Did some quick (and probably wrong) math and a low-level Astral Self Monk whose primary ability (+3) is Wisdom lacks some damage. The spectral arms are a monk weapon, so they start at d4 for damage. Not great. At least they qualify for the requisite of Martial Arts bonus attack and Flurry of Blows.
It's not my intent to sound like a min-maxer, but a two-handed Quarterstaff (plus one or two unarmed strikes) using DEX does more damage than any combination of Arm+Arm/Arm+Unarmed/Arm+Unarmed+Unarmed using WIS+DEX. It seems that starting with more WIS than DEX isn't exactly optimal at low level, right? I love both Persona and JoJo, so this subclass is just for me, and I almost never play optimal builds but I like being informed of all the possibilities.
Don't look at it from a damage perspective, but a flexibility perspective. You have two extra hands that have a reach of 10 feet as opposed to 5 feet for the quarterstaff. You can still have your quarterstaff with your two normal arms and use them when in 5 feet. Additionally, because you have two threat ranges, one for your normal arms (at 5 feet) and another for your astral arms (10 feet) it expands your thrtu
I just thought of something. As you said, you have an extra pair of arms. With 10 feet reach. While those arms are out, you can substitute STR for WIS on strength checks. Grapple is an strenght (athletics) check. To grapple you need to use the Attack action. You can take the Attack action with the spectral arms.
Can you... Could you grapple someone at 10 feet with your spectral arms? If so, daaaaamn! You grapple them without the fear of a retaliation. I've been working on a STR based Monk/Barbarian since forever, but if that is allowed I just found an update to my build.
RAI, dunno, its never really said that the arms can be used in any other way than just attacking, its not said that they can be used to manipulate or grab things, like a Bigby's hand or a Mage Hand does.
But since a Grapple is an Attack, and you can Attack with them, nothing seems to prevent it.
Also don't forget that for now, you can substitue STR for WIS OR DEX, using them, so you can still use your sky high DEX for attacks and dmg with the arms.
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"Normality is but an Illusion, Whats normal to the Spider, is only madness for the Fly"
I may be in the minority, but I would not sit at the same table as that barbarian. I've been blown up by enough "friendly" wild mages that the whole accidental team damage for me is a 100% non-starter. I won't play with a wild sorc, and I would not play with these. They need to STOP with the team damage thing. If a player wants to dance with the dice, I am perfectly fine with that. I am NOT ok with their dancing with the dice shafting me in the crossfire.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
I love the idea of a barbarian subclass touched by faerie madness, but I kinda loathe the wild magic table. If I were to design such a subclass I would do this:
3rd level: Cast Augury as a ritual, while raging can choose to tap into prescient madness to impose disadvantage on incoming attack due to constant foresight but also disadvantage on Wisdom saves and checks during the rage. 6th level: As Bend Luck from the Wild Magic Sorcerer, but can only use it a number of times per long rest as you have Rages. 10th level: Infectious Madness - While in a mad rage, anyone who comes within 10 ft of you is subject to the Confusion spell, can only happen once per target per rage. Save DC based on Con 14th level: Can cast Contact Other Plane as a ritual, make the Int save with Advantage (or maybe make it a Con save instead?), can only contact Fey creatures.
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Canto alla vita alla sua bellezza ad ogni sua ferita ogni sua carezza!
I sing to life and to its tragic beauty To pain and to strife, but all that dances through me The rise and the fall, I've lived through it all!
I may be in the minority, but I would not sit at the same table as that barbarian. I've been blown up by enough "friendly" wild mages that the whole accidental team damage for me is a 100% non-starter. I won't play with a wild sorc, and I would not play with these. They need to STOP with the team damage thing. If a player wants to dance with the dice, I am perfectly fine with that. I am NOT ok with their dancing with the dice shafting me in the crossfire.
