So I did a 6th level one-shot last night with the Path of the Beast Barbarian. As an uncommon magic item, I chose the Eldrich Claw Tattoo listed below. The DND Beyond character builder added the +1 attack and damage to normal unarmed strikes, but it did NOT add it to any of the beast forms (bite, claw, tail). The subclass features say they count as "simple melee weapons" - but on the other hand it IS an unarmed strike.
The DM allowed it so I manually added the +1
Rules as Written: Does this magic item do nothing for the Beast Barb natural weapons? What about other natural weapons as racial features?
A side bonus question: Would the Unarmed Fighting fighting style buff the claws?
see below....
Wondrous Item, uncommon (requires attunement)
Produced by a special needle, this magic tattoo depicts clawlike forms and other jagged shapes.
Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Magical Strikes. While the tattoo is on your skin, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and you gain a +1 bonus to attack and damage rolls with unarmed strikes.
Eldritch Maul. As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away from you, as inky tendrils launch toward the target. In addition, your melee attacks deal an extra 1d6 force damage on a hit. Once used, this bonus action can’t be used again until the next dawn.
Unfortunately, by RAW, Natural Weapons do not qualify as Unarmed Strikes unless specifically noted. For example, Tabaxi's claws are explicitly permitted to be used for unarmed strikes.
Unfortunately, by RAW, Natural Weapons do not qualify as Unarmed Strikes unless specifically noted. For example, Tabaxi's claws are explicitly permitted to be used for unarmed strikes.
So then... it seems there is not much support for natural weapons in terms of magic items or feats. Unless there are some known options that I'm not aware of. Good thing level 6 gives the Beast forms the magic property. It would be really bad if it didn't.
Yeah, RAW the only thing that boosts them is the insignia (or you can achieve a result similar to a magic bonus through the belts that boost your str beyond 20). But I think many reasonable DMs would let that tattoo work. The flavor fits really well.
So I did a 6th level one-shot last night with the Path of the Beast Barbarian. As an uncommon magic item, I chose the Eldrich Claw Tattoo listed below. The DND Beyond character builder added the +1 attack and damage to normal unarmed strikes, but it did NOT add it to any of the beast forms (bite, claw, tail). The subclass features say they count as "simple melee weapons" - but on the other hand it IS an unarmed strike.
The DM allowed it so I manually added the +1
Rules as Written: Does this magic item do nothing for the Beast Barb natural weapons? What about other natural weapons as racial features?
A side bonus question: Would the Unarmed Fighting fighting style buff the claws?
see below....
Produced by a special needle, this magic tattoo depicts clawlike forms and other jagged shapes.
Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Magical Strikes. While the tattoo is on your skin, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and you gain a +1 bonus to attack and damage rolls with unarmed strikes.
Eldritch Maul. As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away from you, as inky tendrils launch toward the target. In addition, your melee attacks deal an extra 1d6 force damage on a hit. Once used, this bonus action can’t be used again until the next dawn.
Unfortunately, by RAW, Natural Weapons do not qualify as Unarmed Strikes unless specifically noted. For example, Tabaxi's claws are explicitly permitted to be used for unarmed strikes.
So then... it seems there is not much support for natural weapons in terms of magic items or feats. Unless there are some known options that I'm not aware of. Good thing level 6 gives the Beast forms the magic property. It would be really bad if it didn't.
The insignia of claws specifically buffs natural weapons. And the claw tattoo's eldritch maul trait works with any weapons (including natural).
Yeah, RAW the only thing that boosts them is the insignia (or you can achieve a result similar to a magic bonus through the belts that boost your str beyond 20). But I think many reasonable DMs would let that tattoo work. The flavor fits really well.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm