In a campaign with fair amount of weapon modding. I have choice of 2 mods out of these 3 for my Mercy Monk's +1 Handwraps. Thoughts?
1) Graze property/mastery: +5 dmg. each miss. Not missing all that much, with decent attack bonus, several sources of Advantage, and Bless almost always up. But seems like Graze is stronger the harder the fight?
2) Extra dmg: +d4 dmg. Plain & modest but reliable dmg. boost. Maxed on crunchy crits. Avg. 2.5 dmg. per hit vs. Graze's 5 dmg. per miss.
3) Shocking property: +d4 dmg. & no Reaction, if enemy fails DEX save (DC: 15). Some battlefield control and extra dmg. How often tho? Half the time? Is that risk worth denying Reactions? Have seen that come in clutch in some boss fights.
I would risk it and go for the potential battlefield control. Such an underrated aspect of the game.
Truly. Bosses seem to have really annoying things they do with their Reactions, too. One nice thing about any of these on a Monk, is they can trigger each attack. So with #3, up to 5 tries to stick the no Reactions if Flurrying at level 10, and each of those could do d4 dmg. #2 would be guaranteed d4 dmg. for each attack landed.
Am thinking of picking up Fairy Trixter as my next feat, which if triggered would give enemies Disadvantage on saving throughs for 1 turn, so this would be stronger with that.
I'd go for #2 -- It's as good as #1 as long as you're hitting 2/3 of the time. If you hit more, it's better.
I'd avoid #3, not because its good or not, but because you are going to hate having it -- Monks make a lot of attacks, and adding an extra die roll to every single one is going to suck.
I'd go for #2 -- It's as good as #1 as long as you're hitting 2/3 of the time. If you hit more, it's better.
I'd avoid #3, not because its good or not, but because you are going to hate having it -- Monks make a lot of attacks, and adding an extra die roll to every single one is going to suck.
I was kinda worried about that. I did ask the DM: You sure you want me to make you roll another save (in addition to Grapple, Stunning Strike, etc.)? Could bog the game down.
I’d say the big thing 1 would have going for it is if you face a lot of enemies trying to kept concentration. Between extra attack and flurry, hit or miss, you’re forcing lots of concentration saves on your turn.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
In a campaign with fair amount of weapon modding. I have choice of 2 mods out of these 3 for my Mercy Monk's +1 Handwraps. Thoughts?
1) Graze property/mastery: +5 dmg. each miss. Not missing all that much, with decent attack bonus, several sources of Advantage, and Bless almost always up. But seems like Graze is stronger the harder the fight?
2) Extra dmg: +d4 dmg. Plain & modest but reliable dmg. boost. Maxed on crunchy crits. Avg. 2.5 dmg. per hit vs. Graze's 5 dmg. per miss.
3) Shocking property: +d4 dmg. & no Reaction, if enemy fails DEX save (DC: 15). Some battlefield control and extra dmg. How often tho? Half the time? Is that risk worth denying Reactions? Have seen that come in clutch in some boss fights.
I think you may have answered your own question. If you aren’t missing often and enemies tend not to have reactions… I’mma go with curtain #2.
I mean, if you can get both like option 3 suggests you might as well… or is the extra damage also subject to the Dexterity save?
Both effects of #3 are based on failing the DEX save: d4 dmg. & no Reactions.
I would risk it and go for the potential battlefield control. Such an underrated aspect of the game.
Truly. Bosses seem to have really annoying things they do with their Reactions, too. One nice thing about any of these on a Monk, is they can trigger each attack. So with #3, up to 5 tries to stick the no Reactions if Flurrying at level 10, and each of those could do d4 dmg. #2 would be guaranteed d4 dmg. for each attack landed.
Am thinking of picking up Fairy Trixter as my next feat, which if triggered would give enemies Disadvantage on saving throughs for 1 turn, so this would be stronger with that.
I'd go for #2 -- It's as good as #1 as long as you're hitting 2/3 of the time. If you hit more, it's better.
I'd avoid #3, not because its good or not, but because you are going to hate having it -- Monks make a lot of attacks, and adding an extra die roll to every single one is going to suck.
I was kinda worried about that. I did ask the DM: You sure you want me to make you roll another save (in addition to Grapple, Stunning Strike, etc.)? Could bog the game down.
I’d say the big thing 1 would have going for it is if you face a lot of enemies trying to kept concentration. Between extra attack and flurry, hit or miss, you’re forcing lots of concentration saves on your turn.