The only real problem with the monk/ranger build is not getting to do the flurry of blows because of burning your bonus action on casting and choosing new marked creatures.
Well, if every alternate turn I get to do the flurry with basically an extra 4d6 it's not half bad already. The other turns is additional 2d6. This would be almost as good as an alternate turn level 3 sneak attack or level 7 sneak attack
Well, if every alternate turn I get to do the flurry with basically an extra 4d6 it's not half bad already. The other turns is additional 2d6. This would be almost as good as an alternate turn level 3 sneak attack or level 7 sneak attack
Very true! Just remember you only have so many Ki points to use. But when you do use this combo it can be very good for a few burst rounds of damage possibly. Also watch out for concentration saves unless you can book it out of there with Mobile Feat or some other way.
Anyways, just wanted a DM ruling. Suppose I have a multiclass ranger3/monk3. I cast hunters mark as bonus action. Next turn I flurry of blows.
Do I get to add 1d6 damage from hunters mark also to each unarmed strike for the flurry?
I did the math on this once and I see no reason to rule it illegal at your table, because it's very much a risk/reward thing and it might not be worth casting for your monk. Yes you're adding a potential 4d6 on your monk's attack next round, but you're also dropping the potential damage of 2 unarmed strikes, so 2xmartial arts die +2xdex modifier of damage.
Hunter's Mark is also a concentration spell, and it's not unlikely to have lost concentration by the start of your next turn.
Not to mention you'll be delaying other cool and useful monk features by multiclassing.
So HM will add average 3.5 damage per hit. If you are a monk with 16dex you have a flat +3 damage.
Round 1
With hunters mark: BA cast Hunters Mark, attack with spear 1d8+3 plus 1d6. Average 11 damage.
Without Hunters Mark: attack with spear 1d8+3, BA unarmed strike 1d4+3. Average 13 damage if both hit.
Round 2
If HM is still up. Attack 1d8+3 plus 1d6 (11 avg). BA FoB 2 attacks at 1d4+3 plus 1d6 (18 avg) total of 29 average damage.
Without HM. 1d8+3 action, FOB 2 attacks at 1d4+3. 15.5 damage average.
so 2 round with HM average damage is 40
without HM average damage is 28.5
so quite a difference over two rounds with or without. But it depends on if you can keep concentration up, and the target doesn’t die quick. Might be good for boss fights
So HM will add average 3.5 damage per hit. If you are a monk with 16dex you have a flat +3 damage.
Round 1
With hunters mark: BA cast Hunters Mark, attack with spear 1d8+3 plus 1d6. Average 11 damage.
Without Hunters Mark: attack with spear 1d8+3, BA unarmed strike 1d4+3. Average 13 damage if both hit.
Round 2
If HM is still up. Attack 1d8+3 plus 1d6 (11 avg). BA FoB 2 attacks at 1d4+3 plus 1d6 (18 avg) total of 29 average damage.
Without HM. 1d8+3 action, FOB 2 attacks at 1d4+3. 15.5 damage average.
so 2 round with HM average damage is 40
without HM average damage is 28.5
so quite a difference over two rounds with or without. But it depends on if you can keep concentration up, and the target doesn’t die quick. Might be good for boss fights
Well it depends on when you multiclass too. Instead of going 3/3 monk/ranger like op suggested, you could have gone 6 monk, giving you 2 normal attacks at 5th level. Your damage across 2 rounds with a quarterstaff would then be something like this:
2(1d8+4)+2(1d6+4) or 17+15=32 average damage for both rounds.
And again, the full monk option doesn't require you to keep concentration.
So I did the math and with a d6 martial arts die the benefit of getting hunters mark is 3 damage after the 2nd round. Of course, the longer you can keep hunter's mark on target the more beneficial it's going to be, but that's if you can keep your concentration, and you don't have to reapply it on someone else.
