You can only have up to six weapon attacks at once on your character sheet, and many of them are duplicates. Plus, you can change weapon masteries on a long rest. So, am I missing something?
I always think of the first three you get as melee, thrown, ranged. Then add in more depending on playstyle. I think the idea is, as the master of fighting with a weapon, the fighter should be more versatile than other martials, and so get the most masteries. Personally, I found it kind of pointless, even during the playtest. Eventually, you’ve got a magic weapon as your main weapon. You’re not likely to say, well, I have this +2 greatsword, but let me switch to my non-magical maul because I think the mastery is better in this situation. The extra masteries make it so you can, which is nice, but I wonder how often people actually do.
Ok, so I’m onto something. The question is what do I do with this information? Are there some good multiclasses that use a dip in fighter or start out fighter? I already know one: starting out a level in fighter and then going warlock with Hexblade eldritch invocations.
Well, two levels of Fighter gives you Three Weapon Masteries, Action Surge, and Tactical Mind, which are all pretty darned useful.
So in a Multiclass Fighter/Monk , you can. on one turn, make everyone hate you for all the die rolls you're trying to pull off on your turn.
Levels: Fighter 2 / Monk 5
Abilities: DEX 18 (+4), WIS 16 (+3)
Weapon Masteries: Shortsword(Vex), Scimitar (Nick), Your choice for 3rd. Dart and Dagger are both Monk Weapons, which apply Martial Arts Die, and usable for Stunning Strikes.
Fighting Style: Two-Weapon Fighting.
Turn 1
Action: (My preference would be to Attempt a Stunning Strike on the first of your hits in this section, otherwise save your Focus.)
Attack 1 with Shortsword for 1d8+4,
Attack 2 with Shortsword or Unarmed Strike for 1d8+4, (Unarmed Strike only requires a free hand if you're attempting a Grapple)
Nick attack with Scimitar for 1d8+4 (Two-weapon Fighting style)
Action Surge
Attack 1 with Shortsword or Unarmed Strike for 1d8+4.
Attack 2 with Shortsword or Unarmed Strike for 1d8+4,
Bonus Action
Flurry of Blows:
Unarmed Strike 1 at 1d8 + 4
Unarmed Strike 2 at 1d8 + 4
Well, it looks impressive at least. Up to 7d8 + 28 on that opening round, with up to 6 of them at Advantage. Shame that each attack is Single-Target, though, and using weapons can get in the way of some of your other Monk subclass features, so there's a whole bunch of tradeoffs in there depending on whether you want to use the Darts for more attacks at Advantage or use Unarmed Strikes to activate other features.
Edit: Corrected to Shortsword and Scimitar in response to Actionsparda's subsequent comment.
Well, two levels of Fighter gives you Three Weapon Masteries, Action Surge, and Tactical Mind, which are all pretty darned useful.
So in a Multiclass Fighter/Monk , you can. on one turn, make everyone hate you for all the die rolls you're trying to pull off on your turn.
Levels: Fighter 2 / Monk 5
Abilities: DEX 18 (+4), WIS 16 (+3)
Weapon Masteries: Dart (Vex), Light Hammer (Nick), Your choice for 3rd. Dart and Dagger are both Monk Weapons, which apply Martial Arts Die, and usable for Stunning Strikes.
Fighting Style: Two-Weapon Fighting.
Turn 1
Action: (My preference would be to Attempt a Stunning Strike on the first of your hits in this section, otherwise save your Focus.)
Attack 1 with Dart for 1d8+4,
Attack 2 with Dart or Unarmed Strike for 1d8+4, (Unarmed Strike only requires a free hand if you're attempting a Grapple)
Nick attack with Dagger for 1d8+4 (Two-weapon Fighting style)
Action Surge
Attack 1 with Dart or Unarmed Strike for 1d8+4.
Attack 2 with Dart or Unarmed Strike for 1d8+4,
Bonus Action
Flurry of Blows:
Unarmed Strike 1 at 1d8 + 4
Unarmed Strike 2 at 1d8 + 4
Well, it looks impressive at least. Up to 7d8 + 28 on that opening round, with up to 6 of them at Advantage. Shame that each attack is Single-Target, though, and using weapons can get in the way of some of your other Monk subclass features, so there's a whole bunch of tradeoffs in there depending on whether you want to use the Darts for more attacks at Advantage or use Unarmed Strikes to activate other features.
It sounds neat, but aren’t darts thrown weapons? So I’ll need to rely on other weapons afterwards. Is that what the hammer mastery is for?
