Ok the description for the Astral Arms now reads as follows:
You can use your Wisdom modifier in place of your Strength modifier when making Strength checks and Strength saving throws.
You can use the spectral arms to make unarmed strikes.
When you make an unarmed strike with the arms on your turn, your reach for it is 5 feet greater than normal.
The unarmed strikes you make with the arms can use your Wisdom modifier in place of your Strength or Dexterity modifier for the attack and damage rolls, and their damage type is force.
And the Unarmed Fighting style reads as this:
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
Since the Astral Arms now make unarmed strikes, instead of stating "monk weapons", does that mean that I can combine them with Unarmed Fighting to turn them into 1d8? And if so can I still apply the Wisdom modifier?
This combined with Flurry of Blows would give my monk 4 x 1d8 + Wis Mod attacks starting at level 4 instead of level 10.
Ok the description for the Astral Arms now reads as follows:
You can use your Wisdom modifier in place of your Strength modifier when making Strength checks and Strength saving throws.
You can use the spectral arms to make unarmed strikes.
When you make an unarmed strike with the arms on your turn, your reach for it is 5 feet greater than normal.
The unarmed strikes you make with the arms can use your Wisdom modifier in place of your Strength or Dexterity modifier for the attack and damage rolls, and their damage type is force.
And the Unarmed Fighting style reads as this:
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
Since the Astral Arms now make unarmed strikes, instead of stating "monk weapons", does that mean that I can combine them with Unarmed Fighting to turn them into 1d8? And if so can I still apply the Wisdom modifier?
This combined with Flurry of Blows would give my monk 4 x 1d8 + Wis Mod attacks starting at level 4 instead of level 10.
From what i understand it should work. Probably an oversight...?
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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"
It really just depends which one you read first. Doing "oh this replaces that" when there's no clear way to do it is extremely counterproductive. That would be like saying Tavern Brawler's d4 replaces monk's features because the wording is straight up "they now use a d4."
The case you're saying should work! It changes your unarmed attacks to be strength plus 1d8. Astral arms make your unarmed attacks with strength use wisdom.
It's not just with Astral Arms ... same situation with any Monk, just replace WIS with DEX. Elsewhere I asked the same question and it seems like the general consensus is that yes, Unarmed Fighting Style would boost the Monk's die 6 levels early.
It's not just with Astral Arms ... same situation with any Monk, just replace WIS with DEX. Elsewhere I asked the same question and it seems like the general consensus is that yes, Unarmed Fighting Style would boost the Monk's die 6 levels early.
wouldn't it be a d8 since the character won't be using a shield or a weapon? assuming the OP's character wont use them.
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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"
wouldn't it be a d8 since the character won't be using a shield or a weapon? assuming the OP's character wont use them.
Yes. I meant that a monk's Martial Arts die would be boosted to better than a d4 six five levels early (was mistaken about the level it improves to a d6). Though you are right, if you want to use no weapons, then it improves 11 levels early (when the Monk's Martial Arts die becomes a d8).
I was thinking about a monk tortle running 60 feet pet turn, straight up cliffs and on top of water.
Plus I could give him a quarterstaff and Polearm master. Its a monk weapon and Polearm Master doesn't specify the reach of your weapon, only your reach. That means I can use the 10 ft reach of the Astral Arms combined with either Stunning Strike or Sentinel to stop enemies in their tracks.
The logic is sound and I can't see anything that really conflicts, but the DDB character sheet does not reflect it. Arms of the Astral Self still show 1D6+Wis (at level 5)
The logic is sound and I can't see anything that really conflicts, but the DDB character sheet does not reflect it. Arms of the Astral Self still show 1D6+Wis (at level 5)
Could be programing issues. Because you cannot infuse thunder gauntlets with enhance weapon at level 3 either.
First off there's the comedic factor of having a 35 lb creature hit as hard as Warhammer. Twice.
Second reason, the standard race has sunlight sensitivity.
Sunlight Sensitivity is not the detriment that it's made out to be on Kobolds under many standard situations. The fact that you have other party members. At least one if not more of which are going to be melee or enemies are going to get in on your Ranged to be able to use them means Pack Tactics nullifies the Sunlight Sensitivity issue and inadvertantly makes you immune to anything else that would apply disadvantage because disadvantage can only be applied once. And the whole situation actually becomes a boon at any time that sunlight sensitivity doesn't come into play. Which is a lot more often than many people realize, such as indoors on many occasions, any kind of dungeon exploration, any fights in places like forests where the sun is diffused and there are at least partial shadows, and anything that is in some way underground or at night.
The penalty is only against direct sunlight, not just sunlight like many people turn it into, and having light sensitivity issues in real life makes me all to aware the difference between the two. So the Penalty is only a problem under the right conditions such as fighting in direct sunlight such as outside or in buildings that do a lot to bring sunlight directly into them and you would have to be fighting alone in some way. It's more niche than it seems at first blush and most White room Mathing almost never takes into account things such as other party members, their positioning, or various visual conditions unless it's part of some strategy they are white rooming around specifically such as the darkness spell.
