You can only have up to six weapon attacks at once on your character sheet, and many of them are duplicates. Plus, you can change weapon masteries on a long rest. So, am I missing something?
I always think of the first three you get as melee, thrown, ranged. Then add in more depending on playstyle. I think the idea is, as the master of fighting with a weapon, the fighter should be more versatile than other martials, and so get the most masteries. Personally, I found it kind of pointless, even during the playtest. Eventually, you’ve got a magic weapon as your main weapon. You’re not likely to say, well, I have this +2 greatsword, but let me switch to my non-magical maul because I think the mastery is better in this situation. The extra masteries make it so you can, which is nice, but I wonder how often people actually do.
Ok, so I’m onto something. The question is what do I do with this information? Are there some good multiclasses that use a dip in fighter or start out fighter? I already know one: starting out a level in fighter and then going warlock with Hexblade eldritch invocations.
Well, two levels of Fighter gives you Three Weapon Masteries, Action Surge, and Tactical Mind, which are all pretty darned useful.
So in a Multiclass Fighter/Monk , you can. on one turn, make everyone hate you for all the die rolls you're trying to pull off on your turn.
Levels: Fighter 2 / Monk 5
Abilities: DEX 18 (+4), WIS 16 (+3)
Weapon Masteries: Shortsword(Vex), Scimitar (Nick), Your choice for 3rd. Dart and Dagger are both Monk Weapons, which apply Martial Arts Die, and usable for Stunning Strikes.
Fighting Style: Two-Weapon Fighting.
Turn 1
Action: (My preference would be to Attempt a Stunning Strike on the first of your hits in this section, otherwise save your Focus.)
Attack 1 with Shortsword for 1d8+4,
Attack 2 with Shortsword or Unarmed Strike for 1d8+4, (Unarmed Strike only requires a free hand if you're attempting a Grapple)
Nick attack with Scimitar for 1d8+4 (Two-weapon Fighting style)
Action Surge
Attack 1 with Shortsword or Unarmed Strike for 1d8+4.
Attack 2 with Shortsword or Unarmed Strike for 1d8+4,
Bonus Action
Flurry of Blows:
Unarmed Strike 1 at 1d8 + 4
Unarmed Strike 2 at 1d8 + 4
Well, it looks impressive at least. Up to 7d8 + 28 on that opening round, with up to 6 of them at Advantage. Shame that each attack is Single-Target, though, and using weapons can get in the way of some of your other Monk subclass features, so there's a whole bunch of tradeoffs in there depending on whether you want to use the Darts for more attacks at Advantage or use Unarmed Strikes to activate other features.
Edit: Corrected to Shortsword and Scimitar in response to Actionsparda's subsequent comment.
Well, two levels of Fighter gives you Three Weapon Masteries, Action Surge, and Tactical Mind, which are all pretty darned useful.
So in a Multiclass Fighter/Monk , you can. on one turn, make everyone hate you for all the die rolls you're trying to pull off on your turn.
Levels: Fighter 2 / Monk 5
Abilities: DEX 18 (+4), WIS 16 (+3)
Weapon Masteries: Dart (Vex), Light Hammer (Nick), Your choice for 3rd. Dart and Dagger are both Monk Weapons, which apply Martial Arts Die, and usable for Stunning Strikes.
Fighting Style: Two-Weapon Fighting.
Turn 1
Action: (My preference would be to Attempt a Stunning Strike on the first of your hits in this section, otherwise save your Focus.)
Attack 1 with Dart for 1d8+4,
Attack 2 with Dart or Unarmed Strike for 1d8+4, (Unarmed Strike only requires a free hand if you're attempting a Grapple)
Nick attack with Dagger for 1d8+4 (Two-weapon Fighting style)
Action Surge
Attack 1 with Dart or Unarmed Strike for 1d8+4.
Attack 2 with Dart or Unarmed Strike for 1d8+4,
Bonus Action
Flurry of Blows:
Unarmed Strike 1 at 1d8 + 4
Unarmed Strike 2 at 1d8 + 4
Well, it looks impressive at least. Up to 7d8 + 28 on that opening round, with up to 6 of them at Advantage. Shame that each attack is Single-Target, though, and using weapons can get in the way of some of your other Monk subclass features, so there's a whole bunch of tradeoffs in there depending on whether you want to use the Darts for more attacks at Advantage or use Unarmed Strikes to activate other features.