You're also delaying your monk features by taking ranger levels for hunter's mark, so I personally don't think the benefit is worth the price you pay. Of course, there are many good reasons to multiclass into ranger, and if you do it for whatever reason you can't go wrong with picking up hunter's mark as one of your spells. If you land a stunning strike you are almost guaranteed those 4d6 on your next round for a large burst round, and if you crit it's going to be even more beneficial. If you're forced to engage from ranged for whatever reason, you can use your bonus action for hunters mark. And rangers in themselves are great for dipping because many of the subclasses are so frontloaded with their features.
So HM will add average 3.5 damage per hit. If you are a monk with 16dex you have a flat +3 damage.
Round 1
With hunters mark: BA cast Hunters Mark, attack with spear 1d8+3 plus 1d6. Average 11 damage.
Without Hunters Mark: attack with spear 1d8+3, BA unarmed strike 1d4+3. Average 13 damage if both hit.
Round 2
If HM is still up. Attack 1d8+3 plus 1d6 (11 avg). BA FoB 2 attacks at 1d4+3 plus 1d6 (18 avg) total of 29 average damage.
Without HM. 1d8+3 action, FOB 2 attacks at 1d4+3. 15.5 damage average.
so 2 round with HM average damage is 40
without HM average damage is 28.5
so quite a difference over two rounds with or without. But it depends on if you can keep concentration up, and the target doesn’t die quick. Might be good for boss fights
Well it depends on when you multiclass too. Instead of going 3/3 monk/ranger like op suggested, you could have gone 6 monk, giving you 2 normal attacks at 5th level. Your damage across 2 rounds with a quarterstaff would then be something like this:
2(1d8+4)+2(1d6+4) or 17+15=32 average damage for both rounds.
And again, the full monk option doesn't require you to keep concentration.
I was only going off the OP’s level MC. To be sure, a different make up can influence the damage output. For example, if your 3 levels of Ranger was in Hunter you could get an extra 1d8 for Colossus Slayer when using a weapon once per turn if they are below max HP.
Rather than multiclass, you could pick up Hunter’s Mark with the Fey Touched feat. Plus add +1 to Wisdom and get Misty Step. That's a pretty solid combo, though without multiclass you’ll only get each spell once per day.
It's great for conserving ki while maintaining damage as well. Keep in mind your monk can attack 3 times for free so you can keep the ki you'd be using for flurry of blows and divert the resources to stunning strike or patient defense. Blank void theoretical combats aside, I have rarely been a part of a combat that is as static as just standing there trading blows.
Rather than multiclass, you could pick up Hunter’s Mark with the Fey Touched feat. Plus add +1 to Wisdom and get Misty Step. That's a pretty solid combo, though without multiclass you’ll only get each spell once per day.
Plus Monks do not really have a good chance to keep the spell up if they get hit so they will need to stick and move a lot.
Hunter's Mark on a Monk is actually fairly good. it's good for extending your ki by getting more damage without using Ki to do it. It's good in situations where you mostly need your Bonus action, and perhaps your ki, to get around the battlefield more or in and out of dangerous situations more but still up your damage. And it's good in situations where you can be relatively confident you won't lose your concentration but can pile all out attacks.
Like most things with monk it takes accurate reading of the situation and turn by turn adjustments. But it can do a lot for monks since Monks have the Tools to help do things like get around the concentration issue to some extent and other abilities to help things along. It's just a matter of how you pick it up which you have to figure out how to squeeze into a monk.
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Anyways, just wanted a DM ruling. Suppose I have a multiclass ranger3/monk3.
I cast hunters mark as bonus action.
Next turn I flurry of blows.
Do I get to add 1d6 damage from hunters mark also to each unarmed strike for the flurry?
Yes you do.
The only real problem with the monk/ranger build is not getting to do the flurry of blows because of burning your bonus action on casting and choosing new marked creatures.
Well, if every alternate turn I get to do the flurry with basically an extra 4d6 it's not half bad already. The other turns is additional 2d6. This would be almost as good as an alternate turn level 3 sneak attack or level 7 sneak attack
Very true! Just remember you only have so many Ki points to use. But when you do use this combo it can be very good for a few burst rounds of damage possibly. Also watch out for concentration saves unless you can book it out of there with Mobile Feat or some other way.
