To kick this off I will be sharing my build for a Monk/Ranger multiclass. I hope to receive some feedback and critiques from the community, predominantly, on the effectiveness of the character's build in relation to the homebrew weapon they wield.
My intent is that others may share their own homebrews and have a platform to receive advice.
Please, when replying, observe all regulations set by this forums administrators. Thank you!
This is the accompanying character: ddb.ac/characters/16787352/P9V8Sx
Is this a reasonable homebrew weapon? Is it fair to call it a monk weapon, in regards to the feats and actions involving monk weapons. Would it function as I plan on it to in the future? Essentially combining the monk's flurry of blows with the ranger's horde breaker combat archetype.
For me this seems a little overpowered as you have a mace mixed with a whip mixed with a net mixed with a defending magical item.
I think I'd change the wording a little bit to:
******
Weapon Property: Reach, Two handed, (lose Finesse, although it remains a monk weapons so you don't really lose much)
Damage: 1d4 bludgeoning (also counts as a martial weapon but monks get it as part of their martial arts package and counts as a monk weapon for purposes of monk martial arts skills)
Whirling Defense: When wielding the meteor hammer in combat and taking the Dodge Action or Patient Defense Bonus Action you gain a +1 bonus to your Armor Class for melee attacks made against you as you spin the ends of the meteor hammer around your body to distract your opponents.
Chain Weapon:The chain of the meteor hammer can be used in a similar way to a net. If you target a Large or smaller creature you can use you action to make a chain attack, roll to hit as normal, if you hit the target it becomes becomes restrained until it is freed. A chain has has no effect on creatures that are formless (such as Oozes), or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself on a success.
While a target is grappled the weapon makes use of both of your hands, effectively removing the interact action. You deal no damage with this action and cannot attack until the target is released or escapes.
The target may roll another DC10 Strength check to escape at the end of each of its subsequent turns.
******
Making those changes brings it in line with how a net would be used (but without the side effect of the net being destroyed if the restrained creature frees itself) and gives you a way to employ it to gain the defensive bonus without infringing on magical item territory as you have to use your action or a Ki point to get the benefits and bringing the weapon damage down to d4 brings it in line with the whip and reflects the real world weapon which is viewed as a "soft" weapon.
I like it, both classes require dexterity and wisdom so they mix well. Although there are potentially two problems:
1) you get a fighting style at level 2 Ranger but none of those options really work with the meteor hammer weapon you have: defense style requires you to wear armour, dueling requires you to use a single handed weapon and two weapon fighting needs a single handed weapon in each hand which only leaves the Archery style, outside chance if you DM allows it would be Mariner form Unearthed Arcana: Waterborne Adventures,
"Mariner: As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC"
Even this one could cause a problem though as it states you can't use a shield your DM may rule that also precludes using a two handed weapon, which would then rule out the meteor hammer and might mean a bit of a rejig of any back story you have.
2) the spell Hunters Mark, if you intend to use this in conjunction with horde breaker then worth bearing in mind it will not work with flurry of blows, its a bit of a wording thing but hunters mark specifically states the bonus damage is only with weapon attacks and flurry of blows only gives you unarmed strikes which sadly don't count as weapons.
I'll put my thinking cap on and see if I can fathom out a way around these two things but I am not sure there is.
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* Need a character idea? Search for "Rob76's Unused" in the Story and Lore section.
To address the first concern, I was aware that the ranger's fighting style would be rendered fairly moot. I will be taking the archery style as it simply makes the most sense, both mechanically and regarding this characters backstory.
The second issue is one I hadn't considered. It makes sense the way you describe it and after reviewing the verbiage, I consider it to be an accurate assessment.
sadly the extra attack class features don't stack but you'll still likely being doing more attacks then most with 2 attacks from monk or ranger at level 5 then a flurry of blows on top...also adding +1d6 damage to your attack with weapons for hunters mark + anything you invest in Ki powers (such as stunning strikes or open hand one had strike options).
If you were of a mind to (and not that i would condone such things) if you haven't decided on a race yet I would point towards Human and use the variant option to get a feat you could take Magic Initiate Warlock and get Hex as a level 1 spell x1 per long rest, to quote the spell:
"You place a curse on a creature that you can see within range. Until the spell ends. you deal an extra Id6 necrotic damage to the target whenever you hit it with an attack. Also choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability".
Now you cannot stack that with Hunters Mark as they both require concentration, but for 1 glorious hour a day all your attacks...including flurry of blows...deal +1d6 necrotic damage and disadvantage on...oh I don't know...Strength ability checks maybe????, as I said, not that I would in any way condone such min/maxing
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* Need a character idea? Search for "Rob76's Unused" in the Story and Lore section.
Now you cannot stack that with Hunters Mark as they both require concentration, but for 1 glorious hour a day all your attacks...including flurry of blows...deal +1d6 necrotic damage and disadvantage on...oh I don't know...Strength ability checks maybe????, as I said, not that I would in any way condone such min/maxing
hahaha! ^
I appreciate all your help with fact checking and mechanic reference
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To kick this off I will be sharing my build for a Monk/Ranger multiclass. I hope to receive some feedback and critiques from the community, predominantly, on the effectiveness of the character's build in relation to the homebrew weapon they wield.
