Tabaxi monk 5.Unamed strikes deal 1d6 damage slashing, with extra attack and flurry of blows.With a 20 in Dex, would that be a 4d6+20 slashing damage in one turn at lvl 5?Approx. 36 damage.Not op, but solid.
Human, cleric 1 (life), bard X (college of lore) with healing spirit is the ultimate support character and nigh indestructible. My own bard now sits at L17 with warcaster, resilient wisdom and int, and an amulet of health plus ring of protection, most of his defenses are good and he has a ton of utility.
Sometimes it's not about being in the spotlight, but about knowing you carry the party and see them home safe. 😉
Tabaxi monk 5.Unamed strikes deal 1d6 damage slashing, with extra attack and flurry of blows.With a 20 in Dex, would that be a 4d6+20 slashing damage in one turn at lvl 5?Approx. 36 damage.Not op, but solid.
I'm not so sure that is suppose to work that way with base monk. I don't think claws would substitute in for base attacks for punches. They are two different styles.
Now if you wanted to create a monastic tradition for say a Tabaxi monestary that used their natural claws as the base for their tradition, that would absolutely make sense.
But again that is up to your DM on how that is applied.
Just FYI, this shouldn't be possible outside of houserules.
At certain levels, your class gives you the Ability Score Improvement feature. Using the optional feats rule, you can forgo taking that feature to take a feat of your choice instead. You can take each feat only once, unless the feat’s description says otherwise.
Tabaxi monk 5.Unamed strikes deal 1d6 damage slashing, with extra attack and flurry of blows.With a 20 in Dex, would that be a 4d6+20 slashing damage in one turn at lvl 5?Approx. 36 damage.Not op, but solid.
I'm not so sure that is suppose to work that way with base monk. I don't think claws would substitute in for base attacks for punches. They are two different styles.
Now if you wanted to create a monastic tradition for say a Tabaxi monestary that used their natural claws as the base for their tradition, that would absolutely make sense.
But again that is up to your DM on how that is applied.
A Tabaxi Monk can absolutely use claws instead of fists for unarmed strikes.
Just FYI, this shouldn't be possible outside of houserules.
At certain levels, your class gives you the Ability Score Improvement feature. Using the optional feats rule, you can forgo taking that feature to take a feat of your choice instead. You can take each feat only once, unless the feat’s description says otherwise.
And since the Resilient feat does not have such provision, you should only be able to take it once.
According to D&D Beyond itself, each feat is different from the other. D&D beyond character builder allows it even without homebrew content enabled. So there's the "Resilient (Wisdom)" feat and the "Resilient (Intelligence)" feat.
Tabaxi monk 5.Unamed strikes deal 1d6 damage slashing, with extra attack and flurry of blows.With a 20 in Dex, would that be a 4d6+20 slashing damage in one turn at lvl 5?Approx. 36 damage.Not op, but solid.
I'm not so sure that is suppose to work that way with base monk. I don't think claws would substitute in for base attacks for punches. They are two different styles.
Now if you wanted to create a monastic tradition for say a Tabaxi monestary that used their natural claws as the base for their tradition, that would absolutely make sense.
But again that is up to your DM on how that is applied.
A Tabaxi Monk can absolutely use claws instead of fists for unarmed strikes.
Indeed, Tabaxi features explicitly state, "In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike."
The Monk's Martial Arts feature says, "...your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons..."
So a Tabaxi monk does slashing damage instead of bludgeoning. Though, RAW, it seems there is also no choice; "You deal slashing damage instead of bludgeoning damage". Which I don't think it necessarily an improvement. There's more stuff resistant to slashing than bludgeoning, and more monsters vulnerable to bludgeoning than slashing. ;-)
P.S. +5 dex at level 5 is only possible when you roll for stats. if you use point-buy or standard array, your max is 18 dex at level 5, for 4d6+16. Tbh, a human xbow expertise/battlemaster would do similar and at 6th level will start to outdps the monk. ;-)
According to D&D Beyond itself, each feat is different from the other. D&D beyond character builder allows it even without homebrew content enabled. So there's the "Resilient (Wisdom)" feat and the "Resilient (Intelligence)" feat.
This seems to come more from a technical limitation of Beyond than a rule interpretation.
The feat Elemental Adept also has such listing, but there is wording in the feat itself that suggest it's possible:
Elemental Adept
If we were to believe that choosing a different type would make the feat different (so Elemental Adept(Cold) and Elemental Adept(Acid) would be two different feats), then the last line wouldn't be necessary.
The resilient feat has no such line, it's a single feat, that says:
According to D&D Beyond itself, each feat is different from the other. D&D beyond character builder allows it even without homebrew content enabled. So there's the "Resilient (Wisdom)" feat and the "Resilient (Intelligence)" feat.
This seems to come more from a technical limitation of Beyond than a rule interpretation.
The feat Elemental Adept also has such listing, but there is wording in the feat itself that suggest it's possible:
Hmm.. that's definitely an interesting discovery and I wonder why D&D Beyond added six feats, rather than one feat and allow to choose the stat? (Since they obviously could). I'm wondering why they did it this way.
Anyway; Resilient (Intelligence) is a nice-to-have whereas Resilient (Wisdom) is definitely a must. Plenty of other good feats to do. :)
Hmm.. that's definitely an interesting discovery and I wonder why D&D Beyond added six feats, rather than one feat and allow to choose the stat? (Since they obviously could). I'm wondering why they did it this way.
Anyway; Resilient (Intelligence) is a nice-to-have whereas Resilient (Wisdom) is definitely a must. Plenty of other good feats to do. :)
I'm wondering if it has something to do with the fact that the selected stat also grants the save proficiency ? They already have a framework for "check a box for ability score increase", hard-coding 6 different feats probably saves them a bit of development time.
Or maybe they made the same mistake.
Also, I think it's an easy thing to miss, and a common mistake, so there are probably lot of people playing with more than 1 resilient feat. This probably doesn't break anything. And as you said, proficiency in intelligence is nice-to-have, at best.
Quote from IamSposta>> A Tabaxi Indeed, Tabaxi features explicitly state, "In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike." The Monk's Martial Arts feature says, "...your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons..."So a Tabaxi monk does slashing damage instead of bludgeoning. Though, RAW, it seems there is also no choice; "You deal slashing damage instead of bludgeoning damage". Which I don't think it necessarily an improvement. There's more stuff resistant to slashing than bludgeoning, and more monsters vulnerable to bludgeoning than slashing. ;-)
That is pure assumption that it replaces unarmed for monk abilities. That is only referring to regular unarmed attacks of non-monks. Monk unarmed attacks specifically refer to their chart of damage which comes from specific training or fighting styles using and using their ki. It is assumption to state they over ride the monk chart. The thread is referring to core rules, there is no core rule that states they over ride. "you can use" Can refers to a choice on their use as well.
Quote from Sebastaroth>> Hmm.. that's definitely an interesting discovery and I wonder why D&D Beyond added six feats, rather than one feat and allow to choose the stat? (Since they obviously could). I'm wondering why they did it this way. Anyway; Resilient (Intelligence) is a nice-to-have whereas Resilient (Wisdom) is definitely a must. Plenty of other good feats to do. :)
It was likely simpler to code the six choices than make one ability with a drop down selection. And then they forgot to code it to disable the other choices after you pick one.
Valenar wood elf Gloom stalker ranger with a double bladed scimitar and a longbow. Ran it tonight in a one shot and broke the game. Absolutely overpowered. You have the potential to have, at level 3, a +8 initiative, +9 to hit, 3 attacks.
One of my current characters being built is a High Elf Gloom Stalker Ranger/Gunslinger/Assassin.
I'm hoping at some point to assassinate a Necromancer with my long rifle - while he's in the midst of his ritual to raise his undead army from the local cemetery.
Initiative: +6 / To Hit Bonus: +9 (+4 with Sharpshooter)
BM Maneuvers: Trip, Disarm, Push
1st round of combat (in a scenario where you are ambushing the foe): Cast Hunter's Mark from afar and stealthed before combat starts, and then:
6 shots from hand xbow (2normal, 1bonus from xbow expert, 1extra from gloom ranger, 2more from action surge);
6 procs from Hunter's Mark
1 extra dmg from gloom's extra atack on 1st round
3 superiority dice
This amounts to: 12d6 + 4d8 + 78 = ~ 138dmg Every hit with advantage (revised ranger) in the 1st round, every short rest. The target will be proned, disarmed and pushed away on the end of your turn.
This only gets better later on, with more ASIs, more and higher sup dice, more atacks. If you use new UA's Class Features and go for the Snipe Maneuver, then you can do this combo with a longbow or Heavy Crossbow. It's the coolest and stronger spec I came up with so far and it's verry thematic and makes sense. No pushing for 4/5 multiclassing going paladin/warlock/rogue etc... I think it is solid.
You basicaly stealth, scout, track and hit like a truck. Lots of atacks per turn, control the field with maneuvers, high initiative and mobility. When you want, you can delete a NPC on the 1st turn. It's gold.
1st round of combat (in a scenario where you are ambushing the foe): Cast Hunter's Mark from afar and stealthed before combat starts, and then:
6 shots from hand xbow (2normal, 1bonus from xbow expert, 1extra from gloom ranger, 2more from action surge);
6 procs from Hunter's Mark
1 extra dmg from gloom's extra atack on 1st round
If you use Action Surge on the first round, you'll get the Gloomstalker's extra attack twice;
At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon’s damage type.
So on your first turn, you take the attack action, which allows you to attack twice (fighter) plus the gloomstalker attack. Then take your bonus action for the extra x-bow attack. Then Action Surge and take another Attack action, which again allows for 2+1 attacks (because it's still your first turn of the combat). So you would get 7 attacks, two of which have the gloomstalker damage bonus.
I had an NPC monastery of dwarven Drunken Master monks in my game once called "The Fists of Hanseath". Players had a hard time taking them as serious quest givers though.
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Tabaxi monk 5.Unamed strikes deal 1d6 damage slashing, with extra attack and flurry of blows.With a 20 in Dex, would that be a 4d6+20 slashing damage in one turn at lvl 5?Approx. 36 damage.Not op, but solid.
Human, cleric 1 (life), bard X (college of lore) with healing spirit is the ultimate support character and nigh indestructible. My own bard now sits at L17 with warcaster, resilient wisdom and int, and an amulet of health plus ring of protection, most of his defenses are good and he has a ton of utility.
Sometimes it's not about being in the spotlight, but about knowing you carry the party and see them home safe. 😉
I'm not so sure that is suppose to work that way with base monk. I don't think claws would substitute in for base attacks for punches. They are two different styles.
Now if you wanted to create a monastic tradition for say a Tabaxi monestary that used their natural claws as the base for their tradition, that would absolutely make sense.
But again that is up to your DM on how that is applied.
Just FYI, this shouldn't be possible outside of houserules.
(source, emphasis mine)
And since the Resilient feat does not have such provision, you should only be able to take it once.
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A Tabaxi Monk can absolutely use claws instead of fists for unarmed strikes.
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According to D&D Beyond itself, each feat is different from the other. D&D beyond character builder allows it even without homebrew content enabled. So there's the "Resilient (Wisdom)" feat and the "Resilient (Intelligence)" feat.
Indeed, Tabaxi features explicitly state, "In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike."
The Monk's Martial Arts feature says, "...your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons..."
So a Tabaxi monk does slashing damage instead of bludgeoning. Though, RAW, it seems there is also no choice; "You deal slashing damage instead of bludgeoning damage". Which I don't think it necessarily an improvement. There's more stuff resistant to slashing than bludgeoning, and more monsters vulnerable to bludgeoning than slashing. ;-)
P.S. +5 dex at level 5 is only possible when you roll for stats. if you use point-buy or standard array, your max is 18 dex at level 5, for 4d6+16. Tbh, a human xbow expertise/battlemaster would do similar and at 6th level will start to outdps the monk. ;-)
This seems to come more from a technical limitation of Beyond than a rule interpretation.
The feat Elemental Adept also has such listing, but there is wording in the feat itself that suggest it's possible:
If we were to believe that choosing a different type would make the feat different (so Elemental Adept(Cold) and Elemental Adept(Acid) would be two different feats), then the last line wouldn't be necessary.
The resilient feat has no such line, it's a single feat, that says:
A bit of google actually tells me that Jeremy Crawford confirmed it himself.