It sounds neat, but aren’t darts thrown weapons? So I’ll need to rely on other weapons afterwards. Is that what the hammer mastery is for?
Ah, I didn't see Darts under the "Ranged" category, and I assumed that they were Simple Melee Weapons with the Thrown property. Should have gone with Shortsword and Scimitar, for the standard easy pairing, but I was trying to be clever, and messed up the weapon choice. Will update.
Rollback Post to RevisionRollBack
🎵I'm on top of the world, looking down on creation, wreaking death and devastation with my mind.
As the power that I've found erupts freely from the ground, I will cackle from the top of the world.🎵
It sounds neat, but aren’t darts thrown weapons? So I’ll need to rely on other weapons afterwards. Is that what the hammer mastery is for?
Ah, I didn't see Darts under the "Ranged" category, and I assumed that they were Simple Melee Weapons with the Thrown property. Should have gone with Shortsword and Scimitar, for the standard easy pairing, but I was trying to be clever, and messed up the weapon choice. Will update.
Ok that makes more sense. Well, sort of. I’ll have to try it in a build sometime. Thank you for all your input!
You have weapon masteries to get that weapon characteristic. If I have one weapon with vex, do I have vex if I use a vex weapon without listing that weapon has having the mastery? I have a dagger so nick mastery. If I pick up a scimitar, do I still have the Nick mastery?
You have weapon masteries to get that weapon characteristic. If I have one weapon with vex, do I have vex if I use a vex weapon without listing that weapon has having the mastery? I have a dagger so nick mastery. If I pick up a scimitar, do I still have the Nick mastery?
No. Masteries are attached to the weapon. The exception is a level 9 fighter who can choose to apply push, sap or slow instead of the mastery which natively comes with each weapon. But it’s either or. Only one mastery can be applied per attack.
I always think of the first three you get as melee, thrown, ranged. Then add in more depending on playstyle. I think the idea is, as the master of fighting with a weapon, the fighter should be more versatile than other martials, and so get the most masteries. Personally, I found it kind of pointless, even during the playtest. Eventually, you’ve got a magic weapon as your main weapon. You’re not likely to say, well, I have this +2 greatsword, but let me switch to my non-magical maul because I think the mastery is better in this situation. The extra masteries make it so you can, which is nice, but I wonder how often people actually do.
Yes and no. Three masteries allows for two-weapon fighting plus trident for topple (in case something flies). Or you maybe you have a slashing and bludgeoning weapons if you are facing a mix of zombies and skeletons so you can adapt based on defenses. Maybe you want a big, close range melee weapon for single targets and reach one with cleave for groups. +2 to hit and damage is cool, but Sap can help really help you and your group against an enemy with few large damage attacks.
Well, it looks impressive at least. Up to 7d8 + 28 on that opening round, with up to 6 of them at Advantage. Shame that each attack is Single-Target, though, and using weapons can get in the way of some of your other Monk subclass features, so there's a whole bunch of tradeoffs in there depending on whether you want to use the Darts for more attacks at Advantage or use Unarmed Strikes to activate other features.
Btw, Handaxe is a thrown monk weapon with Vex. What features does using a weapon get in the way of?
Also, your build got me thinking if there was a way to impose a "disadvantage" on creatures other than you. A Dhampir with your build would be moving 45 feet, spider climbing up walls and back down to punch. It could get annoying and funny if they couldn't reach you and had disadvantage to attack anyone else. :)
Well, it looks impressive at least. Up to 7d8 + 28 on that opening round, with up to 6 of them at Advantage. Shame that each attack is Single-Target, though, and using weapons can get in the way of some of your other Monk subclass features, so there's a whole bunch of tradeoffs in there depending on whether you want to use the Darts for more attacks at Advantage or use Unarmed Strikes to activate other features.
Btw, Handaxe is a thrown monk weapon with Vex. What features does using a weapon get in the way of?
Also, your build got me thinking if there was a way to impose a "disadvantage" on creatures other than you. A Dhampir with your build would be moving 45 feet, spider climbing up walls and back down to punch. It could get annoying and funny if they couldn't reach you and had disadvantage to attack anyone else. :)
At the time, I believe I was thinking of Monk options that require that you use an Unarmed Strike. The fewer Unarmed Strikes you make, the fewer options you have to use features like:
Warrior of Mercy / Lv 3 Hand of Harm
Warrior of the Elements / Lv3 Elemental Attunement:
Warrior of the Open Hand / Lv 17 Quivering Palm
Some other features, like the Grappler feat's Punch-and-Grab option, or Tavern Brawler's 5' push require that you make an Unarmed Strike using the Attack option.
