigger said vibrations and either drop the enemy to 0 HP if it fails the Con save, or do 10d10 damage if it succeeds.




Emphasis mine



Although it doesn't seem like it, arguably, it is balanced. Most monsters at that level would make the CON save, and 10d10 isn't as much damage as a wizard of the same level could output. This doesn't mean it's very effective against lower level or lower CON monsters.



And as Zoma mentioned in a comment on the question, a monster doesn't just stand there and take it, especially if it is a boss. It will learn to shift its body in such a way to prevent the vibrations, or some other in world reason it won't work that often. Although this is not recommended



And of course, you can always talk to your players, and discuss it. If it ruins your encounters, it will end up with everyone having less fun.






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$endgroup$








  • 8




    $begingroup$
    "It will learn to shift its body in such a way to prevent the vibrations, or some other in world reason it won't work that often" - if you're suggesting that the DM should make monster make its save automatically (other than with legendary resistances) or something like that, I highly advise against that. If a player spends that many resources, they shouldn't be wasted just because the DM doesn't like to have his monsters obliterated.
    $endgroup$
    – PixelMaster
    Mar 12 at 12:30











  • $begingroup$
    As i said, I think it's balanced, but if he really wants to, he can. I just included it since it was already mentioned. And automatically saving will still result in a 10d10 of damage.
    $endgroup$
    – SlimeBolt
    Mar 12 at 12:37










  • $begingroup$
    Many abilities have verbiage similar to "Once a creature succeeds on a saving throw against this effect, they cannot be affected by further applications for 24 hours" or some such. That could also be applied here as the in game mechanic of this "body shift". Even though it is not OP, it does seem like the type of ability that would behave that way.
    $endgroup$
    – cpcodes
    Mar 12 at 21:47










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2 Answers
2






active

oldest

votes








2 Answers
2






active

oldest

votes









active

oldest

votes






active

oldest

votes









29












$begingroup$

Yes, a hasted Monk 17 / Fighter 2 could set up and trigger Quivering Palm twice in a round.



Your reasoning all checks out:



  1. Use your hasted action to Attack with an unarmed strike and spend three ki points to set up Quivering Palm (the action granted by haste can only be used for a limited set of actions - Attack being one of them).

  2. Use your normal action to trigger Quivering Palm.

  3. Use your bonus action to make another unarmed strike, spending three ki points to set up a second Quivering Palm effect.


  4. Action Surge to trigger the second Quivering Palm.

But is this overpowered?



There's no denying that it's a strong combination. However, activating does have a pretty high opportunity cost - it requires six ki points (about a third of your total), your action surge (one use per short/long rest), another PC to use a spell slot, and you need to successfully roll to hit with both attacks. The game is balanced around a standard adventuring day consisting of six to eight encounters. If your group actually played the game that way then you'd be running on empty fairly soon.



You also need to be 19th level to activate this (full) combination (17th to do a single Quivering Palm in a round). Statistically, very few campaigns actually reach this level of play but if they do it's likely that most of the PCs will have some kind of ability that seems incredibly OP. At level 17 all the party's full casters get level 9 spells - so, as an example, the party's wizard could be doing 40d6 damage to all of the enemies within an area with meteor swarm (admittedly only once per long rest).



So, I'd say this is RAW and it does feel pretty strong, but if your party reaches 17/19th level you'll probably find that your multiclassed Monk isn't the only PC that can do some pretty gnarly stuff.






share|improve this answer











$endgroup$












  • $begingroup$
    So, it's probably more RAI than RAW, but I always maintained the action granted by Haste had to be used last (after any actions and bonus actions granted by your own class/feats). OP could enact this as a table rule if he is worried about the stated combination being too powerful.
    $endgroup$
    – BobbitWormJoe
    Mar 12 at 8:07






  • 1




    $begingroup$
    If you can find any justification for that reading as RAI feel free to post it as your own answer. Playing it that way would certainly prevent this combination.
    $endgroup$
    – Tiggerous
    Mar 12 at 8:11






  • 5




    $begingroup$
    To me, this is comparable to a Paladin and their smite nova damage. Sure, they can pump out a lot of damage, but when they're all out of spell slots, then what? Hence I agree that this is powerful, but not overpowered.
    $endgroup$
    – NathanS
    Mar 12 at 8:43










  • $begingroup$
    Thank you, I definitely understand your argument against it being OP as the cost is quite high to pull off such combinations and with things like Wishing for an immediate Simulacrum of a Sorlock can give them 200 damage a round and etc, definitely more broken combinations exist. At my table we tend to do only a couple of encounters a day, so this combination would likely work better at my table than most.
    $endgroup$
    – BloodySprinkles
    Mar 12 at 15:38















29












$begingroup$

Yes, a hasted Monk 17 / Fighter 2 could set up and trigger Quivering Palm twice in a round.