I did the math on this once and I see no reason to rule it illegal at your table, because it's very much a risk/reward thing and it might not be worth casting for your monk. Yes you're adding a potential 4d6 on your monk's attack next round, but you're also dropping the potential damage of 2 unarmed strikes, so 2xmartial arts die +2xdex modifier of damage.
Hunter's Mark is also a concentration spell, and it's not unlikely to have lost concentration by the start of your next turn.
Not to mention you'll be delaying other cool and useful monk features by multiclassing.
So HM will add average 3.5 damage per hit. If you are a monk with 16dex you have a flat +3 damage.
Round 1
With hunters mark: BA cast Hunters Mark, attack with spear 1d8+3 plus 1d6. Average 11 damage.
Without Hunters Mark: attack with spear 1d8+3, BA unarmed strike 1d4+3. Average 13 damage if both hit.
Round 2
If HM is still up. Attack 1d8+3 plus 1d6 (11 avg). BA FoB 2 attacks at 1d4+3 plus 1d6 (18 avg) total of 29 average damage.
Without HM. 1d8+3 action, FOB 2 attacks at 1d4+3. 15.5 damage average.
so 2 round with HM average damage is 40
without HM average damage is 28.5
so quite a difference over two rounds with or without. But it depends on if you can keep concentration up, and the target doesn’t die quick. Might be good for boss fights
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
Well it depends on when you multiclass too. Instead of going 3/3 monk/ranger like op suggested, you could have gone 6 monk, giving you 2 normal attacks at 5th level. Your damage across 2 rounds with a quarterstaff would then be something like this:
2(1d8+4)+2(1d6+4) or 17+15=32 average damage for both rounds.
And again, the full monk option doesn't require you to keep concentration.
So I did the math and with a d6 martial arts die the benefit of getting hunters mark is 3 damage after the 2nd round. Of course, the longer you can keep hunter's mark on target the more beneficial it's going to be, but that's if you can keep your concentration, and you don't have to reapply it on someone else.
You're also delaying your monk features by taking ranger levels for hunter's mark, so I personally don't think the benefit is worth the price you pay. Of course, there are many good reasons to multiclass into ranger, and if you do it for whatever reason you can't go wrong with picking up hunter's mark as one of your spells. If you land a stunning strike you are almost guaranteed those 4d6 on your next round for a large burst round, and if you crit it's going to be even more beneficial. If you're forced to engage from ranged for whatever reason, you can use your bonus action for hunters mark. And rangers in themselves are great for dipping because many of the subclasses are so frontloaded with their features.
I was only going off the OP’s level MC. To be sure, a different make up can influence the damage output. For example, if your 3 levels of Ranger was in Hunter you could get an extra 1d8 for Colossus Slayer when using a weapon once per turn if they are below max HP.
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
Rather than multiclass, you could pick up Hunter’s Mark with the Fey Touched feat. Plus add +1 to Wisdom and get Misty Step. That's a pretty solid combo, though without multiclass you’ll only get each spell once per day.
It's great for conserving ki while maintaining damage as well. Keep in mind your monk can attack 3 times for free so you can keep the ki you'd be using for flurry of blows and divert the resources to stunning strike or patient defense. Blank void theoretical combats aside, I have rarely been a part of a combat that is as static as just standing there trading blows.
Plus Monks do not really have a good chance to keep the spell up if they get hit so they will need to stick and move a lot.
Hunter's Mark on a Monk is actually fairly good. it's good for extending your ki by getting more damage without using Ki to do it. It's good in situations where you mostly need your Bonus action, and perhaps your ki, to get around the battlefield more or in and out of dangerous situations more but still up your damage. And it's good in situations where you can be relatively confident you won't lose your concentration but can pile all out attacks.
Like most things with monk it takes accurate reading of the situation and turn by turn adjustments. But it can do a lot for monks since Monks have the Tools to help do things like get around the concentration issue to some extent and other abilities to help things along. It's just a matter of how you pick it up which you have to figure out how to squeeze into a monk.