As far as imposing disadvantage as a Monk, I can think of two ways, offhand:
Warrior of Mercy / Lv 6 Physicians Touch: This allows using Hand of Harm to impose the Poisoned condition until the end of your next turn. The condition confers Disadvantage on the target's Attack Rolls and Ability Checks.
Warrior of the Elements / Elemental Attunement + Grappling: If your DM allows it, (and the 2024 PHB preview article implies that it's an intentional playstyle), you can grapple your target, and hold them at 15' away (or more, depending on your Monk's base unarmed Reach). Being Grappled imposes Disadvantage on the target attack anyone except the Grappler. If the target doesn't have a ranged attack, they probably can't reach you, and if they don't have help, breaking the Grapple will usually burn their Action.
(Personally, in play, I haven't really found it to be _that_ useful; in a one-on-one fight it can be pretty devastating, but Monks are already pretty good in single combat against foes without multiattack to begin with.)
Rollback Post to RevisionRollBack
🎵I'm on top of the world, looking down on creation, wreaking death and devastation with my mind.
As the power that I've found erupts freely from the ground, I will cackle from the top of the world.🎵
Well, it looks impressive at least. Up to 7d8 + 28 on that opening round, with up to 6 of them at Advantage. Shame that each attack is Single-Target, though, and using weapons can get in the way of some of your other Monk subclass features, so there's a whole bunch of tradeoffs in there depending on whether you want to use the Darts for more attacks at Advantage or use Unarmed Strikes to activate other features.
Btw, Handaxe is a thrown monk weapon with Vex. What features does using a weapon get in the way of?
Also, your build got me thinking if there was a way to impose a "disadvantage" on creatures other than you. A Dhampir with your build would be moving 45 feet, spider climbing up walls and back down to punch. It could get annoying and funny if they couldn't reach you and had disadvantage to attack anyone else. :)
At the time, I believe I was thinking of Monk options that require that you use an Unarmed Strike. The fewer Unarmed Strikes you make, the fewer options you have to use features like:
Warrior of Mercy / Lv 3 Hand of Harm
Warrior of the Elements / Lv3 Elemental Attunement:
Warrior of the Open Hand / Lv 17 Quivering Palm
Some other features, like the Grappler feat's Punch-and-Grab option, or Tavern Brawler's 5' push require that you make an Unarmed Strike using the Attack option.
Hand of Harm is once per turn.
Quivering palm is one creature at a time and the flurry of blows must be unarmed strikes so they can be used to trigger the effect.
Elemental Attunement is definitely restricted though.
I wouldn't call grappling restricted since you can grapple + punch during an opening flurry to get advantage on follow up attacks (via grappler) and still use weapon juggling (or be a thri-kreen) to get the nick extra attacks, and then, action surge to take an attack action for more attacks.
You can only have up to six weapon attacks at once on your character sheet, and many of them are duplicates. Plus, you can change weapon masteries on a long rest. So, am I missing something?
I always think of the first three you get as melee, thrown, ranged. Then add in more depending on playstyle. I think the idea is, as the master of fighting with a weapon, the fighter should be more versatile than other martials, and so get the most masteries.
Personally, I found it kind of pointless, even during the playtest. Eventually, you’ve got a magic weapon as your main weapon. You’re not likely to say, well, I have this +2 greatsword, but let me switch to my non-magical maul because I think the mastery is better in this situation. The extra masteries make it so you can, which is nice, but I wonder how often people actually do.
Ok, so I’m onto something. The question is what do I do with this information?
Are there some good multiclasses that use a dip in fighter or start out fighter? I already know one: starting out a level in fighter and then going warlock with Hexblade eldritch invocations.
Well, two levels of Fighter gives you Three Weapon Masteries, Action Surge, and Tactical Mind, which are all pretty darned useful.
So in a Multiclass Fighter/Monk , you can. on one turn, make everyone hate you for all the die rolls you're trying to pull off on your turn.
Well, it looks impressive at least. Up to 7d8 + 28 on that opening round, with up to 6 of them at Advantage. Shame that each attack is Single-Target, though, and using weapons can get in the way of some of your other Monk subclass features, so there's a whole bunch of tradeoffs in there depending on whether you want to use the Darts for more attacks at Advantage or use Unarmed Strikes to activate other features.