You can also check the Sage Advice Compendium:
Click to learn to put cool-looking tooltips in your messages!
Hmm.. that's definitely an interesting discovery and I wonder why D&D Beyond added six feats, rather than one feat and allow to choose the stat? (Since they obviously could). I'm wondering why they did it this way.
Anyway; Resilient (Intelligence) is a nice-to-have whereas Resilient (Wisdom) is definitely a must. Plenty of other good feats to do. :)
I'm wondering if it has something to do with the fact that the selected stat also grants the save proficiency ? They already have a framework for "check a box for ability score increase", hard-coding 6 different feats probably saves them a bit of development time.
Or maybe they made the same mistake.
Also, I think it's an easy thing to miss, and a common mistake, so there are probably lot of people playing with more than 1 resilient feat. This probably doesn't break anything. And as you said, proficiency in intelligence is nice-to-have, at best.
Click to learn to put cool-looking tooltips in your messages!
That is pure assumption that it replaces unarmed for monk abilities. That is only referring to regular unarmed attacks of non-monks. Monk unarmed attacks specifically refer to their chart of damage which comes from specific training or fighting styles using and using their ki. It is assumption to state they over ride the monk chart. The thread is referring to core rules, there is no core rule that states they over ride. "you can use" Can refers to a choice on their use as well.
It was likely simpler to code the six choices than make one ability with a drop down selection. And then they forgot to code it to disable the other choices after you pick one.
I did a Bear totem barb with Shield master. Advantage on Dex saves, 0 damage if saved, 1/2 if failed but then 1/2 again since resistant.
Valenar wood elf Gloom stalker ranger with a double bladed scimitar and a longbow. Ran it tonight in a one shot and broke the game. Absolutely overpowered. You have the potential to have, at level 3, a +8 initiative, +9 to hit, 3 attacks.
Gnome ranger giant slayer
I do Aarakocra Ranger
One of my current characters being built is a High Elf Gloom Stalker Ranger/Gunslinger/Assassin.
I'm hoping at some point to assassinate a Necromancer with my long rifle - while he's in the midst of his ritual to raise his undead army from the local cemetery.
Targeted and Firing
V.Human - DEX(16) CON(14) WIS(16) STR(10) INT(8) CHA(8)
BM Fighter 5/ Gloom Ranger 3
X-Bow Expert / Sharpshooter / Fighting Styles: Archery/Defense
Initiative: +6 / To Hit Bonus: +9 (+4 with Sharpshooter)
BM Maneuvers: Trip, Disarm, Push
1st round of combat (in a scenario where you are ambushing the foe): Cast Hunter's Mark from afar and stealthed before combat starts, and then:
6 shots from hand xbow (2normal, 1bonus from xbow expert, 1extra from gloom ranger, 2more from action surge);
6 procs from Hunter's Mark
1 extra dmg from gloom's extra atack on 1st round
3 superiority dice
This amounts to: 12d6 + 4d8 + 78 = ~ 138dmg Every hit with advantage (revised ranger) in the 1st round, every short rest. The target will be proned, disarmed and pushed away on the end of your turn.
This only gets better later on, with more ASIs, more and higher sup dice, more atacks. If you use new UA's Class Features and go for the Snipe Maneuver, then you can do this combo with a longbow or Heavy Crossbow. It's the coolest and stronger spec I came up with so far and it's verry thematic and makes sense. No pushing for 4/5 multiclassing going paladin/warlock/rogue etc... I think it is solid.
You basicaly stealth, scout, track and hit like a truck. Lots of atacks per turn, control the field with maneuvers, high initiative and mobility. When you want, you can delete a NPC on the 1st turn. It's gold.
If you use Action Surge on the first round, you'll get the Gloomstalker's extra attack twice;
So on your first turn, you take the attack action, which allows you to attack twice (fighter) plus the gloomstalker attack. Then take your bonus action for the extra x-bow attack. Then Action Surge and take another Attack action, which again allows for 2+1 attacks (because it's still your first turn of the combat). So you would get 7 attacks, two of which have the gloomstalker damage bonus.
I had an NPC monastery of dwarven Drunken Master monks in my game once called "The Fists of Hanseath". Players had a hard time taking them as serious quest givers though.