My intent is that others may share their own homebrews and have a platform to receive advice.
Please, when replying, observe all regulations set by this forums administrators. Thank you!
To start, this is the weapon I've brewed for my character: https://www.dndbeyond.com/magic-items/958526-thorens-fist-meteor-hammer
This is the accompanying character: ddb.ac/characters/16787352/P9V8Sx
Is this a reasonable homebrew weapon? Is it fair to call it a monk weapon, in regards to the feats and actions involving monk weapons. Would it function as I plan on it to in the future? Essentially combining the monk's flurry of blows with the ranger's horde breaker combat archetype.
For me this seems a little overpowered as you have a mace mixed with a whip mixed with a net mixed with a defending magical item.
I think I'd change the wording a little bit to:
******
Weapon Property: Reach, Two handed, (lose Finesse, although it remains a monk weapons so you don't really lose much)
Damage: 1d4 bludgeoning (also counts as a martial weapon but monks get it as part of their martial arts package and counts as a monk weapon for purposes of monk martial arts skills)
Whirling Defense: When wielding the meteor hammer in combat and taking the Dodge Action or Patient Defense Bonus Action you gain a +1 bonus to your Armor Class for melee attacks made against you as you spin the ends of the meteor hammer around your body to distract your opponents.
Chain Weapon: The chain of the meteor hammer can be used in a similar way to a net. If you target a Large or smaller creature you can use you action to make a chain attack, roll to hit as normal, if you hit the target it becomes becomes restrained until it is freed. A chain has has no effect on creatures that are formless (such as Oozes), or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself on a success.
While a target is grappled the weapon makes use of both of your hands, effectively removing the interact action. You deal no damage with this action and cannot attack until the target is released or escapes.
The target may roll another DC10 Strength check to escape at the end of each of its subsequent turns.
******
Making those changes brings it in line with how a net would be used (but without the side effect of the net being destroyed if the restrained creature frees itself) and gives you a way to employ it to gain the defensive bonus without infringing on magical item territory as you have to use your action or a Ki point to get the benefits and bringing the weapon damage down to d4 brings it in line with the whip and reflects the real world weapon which is viewed as a "soft" weapon.
As a complete aside, I also found this on youtube which I found very interesting: https://www.youtube.com/watch?v=SxPO6nwQvxY
Thank you for your input! I think taking your advice into account will definitely round out this weapon.
Do you have any input regarding the Ranger multiclass? I intend to use this weapon with the horde breaker combat archetype. Lvl.3monk/lvl.3ranger.
? edit: It seems unlikely, but do multiple attacks stack from multiple classes? As from a lvl5Monk/lvl11Ranger?
I like it, both classes require dexterity and wisdom so they mix well. Although there are potentially two problems:
1) you get a fighting style at level 2 Ranger but none of those options really work with the meteor hammer weapon you have: defense style requires you to wear armour, dueling requires you to use a single handed weapon and two weapon fighting needs a single handed weapon in each hand which only leaves the Archery style, outside chance if you DM allows it would be Mariner form Unearthed Arcana: Waterborne Adventures,
"Mariner: As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC"
Even this one could cause a problem though as it states you can't use a shield your DM may rule that also precludes using a two handed weapon, which would then rule out the meteor hammer and might mean a bit of a rejig of any back story you have.
2) the spell Hunters Mark, if you intend to use this in conjunction with horde breaker then worth bearing in mind it will not work with flurry of blows, its a bit of a wording thing but hunters mark specifically states the bonus damage is only with weapon attacks and flurry of blows only gives you unarmed strikes which sadly don't count as weapons.
I'll put my thinking cap on and see if I can fathom out a way around these two things but I am not sure there is.
To address the first concern, I was aware that the ranger's fighting style would be rendered fairly moot. I will be taking the archery style as it simply makes the most sense, both mechanically and regarding this characters backstory.
The second issue is one I hadn't considered. It makes sense the way you describe it and after reviewing the verbiage, I consider it to be an accurate assessment.
I appreciate all your help! Any thoughts on this:
sadly the extra attack class features don't stack but you'll still likely being doing more attacks then most with 2 attacks from monk or ranger at level 5 then a flurry of blows on top...also adding +1d6 damage to your attack with weapons for hunters mark + anything you invest in Ki powers (such as stunning strikes or open hand one had strike options).
If you were of a mind to (and not that i would condone such things) if you haven't decided on a race yet I would point towards Human and use the variant option to get a feat you could take Magic Initiate Warlock and get Hex as a level 1 spell x1 per long rest, to quote the spell:
"You place a curse on a creature that you can see within range. Until the spell ends. you deal an extra Id6 necrotic damage to the target whenever you hit it with an attack. Also choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability".
Now you cannot stack that with Hunters Mark as they both require concentration, but for 1 glorious hour a day all your attacks...including flurry of blows...deal +1d6 necrotic damage and disadvantage on...oh I don't know...Strength ability checks maybe????, as I said, not that I would in any way condone such min/maxing
My goal is to create an interesting and effectual character. Min/Max-ing is not really an interest of mine, though I appreciate the input!
hahaha! ^
I appreciate all your help with fact checking and mechanic reference