Your reasoning all checks out:



  1. Use your hasted action to Attack with an unarmed strike and spend three ki points to set up Quivering Palm (the action granted by haste can only be used for a limited set of actions - Attack being one of them).

  2. Use your normal action to trigger Quivering Palm.

  3. Use your bonus action to make another unarmed strike, spending three ki points to set up a second Quivering Palm effect.


  4. Action Surge to trigger the second Quivering Palm.

But is this overpowered?



There's no denying that it's a strong combination. However, activating does have a pretty high opportunity cost - it requires six ki points (about a third of your total), your action surge (one use per short/long rest), another PC to use a spell slot, and you need to successfully roll to hit with both attacks. The game is balanced around a standard adventuring day consisting of six to eight encounters. If your group actually played the game that way then you'd be running on empty fairly soon.



You also need to be 19th level to activate this (full) combination (17th to do a single Quivering Palm in a round). Statistically, very few campaigns actually reach this level of play but if they do it's likely that most of the PCs will have some kind of ability that seems incredibly OP. At level 17 all the party's full casters get level 9 spells - so, as an example, the party's wizard could be doing 40d6 damage to all of the enemies within an area with meteor swarm (admittedly only once per long rest).



So, I'd say this is RAW and it does feel pretty strong, but if your party reaches 17/19th level you'll probably find that your multiclassed Monk isn't the only PC that can do some pretty gnarly stuff.






share|improve this answer











$endgroup$












  • $begingroup$
    So, it's probably more RAI than RAW, but I always maintained the action granted by Haste had to be used last (after any actions and bonus actions granted by your own class/feats). OP could enact this as a table rule if he is worried about the stated combination being too powerful.
    $endgroup$
    – BobbitWormJoe
    Mar 12 at 8:07






  • 1




    $begingroup$
    If you can find any justification for that reading as RAI feel free to post it as your own answer. Playing it that way would certainly prevent this combination.
    $endgroup$
    – Tiggerous
    Mar 12 at 8:11






  • 5




    $begingroup$
    To me, this is comparable to a Paladin and their smite nova damage. Sure, they can pump out a lot of damage, but when they're all out of spell slots, then what? Hence I agree that this is powerful, but not overpowered.
    $endgroup$
    – NathanS
    Mar 12 at 8:43










  • $begingroup$
    Thank you, I definitely understand your argument against it being OP as the cost is quite high to pull off such combinations and with things like Wishing for an immediate Simulacrum of a Sorlock can give them 200 damage a round and etc, definitely more broken combinations exist. At my table we tend to do only a couple of encounters a day, so this combination would likely work better at my table than most.
    $endgroup$
    – BloodySprinkles
    Mar 12 at 15:38













29












29








29





$begingroup$

Yes, a hasted Monk 17 / Fighter 2 could set up and trigger Quivering Palm twice in a round.



Your reasoning all checks out:



  1. Use your hasted action to Attack with an unarmed strike and spend three ki points to set up Quivering Palm (the action granted by haste can only be used for a limited set of actions - Attack being one of them).

  2. Use your normal action to trigger Quivering Palm.

  3. Use your bonus action to make another unarmed strike, spending three ki points to set up a second Quivering Palm effect.


  4. Action Surge to trigger the second Quivering Palm.

But is this overpowered?



There's no denying that it's a strong combination. However, activating does have a pretty high opportunity cost - it requires six ki points (about a third of your total), your action surge (one use per short/long rest), another PC to use a spell slot, and you need to successfully roll to hit with both attacks. The game is balanced around a standard adventuring day consisting of six to eight encounters. If your group actually played the game that way then you'd be running on empty fairly soon.