As for the comedic Factor. That doesn't really go away. Because the Kobold hitting more often can still end up being one of the better damage dealers in the party at low levels. Because if more of the martial arts are landing and applying much more static damage from modifiers as well as the average damage from dice rolls. They are actually far from being slouches when it comes to combat when using pack tactics. I actually play a Kobold monk and he's been known to beat plenty of things up faster and flashier than just about any other member of the party. The DM is actually more surprised when he misses at this point than when he hits or crits.
The logic is sound and I can't see anything that really conflicts, but the DDB character sheet does not reflect it. Arms of the Astral Self still show 1D6+Wis (at level 5)
Could be programing issues. Because you cannot infuse thunder gauntlets with enhance weapon at level 3 either.
That's working as intended. Arcane Armor is already a magical item and you can only infuse non-magical items.
The logic is sound and I can't see anything that really conflicts, but the DDB character sheet does not reflect it. Arms of the Astral Self still show 1D6+Wis (at level 5)
Could be programing issues. Because you cannot infuse thunder gauntlets with enhance weapon at level 3 either.
That's working as intended. Arcane Armor is already a magical item and you can only infuse non-magical items.
Then explain the level 9 class feature? And explain why I can use the enhance defence on my plate armor?
Ok the description for the Astral Arms now reads as follows:
You can use your Wisdom modifier in place of your Strength modifier when making Strength checks and Strength saving throws.
You can use the spectral arms to make unarmed strikes.
When you make an unarmed strike with the arms on your turn, your reach for it is 5 feet greater than normal.
The unarmed strikes you make with the arms can use your Wisdom modifier in place of your Strength or Dexterity modifier for the attack and damage rolls, and their damage type is force.
And the Unarmed Fighting style reads as this:
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
Since the Astral Arms now make unarmed strikes, instead of stating "monk weapons", does that mean that I can combine them with Unarmed Fighting to turn them into 1d8? And if so can I still apply the Wisdom modifier?
This combined with Flurry of Blows would give my monk 4 x 1d8 + Wis Mod attacks starting at level 4 instead of level 10.
I know this is an older thread but yes, you can do this on any monk. The question is, is it worth it? 2 extra damage on average levels 1-4 and 1 extra damage on average 5-10, on your Bonus Action attack or FoB could be useful. Your action attacks can be made with a quarterstaff and already do the d8.
it would make more sense on subclasses that have features that rely on unarmed attacks, like the Way of Mercy Monk. Less so on others, but it depends on how high your campaign will go. If you are only playing tier 1 or 2 I could see picking the fighting style early. If you plan on playing into higher levels it might be better to skip it.
Ok the description for the Astral Arms now reads as follows:
You can use your Wisdom modifier in place of your Strength modifier when making Strength checks and Strength saving throws.
You can use the spectral arms to make unarmed strikes.
When you make an unarmed strike with the arms on your turn, your reach for it is 5 feet greater than normal.
The unarmed strikes you make with the arms can use your Wisdom modifier in place of your Strength or Dexterity modifier for the attack and damage rolls, and their damage type is force.
And the Unarmed Fighting style reads as this:
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
Since the Astral Arms now make unarmed strikes, instead of stating "monk weapons", does that mean that I can combine them with Unarmed Fighting to turn them into 1d8? And if so can I still apply the Wisdom modifier?
This combined with Flurry of Blows would give my monk 4 x 1d8 + Wis Mod attacks starting at level 4 instead of level 10.
I know this is an older thread but yes, you can do this on any monk. The question is, is it worth it? 2 extra damage on average levels 1-4 and 1 extra damage on average 5-10, on your Bonus Action attack or FoB could be useful. Your action attacks can be made with a quarterstaff and already do the d8.
it would make more sense on subclasses that have features that rely on unarmed attacks, like the Way of Mercy Monk. Less so on others, but it depends on how high your campaign will go. If you are only playing tier 1 or 2 I could see picking the fighting style early. If you plan on playing into higher levels it might be better to skip it.
Don't forget that at any ASI you can change fighting styles. So after your martial arts die becomes a d8 you can change it to say blind fighting. Also you can't use a quarter staff one your bonus action.
Not only does mercy benefit, but open hand and drunk master and astral self
Ok the description for the Astral Arms now reads as follows:
You can use your Wisdom modifier in place of your Strength modifier when making Strength checks and Strength saving throws.
You can use the spectral arms to make unarmed strikes.
When you make an unarmed strike with the arms on your turn, your reach for it is 5 feet greater than normal.
The unarmed strikes you make with the arms can use your Wisdom modifier in place of your Strength or Dexterity modifier for the attack and damage rolls, and their damage type is force.
And the Unarmed Fighting style reads as this:
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
Since the Astral Arms now make unarmed strikes, instead of stating "monk weapons", does that mean that I can combine them with Unarmed Fighting to turn them into 1d8? And if so can I still apply the Wisdom modifier?