There are only 2 effects that do that. 1 is so random, you are very unlikely to get hit (almost as unlikely as the enemy...), the other buffs the barbarian's HP so it's not like it was a waste. It is pretty limited compared to wild sorcerer.
I had been agonizing over a "guru" type character, even homebrewing a guru subclass...but this is so much better.
Perfect for a old, frail character...suddenly, they have sprouted these ethereal arms. Their inner soul is strong and steadfast.
It evokes themes of Goro (Mortal Kombat), Susanoo (Naruto), Asura (Asura's Wrath), and Amara (Borderlands 3). Bravo!
Likewise, I LOVE the "Wild Soul" barbarian...though I am curious as to the name. "Feyrager" is a older name for such a barbarian, and seems to fit better.
Having a random, magical effect to spice up normal combat is just so much fun, and adds so much to normally standard, straight forward melee combat. The "Arcane Rebuke" is just gravy...I love "rebuke" spells, and it adds to that idea that the barbarian is overflowing with magical feedback...like a gnat hitting a bug-zapper.
Come to think of it...the barbarian has become a magic super-battery. He radiates magical colors (Detect Magic), and spellcasters recharge their spell slots from him. Nifty.
Backstory-wise, maybe they got swept away by the Wild Hunt for a brief amount of time, or my personal favorite, was an Entertainer who accidentally stumbled into the Feywild, ended up in a crazy Fey celebration or festival, drank some of their sweet Fey wine and liquor, and yadda yadda yadda...they were the only survivor by the time they got back to their world, but the booze made them magical.
Fey.
Or perhaps the barbarian thinks they are a wizard, and they cast magic by getting REALLY F*CKIN ANGRY.
I love the concept of the astral monk but isn't it bit op to have it recovering 5 Ki points from each kill? i know it's the capstone for the subclass but isn't it too much?
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Born under the watch of something from the furthest corners of the far realms.... It knows all.... it sees all... and it asks: "What is it that you want to see?"... and my answer is... ALL"
I'm surprised this thread hasn't been inundated to hell and back with Jojo memes yet, because Astral Monk is literally a Stand User.
Yare Yare Daze....
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Born under the watch of something from the furthest corners of the far realms.... It knows all.... it sees all... and it asks: "What is it that you want to see?"... and my answer is... ALL"
Did some quick (and probably wrong) math and a low-level Astral Self Monk whose primary ability (+3) is Wisdom lacks some damage. The spectral arms are a monk weapon, so they start at d4 for damage. Not great. At least they qualify for the requisite of Martial Arts bonus attack and Flurry of Blows.
It's not my intent to sound like a min-maxer, but a two-handed Quarterstaff (plus one or two unarmed strikes) using DEX does more damage than any combination of Arm+Arm/Arm+Unarmed/Arm+Unarmed+Unarmed using WIS+DEX. It seems that starting with more WIS than DEX isn't exactly optimal at low level, right? I love both Persona and JoJo, so this subclass is just for me, and I almost never play optimal builds but I like being informed of all the possibilities.
Well, the keyword in this case is can. As in, you can use Wisdom instead of Dexterity (or Strength), but you don't have to.
I may be in the minority, but I would not sit at the same table as that barbarian. I've been blown up by enough "friendly" wild mages that the whole accidental team damage for me is a 100% non-starter. I won't play with a wild sorc, and I would not play with these. They need to STOP with the team damage thing. If a player wants to dance with the dice, I am perfectly fine with that. I am NOT ok with their dancing with the dice shafting me in the crossfire.
'Wild Magic' is implemented really, REALLY poorly and stupidly in 5e. I cannot agree more with what you say here.
I may be in the minority, but I would not sit at the same table as that barbarian. I've been blown up by enough "friendly" wild mages that the whole accidental team damage for me is a 100% non-starter. I won't play with a wild sorc, and I would not play with these. They need to STOP with the team damage thing. If a player wants to dance with the dice, I am perfectly fine with that. I am NOT ok with their dancing with the dice shafting me in the crossfire.