You also need to be 19th level to activate this (full) combination (17th to do a single Quivering Palm in a round). Statistically, very few campaigns actually reach this level of play but if they do it's likely that most of the PCs will have some kind of ability that seems incredibly OP. At level 17 all the party's full casters get level 9 spells - so, as an example, the party's wizard could be doing 40d6 damage to all of the enemies within an area with meteor swarm (admittedly only once per long rest).



So, I'd say this is RAW and it does feel pretty strong, but if your party reaches 17/19th level you'll probably find that your multiclassed Monk isn't the only PC that can do some pretty gnarly stuff.






share|improve this answer











$endgroup$



Yes, a hasted Monk 17 / Fighter 2 could set up and trigger Quivering Palm twice in a round.



Your reasoning all checks out:



  1. Use your hasted action to Attack with an unarmed strike and spend three ki points to set up Quivering Palm (the action granted by haste can only be used for a limited set of actions - Attack being one of them).

  2. Use your normal action to trigger Quivering Palm.

  3. Use your bonus action to make another unarmed strike, spending three ki points to set up a second Quivering Palm effect.


  4. Action Surge to trigger the second Quivering Palm.

But is this overpowered?



There's no denying that it's a strong combination. However, activating does have a pretty high opportunity cost - it requires six ki points (about a third of your total), your action surge (one use per short/long rest), another PC to use a spell slot, and you need to successfully roll to hit with both attacks. The game is balanced around a standard adventuring day consisting of six to eight encounters. If your group actually played the game that way then you'd be running on empty fairly soon.



You also need to be 19th level to activate this (full) combination (17th to do a single Quivering Palm in a round). Statistically, very few campaigns actually reach this level of play but if they do it's likely that most of the PCs will have some kind of ability that seems incredibly OP. At level 17 all the party's full casters get level 9 spells - so, as an example, the party's wizard could be doing 40d6 damage to all of the enemies within an area with meteor swarm (admittedly only once per long rest).



So, I'd say this is RAW and it does feel pretty strong, but if your party reaches 17/19th level you'll probably find that your multiclassed Monk isn't the only PC that can do some pretty gnarly stuff.







share|improve this answer














share|improve this answer



share|improve this answer








edited Mar 12 at 15:43

























answered Mar 12 at 7:59









TiggerousTiggerous

10.3k44583




10.3k44583











  • $begingroup$
    So, it's probably more RAI than RAW, but I always maintained the action granted by Haste had to be used last (after any actions and bonus actions granted by your own class/feats). OP could enact this as a table rule if he is worried about the stated combination being too powerful.
    $endgroup$
    – BobbitWormJoe
    Mar 12 at 8:07






  • 1




    $begingroup$
    If you can find any justification for that reading as RAI feel free to post it as your own answer. Playing it that way would certainly prevent this combination.
    $endgroup$
    – Tiggerous
    Mar 12 at 8:11






  • 5




    $begingroup$
    To me, this is comparable to a Paladin and their smite nova damage. Sure, they can pump out a lot of damage, but when they're all out of spell slots, then what? Hence I agree that this is powerful, but not overpowered.
    $endgroup$
    – NathanS
    Mar 12 at 8:43










  • $begingroup$
    Thank you, I definitely understand your argument against it being OP as the cost is quite high to pull off such combinations and with things like Wishing for an immediate Simulacrum of a Sorlock can give them 200 damage a round and etc, definitely more broken combinations exist. At my table we tend to do only a couple of encounters a day, so this combination would likely work better at my table than most.
    $endgroup$
    – BloodySprinkles
    Mar 12 at 15:38
















  • $begingroup$
    So, it's probably more RAI than RAW, but I always maintained the action granted by Haste had to be used last (after any actions and bonus actions granted by your own class/feats). OP could enact this as a table rule if he is worried about the stated combination being too powerful.
    $endgroup$
    – BobbitWormJoe
    Mar 12 at 8:07






  • 1




    $begingroup$
    If you can find any justification for that reading as RAI feel free to post it as your own answer. Playing it that way would certainly prevent this combination.
    $endgroup$
    – Tiggerous
    Mar 12 at 8:11






  • 5




    $begingroup$
    To me, this is comparable to a Paladin and their smite nova damage. Sure, they can pump out a lot of damage, but when they're all out of spell slots, then what? Hence I agree that this is powerful, but not overpowered.
    $endgroup$
    – NathanS
    Mar 12 at 8:43










