>>/4867/
> Meh I rolled 1+2 with d4+d2×4 (odds 0, evens 1). That's 5 so it makes no difference. Got 10+5+2 that's 17 HP now.
I'm not sure what you did here, but 5 is acceptable.
> My base speed increases to 40 on lv.2
What about climbing speed? I have 10 for some reason.
> I propose granting a 50% chance of magic items wielded by Alice working.
The magic of items is in the items, you can usually use them without any magic prowess. You'd have to have negative magic for them not to work, even mechanical creations can use them normally. There are certain things that you could say channel through you. Let me know if you come across a certain item what you shouldn't be able to use.
For the evolution, you tell me when you're ready.
...
Your Sheet:
You have:
MARTIAL ARTS DIE
1D6 DAMAGE FOR MONK WEAPONS OR UNARMED STRIKE UNLESS NORMAL OPTION IS GREATER
I have:
MARTIAL ARTS (1d6 die)
- You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
- You can roll a d6 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
- When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.
Verify these are the same.
Per our original discussion
>>/3376/
Have you considered this?
> Lvl1 +13 ability to start (the numbers you provided)
> Lvl2 +6 ability score improvement
> Lvl3 +4 ability score improvement
> Lvl4 +4 ability score improvement
> Lvl5 +2 ability score improvement
> Then
> Lvl8 +2
> Lvl12 +2
> Etc.
> This would be like you said, you would be at a disadvantage at the start. But catch up as you acclimated to your new environment.
Otherwise I have no objections.