I think your point of view is perfectly valid and something that should be mentioned during the survey.
That being said, not every subclass is designed for everyone. The age old adage "you can't please everyone" rings true here. I know plenty of people who adore the wild magic sorcerer. Most communicate during session 0 their desire to play one so a player of your style can voice their concerns.
Okay, so looking at the Wild Surge table, there's an even mix of effects that are single-use and persistent. I'm trying to understand how that works with the capstone at 14th level that lets you roll for a new effect as a bonus action every turn while raging. Does that mean you can just roll again for a new effect after getting one of the single-use rolls?
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Don't look at it from a damage perspective, but a flexibility perspective. You have two extra hands that have a reach of 10 feet as opposed to 5 feet for the quarterstaff. You can still have your quarterstaff with your two normal arms and use them when in 5 feet. Additionally, because you have two threat ranges, one for your normal arms (at 5 feet) and another for your astral arms (10 feet) it expands your thrtu
I just thought of something. As you said, you have an extra pair of arms. With 10 feet reach. While those arms are out, you can substitute STR for WIS on strength checks. Grapple is an strenght (athletics) check. To grapple you need to use the Attack action. You can take the Attack action with the spectral arms.
Can you... Could you grapple someone at 10 feet with your spectral arms? If so, daaaaamn! You grapple them without the fear of a retaliation. I've been working on a STR based Monk/Barbarian since forever, but if that is allowed I just found an update to my build.
RAW nothing prevents it.
RAI, dunno, its never really said that the arms can be used in any other way than just attacking, its not said that they can be used to manipulate or grab things, like a Bigby's hand or a Mage Hand does.
But since a Grapple is an Attack, and you can Attack with them, nothing seems to prevent it.
Also don't forget that for now, you can substitue STR for WIS OR DEX, using them, so you can still use your sky high DEX for attacks and dmg with the arms.
"Normality is but an Illusion, Whats normal to the Spider, is only madness for the Fly"
Kain de Frostberg- Dark Knight - (Vengeance Pal3/ Hexblade 9), Port Mourn
Kain de Draakberg-Dark Knight lvl8-Avergreen(DitA)
I may be in the minority, but I would not sit at the same table as that barbarian. I've been blown up by enough "friendly" wild mages that the whole accidental team damage for me is a 100% non-starter. I won't play with a wild sorc, and I would not play with these. They need to STOP with the team damage thing. If a player wants to dance with the dice, I am perfectly fine with that. I am NOT ok with their dancing with the dice shafting me in the crossfire.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha
I love the idea of a barbarian subclass touched by faerie madness, but I kinda loathe the wild magic table. If I were to design such a subclass I would do this:
3rd level: Cast Augury as a ritual, while raging can choose to tap into prescient madness to impose disadvantage on incoming attack due to constant foresight but also disadvantage on Wisdom saves and checks during the rage.
6th level: As Bend Luck from the Wild Magic Sorcerer, but can only use it a number of times per long rest as you have Rages.
10th level: Infectious Madness - While in a mad rage, anyone who comes within 10 ft of you is subject to the Confusion spell, can only happen once per target per rage. Save DC based on Con
14th level: Can cast Contact Other Plane as a ritual, make the Int save with Advantage (or maybe make it a Con save instead?), can only contact Fey creatures.
Canto alla vita
alla sua bellezza
ad ogni sua ferita
ogni sua carezza!
I sing to life and to its tragic beauty
To pain and to strife, but all that dances through me
The rise and the fall, I've lived through it all!
There are only 2 effects that do that. 1 is so random, you are very unlikely to get hit (almost as unlikely as the enemy...), the other buffs the barbarian's HP so it's not like it was a waste. It is pretty limited compared to wild sorcerer.
Half Orc Astral Monk
(GORO, MK)
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FOR SERF AND SOVEREIGN!
