They just augment your unarmed strikes and therefore follow the same rules unarmed strikes do. Instead of attacking with a weapon you can use your claws. So the Extra Attack feature lets you use them more than once.
You can't use them with Two-Weapon fighting though so no bonus action unarmed strike - unless you're a Monk.
1d20 + Str mod + PB. Characters are proficient with their natural weapons, so they get the proficiency bonus. Claws are not defined as finessable, so Dex can't be used for the attack roll.
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The Claws and unarmed combat needs to be updated or have a sage advice to make it make sense. So your saying if I hold a dagger in each hand its fine to make an attack with one and a Bonus attack with the other but if I'm a Leonin that grew up with claws on both hand I can only make an attack with one clawed hand and No bonus action attack? In most home brew games I have played in Claws are counted as natural weapon but also Light weapons because it only makes sense.
It's an unfortunate thing that they're so niche, it feels like they're just a waste of build potential - you get natural weapons instead of something else, but they don't really provide anything at all apart from in one or two instances in the campaign. On a not quite so useless but still poor are the various AC recalculations. Apart from certain builds, that usually have their own Unarmoured Defence feature and so don't need natural AC boosts, you can wear armour and get a similar or better AC.
These are flavourful...but do need revisiting. Two weapon fighting as well - the Artificer has similar issues with his gauntlets. Maybe they'll revisit all this with 1D&D.
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It's an unfortunate thing that they're so niche, it feels like they're just a waste of build potential - you get natural weapons instead of something else, but they don't really provide anything at all apart from in one or two instances in the campaign. On a not quite so useless but still poor are the various AC recalculations. Apart from certain builds, that usually have their own Unarmoured Defence feature and so don't need natural AC boosts, you can wear armour and get a similar or better AC.
These are flavourful...but do need revisiting. Two weapon fighting as well - the Artificer has similar issues with his gauntlets. Maybe they'll revisit all this with 1D&D.
I find that those natural AC calculations are most often best utilized by arcane spellcasters as it saves from having to cast mage armor.
Yeah, natural weapons for PCs in 5E are absurdly weak. Not worth using unless you're somehow trapped without a weapon and sometimes not even then.
Yeah, it's frustrating that, in order to use two-weapon fighting efficiently, you need to take the Two Weapon Fighting style just so your bonus action attack deals more than a single d4 or d6 of damage, and then you need the Dual Wielder feat just to wield non-pathetic weapons. Meanwhile, if you were just wielding different weapons, they function just fine in their base form, and fighting styles and feats just make them work even better, instead of being a requirement to be viable at all.
Yeah, natural weapons for PCs in 5E are absurdly weak. Not worth using unless you're somehow trapped without a weapon and sometimes not even then.
Yeah, it's frustrating that, in order to use two-weapon fighting efficiently, you need to take the Two Weapon Fighting style just so your bonus action attack deals more than a single d4 or d6 of damage, and then you need the Dual Wielder feat just to wield non-pathetic weapons. Meanwhile, if you were just wielding different weapons, they function just fine in their base form, and fighting styles and feats just make them work even better, instead of being a requirement to be viable at all.
Again, I find them more useful for spellcasters. It keeps at least one hand free for spellcasting,does as much damage as one-handing a quarterstaff, and looks cool.
If you're playing a cleric and have put some points into strength, you might get some mileage out of it. If you're playing a sorcerer or warlock or wizard or have otherwise dump-statted strength? Might as well not bother since your innate claws are worse than a dagger for you.
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I was wondering how do the claws work with leonine. Can you make to attacks with them or only one?
They just augment your unarmed strikes and therefore follow the same rules unarmed strikes do. Instead of attacking with a weapon you can use your claws. So the Extra Attack feature lets you use them more than once.
You can't use them with Two-Weapon fighting though so no bonus action unarmed strike - unless you're a Monk.
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What is the attack roll for leonins claws.
1d20 + Str mod + PB. Characters are proficient with their natural weapons, so they get the proficiency bonus. Claws are not defined as finessable, so Dex can't be used for the attack roll.
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I’d add the claws also change unarmed damage from bludgeoning to slashing, though outside of a couple feats, that will rarely if everyone be relevant.
The Claws and unarmed combat needs to be updated or have a sage advice to make it make sense. So your saying if I hold a dagger in each hand its fine to make an attack with one and a Bonus attack with the other but if I'm a Leonin that grew up with claws on both hand I can only make an attack with one clawed hand and No bonus action attack? In most home brew games I have played in Claws are counted as natural weapon but also Light weapons because it only makes sense.
Yeah, natural weapons for PCs in 5E are absurdly weak. Not worth using unless you're somehow trapped without a weapon and sometimes not even then.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
It's an unfortunate thing that they're so niche, it feels like they're just a waste of build potential - you get natural weapons instead of something else, but they don't really provide anything at all apart from in one or two instances in the campaign. On a not quite so useless but still poor are the various AC recalculations. Apart from certain builds, that usually have their own Unarmoured Defence feature and so don't need natural AC boosts, you can wear armour and get a similar or better AC.
These are flavourful...but do need revisiting. Two weapon fighting as well - the Artificer has similar issues with his gauntlets. Maybe they'll revisit all this with 1D&D.
If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
I find that those natural AC calculations are most often best utilized by arcane spellcasters as it saves from having to cast mage armor.
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Yeah, it's frustrating that, in order to use two-weapon fighting efficiently, you need to take the Two Weapon Fighting style just so your bonus action attack deals more than a single d4 or d6 of damage, and then you need the Dual Wielder feat just to wield non-pathetic weapons. Meanwhile, if you were just wielding different weapons, they function just fine in their base form, and fighting styles and feats just make them work even better, instead of being a requirement to be viable at all.
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Again, I find them more useful for spellcasters. It keeps at least one hand free for spellcasting,does as much damage as one-handing a quarterstaff, and looks cool.
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If you're playing a cleric and have put some points into strength, you might get some mileage out of it. If you're playing a sorcerer or warlock or wizard or have otherwise dump-statted strength? Might as well not bother since your innate claws are worse than a dagger for you.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.