It sounds neat, but aren’t darts thrown weapons? So I’ll need to rely on other weapons afterwards. Is that what the hammer mastery is for?
It sounds neat, but aren’t darts thrown weapons? So I’ll need to rely on other weapons afterwards. Is that what the hammer mastery is for?
Ah, I didn't see Darts under the "Ranged" category, and I assumed that they were Simple Melee Weapons with the Thrown property. Should have gone with Shortsword and Scimitar, for the standard easy pairing, but I was trying to be clever, and messed up the weapon choice. Will update.
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🎵I'm on top of the world, looking down on creation, wreaking death and devastation with my mind.
As the power that I've found erupts freely from the ground, I will cackle from the top of the world.🎵
It sounds neat, but aren’t darts thrown weapons? So I’ll need to rely on other weapons afterwards. Is that what the hammer mastery is for?
Ah, I didn't see Darts under the "Ranged" category, and I assumed that they were Simple Melee Weapons with the Thrown property. Should have gone with Shortsword and Scimitar, for the standard easy pairing, but I was trying to be clever, and messed up the weapon choice. Will update.
Ok that makes more sense. Well, sort of. I’ll have to try it in a build sometime. Thank you for all your input!
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You can only have up to six weapon attacks at once on your character sheet, and many of them are duplicates. Plus, you can change weapon masteries on a long rest. So, am I missing something?
I always think of the first three you get as melee, thrown, ranged. Then add in more depending on playstyle. I think the idea is, as the master of fighting with a weapon, the fighter should be more versatile than other martials, and so get the most masteries.
Personally, I found it kind of pointless, even during the playtest. Eventually, you’ve got a magic weapon as your main weapon. You’re not likely to say, well, I have this +2 greatsword, but let me switch to my non-magical maul because I think the mastery is better in this situation. The extra masteries make it so you can, which is nice, but I wonder how often people actually do.
Ok, so I’m onto something. The question is what do I do with this information?
Are there some good multiclasses that use a dip in fighter or start out fighter? I already know one: starting out a level in fighter and then going warlock with Hexblade eldritch invocations.
Well, two levels of Fighter gives you Three Weapon Masteries, Action Surge, and Tactical Mind, which are all pretty darned useful.
So in a Multiclass Fighter/Monk , you can. on one turn, make everyone hate you for all the die rolls you're trying to pull off on your turn.
Well, it looks impressive at least. Up to 7d8 + 28 on that opening round, with up to 6 of them at Advantage. Shame that each attack is Single-Target, though, and using weapons can get in the way of some of your other Monk subclass features, so there's a whole bunch of tradeoffs in there depending on whether you want to use the Darts for more attacks at Advantage or use Unarmed Strikes to activate other features.
Edit: Corrected to Shortsword and Scimitar in response to Actionsparda's subsequent comment.
🎵I'm on top of the world, looking down on creation, wreaking death and devastation with my mind.
As the power that I've found erupts freely from the ground, I will cackle from the top of the world.🎵
Charisma Saving Throw: DC 18, Failure: 20d6 Psychic Damage, Success: Half damage
It sounds neat, but aren’t darts thrown weapons? So I’ll need to rely on other weapons afterwards. Is that what the hammer mastery is for?
Ah, I didn't see Darts under the "Ranged" category, and I assumed that they were Simple Melee Weapons with the Thrown property. Should have gone with Shortsword and Scimitar, for the standard easy pairing, but I was trying to be clever, and messed up the weapon choice. Will update.
🎵I'm on top of the world, looking down on creation, wreaking death and devastation with my mind.
As the power that I've found erupts freely from the ground, I will cackle from the top of the world.🎵
Charisma Saving Throw: DC 18, Failure: 20d6 Psychic Damage, Success: Half damage
Ok that makes more sense. Well, sort of. I’ll have to try it in a build sometime. Thank you for all your input!