3rd fighter 11 monk mastery in dagger, if dual wields daggers the bonus dagger attack happens in action, leaving bonus action free for flurry or stuff? i assume light property means needs offhand dagger equipped and cant use main hand dagger 3 times?
3rd fighter 11 monk mastery in dagger, if dual wields daggers the bonus dagger attack happens in action, leaving bonus action free for flurry or stuff?
Yes, that is the point of the Nick weapon mastery: to allow you to make that extra Light weapon attack without using up your bonus action.
i assume light property means needs offhand dagger equipped and cant use main hand dagger 3 times?
D&D rules don't have a concept of "offhand" and "main hand". The extra attack from the Light property needs to be made with a different weapon than the one used to make the initial attack that triggers it. It doesn't matter what hand either weapon is in, and if you've already made two attacks with two different weapons as part of the Attack action, you can use either of them for the Light attack.
The Light property specifically says the additional attack granted by the Light property must be taken with a different Light weapon than the attack that triggered it.
There is disagreement on whether that different weapon needs to be in the other hand or in the same hand (weapon juggling), but it does need to be a different weapon. Also, that other weapon doesn't even need to be in hand beforehand, as you can draw it as a part of its attack (in 5.5e RAW - though some tables like mine restrict that to once per Attack Action, not once per Attack as is RAW).
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Playing D&D since 1982
Have played every version of the game since Basic (original Red Box Set), except that abomination sometimes called 4e.
thanks both you confirmed my thoughts. i just liked the concept of 3 monk dagger attacks and 3 flurry of blows (from head/knee/elbows/feet) in a round. a 14th level warrior of mercy npc in my campaign showed them how dangerous a monk was with 2 dagger plus 3 unarmed attacks per round.
thanks both you confirmed my thoughts. i just liked the concept of 3 monk dagger attacks and 3 flurry of blows (from head/knee/elbows/feet) in a round. a 14th level warrior of mercy npc in my campaign showed them how dangerous a monk was with 2 dagger plus 3 unarmed attacks per round.
Funny thing is, there's a vocal minority that still claims that monks are somehow "weak" - they obviously never played one or had to fight one. lol
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Playing D&D since 1982
Have played every version of the game since Basic (original Red Box Set), except that abomination sometimes called 4e.
well regaining ki points at a short rest and the monk can patch heal before every time. even with only one stunning strike per round, that plus flurry of 3 plus poison, the daggers do d10 etc. can throw off affects cure someone while healing 1 of 3 attacks, run up walls across water ... i was doing a version of g2 and the monk ran up the wall to get to the giants snipers up top who had boulders, hitting 14th getting prof in all saves ... yikes. underestimated to be sure. now imagine the monk with divine favor or better holy weapon put the knives away and you become the weapon with fists and feet, an extra 2d6 per hit ...
imagine piercer with the daggers, grappler to get adv when grappled and do damage to grapple, tavern brawler to reroll 1s and push, take druid initiate and get shillelagh for better damage at low levels, or if ftr/monk get topple/nick, the options become tempting. its like taking 8 levels in rogue to max asi's and get reliable talent and be a lore bard who has a fair chance of knowing most things
i think i know the answer but want to check
3rd fighter 11 monk mastery in dagger, if dual wields daggers the bonus dagger attack happens in action, leaving bonus action free for flurry or stuff? i assume light property means needs offhand dagger equipped and cant use main hand dagger 3 times?
Yes, that is the point of the Nick weapon mastery: to allow you to make that extra Light weapon attack without using up your bonus action.
D&D rules don't have a concept of "offhand" and "main hand". The extra attack from the Light property needs to be made with a different weapon than the one used to make the initial attack that triggers it. It doesn't matter what hand either weapon is in, and if you've already made two attacks with two different weapons as part of the Attack action, you can use either of them for the Light attack.
pronouns: he/she/they
The Light property specifically says the additional attack granted by the Light property must be taken with a different Light weapon than the attack that triggered it.
There is disagreement on whether that different weapon needs to be in the other hand or in the same hand (weapon juggling), but it does need to be a different weapon. Also, that other weapon doesn't even need to be in hand beforehand, as you can draw it as a part of its attack (in 5.5e RAW - though some tables like mine restrict that to once per Attack Action, not once per Attack as is RAW).
Playing D&D since 1982
Have played every version of the game since Basic (original Red Box Set), except that abomination sometimes called 4e.
thanks both you confirmed my thoughts. i just liked the concept of 3 monk dagger attacks and 3 flurry of blows (from head/knee/elbows/feet) in a round. a 14th level warrior of mercy npc in my campaign showed them how dangerous a monk was with 2 dagger plus 3 unarmed attacks per round.
Funny thing is, there's a vocal minority that still claims that monks are somehow "weak" - they obviously never played one or had to fight one. lol
Playing D&D since 1982
Have played every version of the game since Basic (original Red Box Set), except that abomination sometimes called 4e.
well regaining ki points at a short rest and the monk can patch heal before every time. even with only one stunning strike per round, that plus flurry of 3 plus poison, the daggers do d10 etc. can throw off affects cure someone while healing 1 of 3 attacks, run up walls across water ... i was doing a version of g2 and the monk ran up the wall to get to the giants snipers up top who had boulders, hitting 14th getting prof in all saves ... yikes. underestimated to be sure. now imagine the monk with divine favor or better holy weapon put the knives away and you become the weapon with fists and feet, an extra 2d6 per hit ...
imagine piercer with the daggers, grappler to get adv when grappled and do damage to grapple, tavern brawler to reroll 1s and push, take druid initiate and get shillelagh for better damage at low levels, or if ftr/monk get topple/nick, the options become tempting. its like taking 8 levels in rogue to max asi's and get reliable talent and be a lore bard who has a fair chance of knowing most things