Edit: Corrected to Shortsword and Scimitar in response to Actionsparda's subsequent comment.
🎵I'm on top of the world, looking down on creation, wreaking death and devastation with my mind.
As the power that I've found erupts freely from the ground, I will cackle from the top of the world.🎵
Charisma Saving Throw: DC 18, Failure: 20d6 Psychic Damage, Success: Half damage
It sounds neat, but aren’t darts thrown weapons? So I’ll need to rely on other weapons afterwards. Is that what the hammer mastery is for?
Ah, I didn't see Darts under the "Ranged" category, and I assumed that they were Simple Melee Weapons with the Thrown property. Should have gone with Shortsword and Scimitar, for the standard easy pairing, but I was trying to be clever, and messed up the weapon choice. Will update.
🎵I'm on top of the world, looking down on creation, wreaking death and devastation with my mind.
As the power that I've found erupts freely from the ground, I will cackle from the top of the world.🎵
Charisma Saving Throw: DC 18, Failure: 20d6 Psychic Damage, Success: Half damage
Ok that makes more sense. Well, sort of. I’ll have to try it in a build sometime. Thank you for all your input!
You have weapon masteries to get that weapon characteristic. If I have one weapon with vex, do I have vex if I use a vex weapon without listing that weapon has having the mastery? I have a dagger so nick mastery. If I pick up a scimitar, do I still have the Nick mastery?
No. Masteries are attached to the weapon.
The exception is a level 9 fighter who can choose to apply push, sap or slow instead of the mastery which natively comes with each weapon. But it’s either or. Only one mastery can be applied per attack.
Yes and no. Three masteries allows for two-weapon fighting plus trident for topple (in case something flies). Or you maybe you have a slashing and bludgeoning weapons if you are facing a mix of zombies and skeletons so you can adapt based on defenses. Maybe you want a big, close range melee weapon for single targets and reach one with cleave for groups. +2 to hit and damage is cool, but Sap can help really help you and your group against an enemy with few large damage attacks.
How to add Tooltips.
My houserulings.
Btw, Handaxe is a thrown monk weapon with Vex. What features does using a weapon get in the way of?
Also, your build got me thinking if there was a way to impose a "disadvantage" on creatures other than you. A Dhampir with your build would be moving 45 feet, spider climbing up walls and back down to punch. It could get annoying and funny if they couldn't reach you and had disadvantage to attack anyone else. :)
How to add Tooltips.
My houserulings.
At the time, I believe I was thinking of Monk options that require that you use an Unarmed Strike. The fewer Unarmed Strikes you make, the fewer options you have to use features like:
Some other features, like the Grappler feat's Punch-and-Grab option, or Tavern Brawler's 5' push require that you make an Unarmed Strike using the Attack option.
As far as imposing disadvantage as a Monk, I can think of two ways, offhand:
Warrior of Mercy / Lv 6 Physicians Touch: This allows using Hand of Harm to impose the Poisoned condition until the end of your next turn. The condition confers Disadvantage on the target's Attack Rolls and Ability Checks.
Warrior of the Elements / Elemental Attunement + Grappling: If your DM allows it, (and the 2024 PHB preview article implies that it's an intentional playstyle), you can grapple your target, and hold them at 15' away (or more, depending on your Monk's base unarmed Reach). Being Grappled imposes Disadvantage on the target attack anyone except the Grappler. If the target doesn't have a ranged attack, they probably can't reach you, and if they don't have help, breaking the Grapple will usually burn their Action.
(Personally, in play, I haven't really found it to be _that_ useful; in a one-on-one fight it can be pretty devastating, but Monks are already pretty good in single combat against foes without multiattack to begin with.)
🎵I'm on top of the world, looking down on creation, wreaking death and devastation with my mind.
As the power that I've found erupts freely from the ground, I will cackle from the top of the world.🎵
Charisma Saving Throw: DC 18, Failure: 20d6 Psychic Damage, Success: Half damage
Hand of Harm is once per turn.
Quivering palm is one creature at a time and the flurry of blows must be unarmed strikes so they can be used to trigger the effect.
Elemental Attunement is definitely restricted though.
I wouldn't call grappling restricted since you can grapple + punch during an opening flurry to get advantage on follow up attacks (via grappler) and still use weapon juggling (or be a thri-kreen) to get the nick extra attacks, and then, action surge to take an attack action for more attacks.
How to add Tooltips.
My houserulings.