This seems correct, and it doesn't even seem to cost all that much to activate (10 ki points, but they come back on a short rest, and you can actually instantly gain some of them back using your reaction when someone dies).
This is out-fightering the fighter, and will probably get corrected. Unless i'm reading something wrong too.
I always thought the fighter should have gotten its 4th attack at level 17, then gotten something cool at level 20.
But yeah, 6.5 attacks at 10 feet, 1 ability dependant, 120 feet devilsight, deflect missile for spells, basically telepathy, free shield, and ki vampire.
I would love to RP this with magic initiate warlock (for mage hand and eldritch blast) and a ring of telekinesis or the ram and flavor it as another use of my astral self.
I believe the intent is that the Astral Arms are a fixed, unchangeable 'weapon' - Wizards is willing to let Astral Selves have an ORAORAORA attack barrage because they can assure themselves it's not with a weapon that carries significant on-hit effects. Consider six attacks with the astral arms, which are basically ordinary martial arts attacks with a funky damage type and extra reach, compared to four attacks with literally any legendary weapon you'd care to name, on top of most VR-grade weapons and even a lot of rare ones.
It's very strong, yeah. But the more I've been ruminating on Astral Selves, the more I feel like the fists themselves are allowable. Heh, the aforementioned Hex/Hunter's Mark interaction gets super busted in a hurry, but multiclassing has been giving people gas since 5e released so eh. At that point you're also a minimum 19th level character. You're allowed to have tricks by nineteenth level.
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I wanted to know if I'm reading archetype right for the number of attacks that you get.
1 normally + 3 from arms of the astral self (as a bonus action at 17+) + 1 from Extra attack and + 1 from Astral Barrage.
So 6 attacks possible at L17+ plus an addition damage die from empowered arms. So at 17+ you can potentially deal 7d10 + 6(Mod) Damage.
Is my understanding of that correct because that seems incredibly broken?
This seems correct, and it doesn't even seem to cost all that much to activate (10 ki points, but they come back on a short rest, and you can actually instantly gain some of them back using your reaction when someone dies).
This is out-fightering the fighter, and will probably get corrected. Unless i'm reading something wrong too.
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Not only that but it makes Wis your primary stat so your stunning strikes are more likely to be effective.
I always thought the fighter should have gotten its 4th attack at level 17, then gotten something cool at level 20.
But yeah, 6.5 attacks at 10 feet, 1 ability dependant, 120 feet devilsight, deflect missile for spells, basically telepathy, free shield, and ki vampire.
I would love to RP this with magic initiate warlock (for mage hand and eldritch blast) and a ring of telekinesis or the ram and flavor it as another use of my astral self.
I believe the intent is that the Astral Arms are a fixed, unchangeable 'weapon' - Wizards is willing to let Astral Selves have an ORAORAORA attack barrage because they can assure themselves it's not with a weapon that carries significant on-hit effects. Consider six attacks with the astral arms, which are basically ordinary martial arts attacks with a funky damage type and extra reach, compared to four attacks with literally any legendary weapon you'd care to name, on top of most VR-grade weapons and even a lot of rare ones.
It's very strong, yeah. But the more I've been ruminating on Astral Selves, the more I feel like the fists themselves are allowable. Heh, the aforementioned Hex/Hunter's Mark interaction gets super busted in a hurry, but multiclassing has been giving people gas since 5e released so eh. At that point you're also a minimum 19th level character. You're allowed to have tricks by nineteenth level.
Please do not contact or message me.