  • $begingroup$
    Thank you, I definitely understand your argument against it being OP as the cost is quite high to pull off such combinations and with things like Wishing for an immediate Simulacrum of a Sorlock can give them 200 damage a round and etc, definitely more broken combinations exist. At my table we tend to do only a couple of encounters a day, so this combination would likely work better at my table than most.
    $endgroup$
    – BloodySprinkles
    Mar 12 at 15:38















$begingroup$
So, it's probably more RAI than RAW, but I always maintained the action granted by Haste had to be used last (after any actions and bonus actions granted by your own class/feats). OP could enact this as a table rule if he is worried about the stated combination being too powerful.
$endgroup$
– BobbitWormJoe
Mar 12 at 8:07




$begingroup$
So, it's probably more RAI than RAW, but I always maintained the action granted by Haste had to be used last (after any actions and bonus actions granted by your own class/feats). OP could enact this as a table rule if he is worried about the stated combination being too powerful.
$endgroup$
– BobbitWormJoe
Mar 12 at 8:07




1




1




$begingroup$
If you can find any justification for that reading as RAI feel free to post it as your own answer. Playing it that way would certainly prevent this combination.
$endgroup$
– Tiggerous
Mar 12 at 8:11




$begingroup$
If you can find any justification for that reading as RAI feel free to post it as your own answer. Playing it that way would certainly prevent this combination.
$endgroup$
– Tiggerous
Mar 12 at 8:11




5




5




$begingroup$
To me, this is comparable to a Paladin and their smite nova damage. Sure, they can pump out a lot of damage, but when they're all out of spell slots, then what? Hence I agree that this is powerful, but not overpowered.
$endgroup$
– NathanS
Mar 12 at 8:43




$begingroup$
To me, this is comparable to a Paladin and their smite nova damage. Sure, they can pump out a lot of damage, but when they're all out of spell slots, then what? Hence I agree that this is powerful, but not overpowered.
$endgroup$
– NathanS
Mar 12 at 8:43












$begingroup$
Thank you, I definitely understand your argument against it being OP as the cost is quite high to pull off such combinations and with things like Wishing for an immediate Simulacrum of a Sorlock can give them 200 damage a round and etc, definitely more broken combinations exist. At my table we tend to do only a couple of encounters a day, so this combination would likely work better at my table than most.
$endgroup$
– BloodySprinkles
Mar 12 at 15:38




$begingroup$
Thank you, I definitely understand your argument against it being OP as the cost is quite high to pull off such combinations and with things like Wishing for an immediate Simulacrum of a Sorlock can give them 200 damage a round and etc, definitely more broken combinations exist. At my table we tend to do only a couple of encounters a day, so this combination would likely work better at my table than most.
$endgroup$
– BloodySprinkles
Mar 12 at 15:38













-2












$begingroup$

Yes



It is RAW. The important part here is:




The Monk then uses his regular action to trigger said vibrations and either drop the enemy to 0 HP if it fails the Con save, or do 10d10 damage if it succeeds.




Emphasis mine



Although it doesn't seem like it, arguably, it is balanced. Most monsters at that level would make the CON save, and 10d10 isn't as much damage as a wizard of the same level could output. This doesn't mean it's very effective against lower level or lower CON monsters.



And as Zoma mentioned in a comment on the question, a monster doesn't just stand there and take it, especially if it is a boss. It will learn to shift its body in such a way to prevent the vibrations, or some other in world reason it won't work that often. Although this is not recommended



And of course, you can always talk to your players, and discuss it. If it ruins your encounters, it will end up with everyone having less fun.






share|improve this answer










New contributor




SlimeBolt is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.






