This is more of a content report rather than a bug specifically, however, the Unarmed Fighting Style die doesn't show up under Bonus Actions for the Monk (Unarmed Strike, Flurry of Blows) when multiclassing into Fighter. The issue is also present when choosing a monastic tradition (Astral Arms).
In both cases it continues to list only the martial arts die value, and doesn't list another option as it does for strikes on their own.
While I understand I can simply make custom actions for this, it seems like a pretty simple fix. Part of me wonders if this is related to the exploit where you can equip Unarmed Fighting Style without having purchased Tashas, but I have Tashas and just want the character sheet to take the factors it's supposed to into account...
Is this still the case if you make a strength based monk? The unarmed fighting style specifically says it uses your STR for damage whereas a monk's Martial Arts says you can use DEX instead of STR. If you have a strength based monk, I could see an argument for this fighting style being used. To be fair though, a monk's Martial Arts is the same damage die as the fighting style at level 5 and surpasses it at level 11. So you only really get the benefits of the Fighting Initiate feat or multiclassing in something that has fighting styles from levels 1-4 for monk. The unarmed fighting style is nearly worthless after monk 5, except for the extra damage if you have someone grappled.
Martial Arts from the Monk let's you use your DEX instead of STR when using unarmed strikes, this includes when choosing the unarmed fighting style (which specifies STR). Because you are still making an unarmed strike, you get to choose whether to use DEX or STR (see martial arts). *By default unarmed strikes use STR, so the martial arts from the monk getting to choose to use DEX or not is kinda the whole point. The wording on unarmed fighting style also explicitly says "CAN use a d6+STR and if unarmored the d6 turns into a d8" The Monks martial arts doesn't get the d8 that you get to use with unarmed fighting style until level 11, level 5 is a d6.
All that aside, the problem is with the character sheet on ddb not displaying it properly, not the ability to do so or not as the are no issues with the RAW. *As far as I can tell.
Unarmed fighting style does not modify your existing unarmed strike options. Instead it gives you two additional unarmed strike options; Fighting Style: Unarmed Fighting and Fighting Style: Unarmed Fighting (armed).
Yes I know. But the unarmed fighting style isn't listed under Bonus Actions for the monks extra attack, only the marital arts die is. For the astral arms as an example, it uses the Martial arts die and no secondary option is listed.
In both of these examples you would be able to use the Unarmed Fighting Style to calculate the damage instead of the Martial arts die as far *as I understand.
As I mentioned, I can simply make custom attacks to use the die, I just thought ddb character sheet would account for it.
Basically, there should be a separate listed attack for astral arms and Bonus Action the same as the standard attack. No?
Honestly, this seems less like a bug, and more like a design flaw. Some things in this game (such as similar abilities), that SHOULD make some change to one another as they coexist, simply do nothing. Take Unarmored Defense with Monks and Barbarians for example, if you are multiclassing in both, they do not combine or mutate or anything, the game simply takes whichever is higher. If you have some other form of natural armor, it once again does nothing (unless present as a modifier). The game doesn’t do a good job with stacked spell casting either, simply allowing you a unified spell slot pool and spell list, with some math thrown in so you don’t have dozens of first level spell slots. Furthermore, the way of measuring magical energy doesn’t make much sense either. How come you can’t break up a 2nd level spell slot into 1st level slots? Or pool multiple first level spell slots into a higher tier?
People keep taking actions such as these in the name of “balance”, never deciding to simply make the game better. Who says that you have to keep similar abilities entirely separate for the sake of balance? Who says that magical energy has to be like a shelf of magic nuggets?
This is more of a content report rather than a bug specifically, however, the Unarmed Fighting Style die doesn't show up under Bonus Actions for the Monk (Unarmed Strike, Flurry of Blows) when multiclassing into Fighter. The issue is also present when choosing a monastic tradition (Astral Arms).
In both cases it continues to list only the martial arts die value, and doesn't list another option as it does for strikes on their own.
While I understand I can simply make custom actions for this, it seems like a pretty simple fix. Part of me wonders if this is related to the exploit where you can equip Unarmed Fighting Style without having purchased Tashas, but I have Tashas and just want the character sheet to take the factors it's supposed to into account...
Is this still the case if you make a strength based monk? The unarmed fighting style specifically says it uses your STR for damage whereas a monk's Martial Arts says you can use DEX instead of STR. If you have a strength based monk, I could see an argument for this fighting style being used. To be fair though, a monk's Martial Arts is the same damage die as the fighting style at level 5 and surpasses it at level 11. So you only really get the benefits of the Fighting Initiate feat or multiclassing in something that has fighting styles from levels 1-4 for monk. The unarmed fighting style is nearly worthless after monk 5, except for the extra damage if you have someone grappled.
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Martial Arts from the Monk let's you use your DEX instead of STR when using unarmed strikes, this includes when choosing the unarmed fighting style (which specifies STR). Because you are still making an unarmed strike, you get to choose whether to use DEX or STR (see martial arts). *By default unarmed strikes use STR, so the martial arts from the monk getting to choose to use DEX or not is kinda the whole point. The wording on unarmed fighting style also explicitly says "CAN use a d6+STR and if unarmored the d6 turns into a d8" The Monks martial arts doesn't get the d8 that you get to use with unarmed fighting style until level 11, level 5 is a d6.
All that aside, the problem is with the character sheet on ddb not displaying it properly, not the ability to do so or not as the are no issues with the RAW. *As far as I can tell.
Unarmed fighting style does not modify your existing unarmed strike options. Instead it gives you two additional unarmed strike options; Fighting Style: Unarmed Fighting and Fighting Style: Unarmed Fighting (armed).
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Yes I know. But the unarmed fighting style isn't listed under Bonus Actions for the monks extra attack, only the marital arts die is. For the astral arms as an example, it uses the Martial arts die and no secondary option is listed.
In both of these examples you would be able to use the Unarmed Fighting Style to calculate the damage instead of the Martial arts die as far *as I understand.
As I mentioned, I can simply make custom attacks to use the die, I just thought ddb character sheet would account for it.
Basically, there should be a separate listed attack for astral arms and Bonus Action the same as the standard attack. No?
Honestly, this seems less like a bug, and more like a design flaw. Some things in this game (such as similar abilities), that SHOULD make some change to one another as they coexist, simply do nothing. Take Unarmored Defense with Monks and Barbarians for example, if you are multiclassing in both, they do not combine or mutate or anything, the game simply takes whichever is higher. If you have some other form of natural armor, it once again does nothing (unless present as a modifier). The game doesn’t do a good job with stacked spell casting either, simply allowing you a unified spell slot pool and spell list, with some math thrown in so you don’t have dozens of first level spell slots. Furthermore, the way of measuring magical energy doesn’t make much sense either. How come you can’t break up a 2nd level spell slot into 1st level slots? Or pool multiple first level spell slots into a higher tier?
People keep taking actions such as these in the name of “balance”, never deciding to simply make the game better. Who says that you have to keep similar abilities entirely separate for the sake of balance? Who says that magical energy has to be like a shelf of magic nuggets?
The game could be better, and yet it is not.
Yep. I mentioned it wasn't necessarily a bug. The rest I wouldn't be able to speak on, I'm quite new to D&D