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I love the new RP and story elements these subclasses add :). Interested in playing around with the Wild Barb soon!
For some reason, i have a Warlock/Astral Monk character in my head...
"I'll Eldritch blast that dude over there, and Oh and i'll pummerl this one into the ground with my Poltergeist fists..."
"Normality is but an Illusion, Whats normal to the Spider, is only madness for the Fly"
Kain de Frostberg- Dark Knight - (Vengeance Pal3/ Hexblade 9), Port Mourn
Kain de Draakberg-Dark Knight lvl8-Avergreen(DitA)
I made a Barbarian just last month that is an UTTERLY PERFECT FIT for this Path of the Wild Soul Subclass! Yes, please!
The Astral Soul is beautiful.
I had been agonizing over a "guru" type character, even homebrewing a guru subclass...but this is so much better.
Perfect for a old, frail character...suddenly, they have sprouted these ethereal arms. Their inner soul is strong and steadfast.
It evokes themes of Goro (Mortal Kombat), Susanoo (Naruto), Asura (Asura's Wrath), and Amara (Borderlands 3). Bravo!
Likewise, I LOVE the "Wild Soul" barbarian...though I am curious as to the name. "Feyrager" is a older name for such a barbarian, and seems to fit better.
Having a random, magical effect to spice up normal combat is just so much fun, and adds so much to normally standard, straight forward melee combat. The "Arcane Rebuke" is just gravy...I love "rebuke" spells, and it adds to that idea that the barbarian is overflowing with magical feedback...like a gnat hitting a bug-zapper.
Come to think of it...the barbarian has become a magic super-battery. He radiates magical colors (Detect Magic), and spellcasters recharge their spell slots from him. Nifty.
Backstory-wise, maybe they got swept away by the Wild Hunt for a brief amount of time, or my personal favorite, was an Entertainer who accidentally stumbled into the Feywild, ended up in a crazy Fey celebration or festival, drank some of their sweet Fey wine and liquor, and yadda yadda yadda...they were the only survivor by the time they got back to their world, but the booze made them magical.
Fey.
Or perhaps the barbarian thinks they are a wizard, and they cast magic by getting REALLY F*CKIN ANGRY.
Sorta that 'ol..."I cast FIST" joke.
So, yeah...this stuff is brilliant.
I'm surprised this thread hasn't been inundated to hell and back with Jojo memes yet, because Astral Monk is literally a Stand User.
Whomsoever reads this: you matter, you are loved, and I wish you the best.
Griffith did nothing wrong.
I love the concept of the astral monk but isn't it bit op to have it recovering 5 Ki points from each kill? i know it's the capstone for the subclass but isn't it too much?
Born under the watch of something from the furthest corners of the far realms.... It knows all.... it sees all... and it asks: "What is it that you want to see?"... and my answer is... ALL"
@Vicolesso Wait for it...
Yare Yare Daze....
Born under the watch of something from the furthest corners of the far realms.... It knows all.... it sees all... and it asks: "What is it that you want to see?"... and my answer is... ALL"
Well, the keyword in this case is can. As in, you can use Wisdom instead of Dexterity (or Strength), but you don't have to.
Do anyone know when they will be available in the character builder?
'Wild Magic' is implemented really, REALLY poorly and stupidly in 5e. I cannot agree more with what you say here.
I think your point of view is perfectly valid and something that should be mentioned during the survey.
That being said, not every subclass is designed for everyone. The age old adage "you can't please everyone" rings true here. I know plenty of people who adore the wild magic sorcerer. Most communicate during session 0 their desire to play one so a player of your style can voice their concerns.
Okay, so looking at the Wild Surge table, there's an even mix of effects that are single-use and persistent. I'm trying to understand how that works with the capstone at 14th level that lets you roll for a new effect as a bonus action every turn while raging. Does that mean you can just roll again for a new effect after getting one of the single-use rolls?