$endgroup$








  • 8




    $begingroup$
    "It will learn to shift its body in such a way to prevent the vibrations, or some other in world reason it won't work that often" - if you're suggesting that the DM should make monster make its save automatically (other than with legendary resistances) or something like that, I highly advise against that. If a player spends that many resources, they shouldn't be wasted just because the DM doesn't like to have his monsters obliterated.
    $endgroup$
    – PixelMaster
    Mar 12 at 12:30











  • $begingroup$
    As i said, I think it's balanced, but if he really wants to, he can. I just included it since it was already mentioned. And automatically saving will still result in a 10d10 of damage.
    $endgroup$
    – SlimeBolt
    Mar 12 at 12:37










  • $begingroup$
    Many abilities have verbiage similar to "Once a creature succeeds on a saving throw against this effect, they cannot be affected by further applications for 24 hours" or some such. That could also be applied here as the in game mechanic of this "body shift". Even though it is not OP, it does seem like the type of ability that would behave that way.
    $endgroup$
    – cpcodes
    Mar 12 at 21:47















-2












$begingroup$

Yes



It is RAW. The important part here is:




The Monk then uses his regular action to trigger said vibrations and either drop the enemy to 0 HP if it fails the Con save, or do 10d10 damage if it succeeds.




Emphasis mine



Although it doesn't seem like it, arguably, it is balanced. Most monsters at that level would make the CON save, and 10d10 isn't as much damage as a wizard of the same level could output. This doesn't mean it's very effective against lower level or lower CON monsters.



And as Zoma mentioned in a comment on the question, a monster doesn't just stand there and take it, especially if it is a boss. It will learn to shift its body in such a way to prevent the vibrations, or some other in world reason it won't work that often. Although this is not recommended



And of course, you can always talk to your players, and discuss it. If it ruins your encounters, it will end up with everyone having less fun.






share|improve this answer










New contributor




SlimeBolt is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.






$endgroup$








  • 8




    $begingroup$
    "It will learn to shift its body in such a way to prevent the vibrations, or some other in world reason it won't work that often" - if you're suggesting that the DM should make monster make its save automatically (other than with legendary resistances) or something like that, I highly advise against that. If a player spends that many resources, they shouldn't be wasted just because the DM doesn't like to have his monsters obliterated.
    $endgroup$
    – PixelMaster
    Mar 12 at 12:30











  • $begingroup$
    As i said, I think it's balanced, but if he really wants to, he can. I just included it since it was already mentioned. And automatically saving will still result in a 10d10 of damage.
    $endgroup$
    – SlimeBolt
    Mar 12 at 12:37










  • $begingroup$
    Many abilities have verbiage similar to "Once a creature succeeds on a saving throw against this effect, they cannot be affected by further applications for 24 hours" or some such. That could also be applied here as the in game mechanic of this "body shift". Even though it is not OP, it does seem like the type of ability that would behave that way.
    $endgroup$
    – cpcodes
    Mar 12 at 21:47













-2












-2








-2





$begingroup$

Yes



It is RAW. The important part here is:




The Monk then uses his regular action to trigger said vibrations and either drop the enemy to 0 HP if it fails the Con save, or do 10d10 damage if it succeeds.




Emphasis mine



Although it doesn't seem like it, arguably, it is balanced. Most monsters at that level would make the CON save, and 10d10 isn't as much damage as a wizard of the same level could output. This doesn't mean it's very effective against lower level or lower CON monsters.



And as Zoma mentioned in a comment on the question, a monster doesn't just stand there and take it, especially if it is a boss. It will learn to shift its body in such a way to prevent the vibrations, or some other in world reason it won't work that often. Although this is not recommended



And of course, you can always talk to your players, and discuss it. If it ruins your encounters, it will end up with everyone having less fun.






share|improve this answer










New contributor




SlimeBolt is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.






$endgroup$



Yes



It is RAW. The important part here is:




The Monk then uses his regular action to trigger said vibrations and either drop the enemy to 0 HP if it fails the Con save, or do 10d10 damage if it succeeds.




Emphasis mine



Although it doesn't seem like it, arguably, it is balanced. Most monsters at that level would make the CON save, and 10d10 isn't as much damage as a wizard of the same level could output. This doesn't mean it's very effective against lower level or lower CON monsters.



And as Zoma mentioned in a comment on the question, a monster doesn't just stand there and take it, especially if it is a boss. It will learn to shift its body in such a way to prevent the vibrations, or some other in world reason it won't work that often. Although this is not recommended



And of course, you can always talk to your players, and discuss it. If it ruins your encounters, it will end up with everyone having less fun.







share|improve this answer










New contributor




SlimeBolt is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.









share|improve this answer



share|improve this answer








edited Mar 12 at 14:09





















New contributor




SlimeBolt is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.









answered Mar 12 at 8:06









SlimeBoltSlimeBolt

1215




1215




New contributor




SlimeBolt is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.





