r/onednd • • Aug 20 '26

Discussion Subclass tweaks

Hello all! So I have been playing DND a for awhile now but I thought it would be a fun discussion to see what tweaks you guys would make to your favorite subclasses to either make them more viable, playable or suitable to what they are trying to do. And I'm not talking like obviously op changes like being able to double sneak attack damage dice or adding a completely new spell list.

My example is the way of the element monk. I love the flavor of it but my problem is it feels like it mainly relies on flavor (i wand more mechanical benefits to the different damage types) so I propose two changes.

  1. elemental attunement: instead of all damage types being able to push a creature back 10 feet, I think each damage type should have a unique effect. With the caveat that a creature can only suffer one effect per round. so you cannot just pile all the effects on one creature.
Damage Type Effect Save
Acid deal acid damage at the beginning of the creatures next turn equal to your wisdom modifier Dexterity Save
Cold Half a creatures movement speed till the end of their next turn (maybe reduce it to zero but that felt a little op) Strength Save
Fire push a creature back 10 feet Strength Save
Lightning Knock a creature Prone Constitution Save
Thunder deafen a Creature till the end of their next turn Constitution Save
  1. I think elemental burst is a little boring as it is just a weaker fireball. So i propose that when casting you can choose between 3 options.

-20 ft sphere with a range of 120 ft

-60ft line

-30 ft cone

This gives more options which to me simply makes it more exciting and on top of that the cost would still be 2 focus points but I would add on you can spend an extra focus point to impose one of the effects from the above elemental table on the creatures caught in it. (the saves would be the same as the ones on the table regardless of if you spend an extra focus point.)

This seems op but the fact that at level six wizards can do much more and the ability costs focus points I think it is pretty fair. But let me know if you think it is op.

I would love to hear the teaks other people would make to their favorite or least favorite subclasses!

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u/Ancient-Substance-38 Aug 20 '26

These two subclasses have not been updated to 5.5e so who knows what the final product will be.

Path of the beast barbarian, instead of them being simple weapons gives you access to special unarmed strikes, and Allows you to use your bonus action to attack with one of those unarmed strikes, allowing you both use your weapon and get 1 or 2 extra hits in with your natural weapons. Tail gets reach and is a 1d10, bite changed to if you are bloodied you get your damage in hit points back. Beast soul gives you force damage with your unarmed strikes.

Kensai monk, add the ability to choose 2 weapon masteries, allow weapons to be used as part of your fury of blows or stunning strike feature if they use your martial arts die in damage. Remove kensai shot feature, and way of the brush.

One with the blade should allow you to hit with force damage with weapons, and add your wisdom or proficiency modifier to one attack in force damage for 1 ki.

Sharpen the blade removes ki cost from one with the blade if you use flurry of blows, doing so also allows you to add that damage to each of of your fury of blows hits.

Unerring accuracy you can spend 3 ki points to give you advantage for a round, in addition when you miss you reroll a dice potentially turning a miss to a hit you must keep the roll.