New contributor





SlimeBolt is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.






SlimeBolt is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.







  • 8




    $begingroup$
    "It will learn to shift its body in such a way to prevent the vibrations, or some other in world reason it won't work that often" - if you're suggesting that the DM should make monster make its save automatically (other than with legendary resistances) or something like that, I highly advise against that. If a player spends that many resources, they shouldn't be wasted just because the DM doesn't like to have his monsters obliterated.
    $endgroup$
    – PixelMaster
    Mar 12 at 12:30











  • $begingroup$
    As i said, I think it's balanced, but if he really wants to, he can. I just included it since it was already mentioned. And automatically saving will still result in a 10d10 of damage.
    $endgroup$
    – SlimeBolt
    Mar 12 at 12:37










  • $begingroup$
    Many abilities have verbiage similar to "Once a creature succeeds on a saving throw against this effect, they cannot be affected by further applications for 24 hours" or some such. That could also be applied here as the in game mechanic of this "body shift". Even though it is not OP, it does seem like the type of ability that would behave that way.
    $endgroup$
    – cpcodes
    Mar 12 at 21:47












  • 8




    $begingroup$
    "It will learn to shift its body in such a way to prevent the vibrations, or some other in world reason it won't work that often" - if you're suggesting that the DM should make monster make its save automatically (other than with legendary resistances) or something like that, I highly advise against that. If a player spends that many resources, they shouldn't be wasted just because the DM doesn't like to have his monsters obliterated.
    $endgroup$
    – PixelMaster
    Mar 12 at 12:30











  • $begingroup$
    As i said, I think it's balanced, but if he really wants to, he can. I just included it since it was already mentioned. And automatically saving will still result in a 10d10 of damage.
    $endgroup$
    – SlimeBolt
    Mar 12 at 12:37










  • $begingroup$
    Many abilities have verbiage similar to "Once a creature succeeds on a saving throw against this effect, they cannot be affected by further applications for 24 hours" or some such. That could also be applied here as the in game mechanic of this "body shift". Even though it is not OP, it does seem like the type of ability that would behave that way.
    $endgroup$
    – cpcodes
    Mar 12 at 21:47







8




8




$begingroup$
"It will learn to shift its body in such a way to prevent the vibrations, or some other in world reason it won't work that often" - if you're suggesting that the DM should make monster make its save automatically (other than with legendary resistances) or something like that, I highly advise against that. If a player spends that many resources, they shouldn't be wasted just because the DM doesn't like to have his monsters obliterated.
$endgroup$
– PixelMaster
Mar 12 at 12:30





$begingroup$
"It will learn to shift its body in such a way to prevent the vibrations, or some other in world reason it won't work that often" - if you're suggesting that the DM should make monster make its save automatically (other than with legendary resistances) or something like that, I highly advise against that. If a player spends that many resources, they shouldn't be wasted just because the DM doesn't like to have his monsters obliterated.
$endgroup$
– PixelMaster
Mar 12 at 12:30













$begingroup$
As i said, I think it's balanced, but if he really wants to, he can. I just included it since it was already mentioned. And automatically saving will still result in a 10d10 of damage.
$endgroup$
– SlimeBolt
Mar 12 at 12:37




$begingroup$
As i said, I think it's balanced, but if he really wants to, he can. I just included it since it was already mentioned. And automatically saving will still result in a 10d10 of damage.
$endgroup$
– SlimeBolt
Mar 12 at 12:37












$begingroup$
Many abilities have verbiage similar to "Once a creature succeeds on a saving throw against this effect, they cannot be affected by further applications for 24 hours" or some such. That could also be applied here as the in game mechanic of this "body shift". Even though it is not OP, it does seem like the type of ability that would behave that way.
$endgroup$
– cpcodes
Mar 12 at 21:47




$begingroup$
Many abilities have verbiage similar to "Once a creature succeeds on a saving throw against this effect, they cannot be affected by further applications for 24 hours" or some such. That could also be applied here as the in game mechanic of this "body shift". Even though it is not OP, it does seem like the type of ability that would behave that way.
$endgroup$
– cpcodes
Mar 12 at 21:47










BloodySprinkles is a new contributor. Be nice, and check out our Code of Conduct.









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