This combined with Flurry of Blows would give my monk 4 x 1d8 + Wis Mod attacks starting at level 4 instead of level 10.
I know this is an older thread but yes, you can do this on any monk. The question is, is it worth it? 2 extra damage on average levels 1-4 and 1 extra damage on average 5-10, on your Bonus Action attack or FoB could be useful. Your action attacks can be made with a quarterstaff and already do the d8.
it would make more sense on subclasses that have features that rely on unarmed attacks, like the Way of Mercy Monk. Less so on others, but it depends on how high your campaign will go. If you are only playing tier 1 or 2 I could see picking the fighting style early. If you plan on playing into higher levels it might be better to skip it.
Don't forget that at any ASI you can change fighting styles. So after your martial arts die becomes a d8 you can change it to say blind fighting. Also you can't use a quarter staff one your bonus action.
Not only does mercy benefit, but open hand and drunk master and astral self
The benefits to open hand and drunken master are minimal. The fact that you can use a Quarter staff to get d8's on at least two of your attacks already means that only one to two attacks benefit and they only do so by a small amount. The issue with all monks is only with the bonus attack or FoB The fact that these three can do something with their FoB doesn't up their benefit from this feat by much. And the Mercy monk can technically spend a Ki point on a different attack and activate Ki Fueled Strike for another weapon hit as a bonus action. Either way the Ki is spent when it comes to Mercy.
So what it boils down to is that you trade a small amount of extra damage for other more useful bonuses if you go with other feats instead. Some of those feats might even gain you most or all of that damage back as well based upon your luck.
As far as I know, no other feat can increase or give more damage to unarmed strikes. Which is the point of this post. Since AS monk is pure unarmed strikes, talking about a weapon is pointless.
Sure there are more "useful to the party" feats but that not the topic at hand.
The unarmed fighting style gives a power boost to early level monks. (Making them 11th level monks) and as stated before, you can change it out. Blind sight is always useful.
Also ki fuels strikes are mainly there so that you can do your bonus action attack when you don't take the attack action on your turn. So if you cast ki darkness you can still attack on the same turn.
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Ok the description for the Astral Arms now reads as follows:
And the Unarmed Fighting style reads as this:
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
Since the Astral Arms now make unarmed strikes, instead of stating "monk weapons", does that mean that I can combine them with Unarmed Fighting to turn them into 1d8? And if so can I still apply the Wisdom modifier?
This combined with Flurry of Blows would give my monk 4 x 1d8 + Wis Mod attacks starting at level 4 instead of level 10.
From what i understand it should work. Probably an oversight...?
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"
It really just depends which one you read first.
Doing "oh this replaces that" when there's no clear way to do it is extremely counterproductive. That would be like saying Tavern Brawler's d4 replaces monk's features because the wording is straight up "they now use a d4."
The case you're saying should work! It changes your unarmed attacks to be strength plus 1d8. Astral arms make your unarmed attacks with strength use wisdom.
There you go. Go ham. Punch stuff as you desire.
It's not just with Astral Arms ... same situation with any Monk, just replace WIS with DEX. Elsewhere I asked the same question and it seems like the general consensus is that yes, Unarmed Fighting Style would boost the Monk's die 6 levels early.
wouldn't it be a d8 since the character won't be using a shield or a weapon? assuming the OP's character wont use them.
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"
Yes. I meant that a monk's Martial Arts die would be boosted to better than a d4
sixfive levels early (was mistaken about the level it improves to a d6). Though you are right, if you want to use no weapons, then it improves 11 levels early (when the Monk's Martial Arts die becomes a d8).If you go with a variant race, a level one Monk just got a huge damage boost.
A kobold variant Monk with the unarmed fighting style. Yeah I can get behind that .
Why a kobold inparticuarly?
Two reasons
First off there's the comedic factor of having a 35 lb creature hit as hard as Warhammer. Twice.
Second reason, the standard race has sunlight sensitivity.
Plus he can now reach the top shelf.
I was thinking about a monk tortle running 60 feet pet turn, straight up cliffs and on top of water.
Plus I could give him a quarterstaff and Polearm master. Its a monk weapon and Polearm Master doesn't specify the reach of your weapon, only your reach. That means I can use the 10 ft reach of the Astral Arms combined with either Stunning Strike or Sentinel to stop enemies in their tracks.
The logic is sound and I can't see anything that really conflicts, but the DDB character sheet does not reflect it. Arms of the Astral Self still show 1D6+Wis (at level 5)
Could be programing issues. Because you cannot infuse thunder gauntlets with enhance weapon at level 3 either.
Sunlight Sensitivity is not the detriment that it's made out to be on Kobolds under many standard situations. The fact that you have other party members. At least one if not more of which are going to be melee or enemies are going to get in on your Ranged to be able to use them means Pack Tactics nullifies the Sunlight Sensitivity issue and inadvertantly makes you immune to anything else that would apply disadvantage because disadvantage can only be applied once. And the whole situation actually becomes a boon at any time that sunlight sensitivity doesn't come into play. Which is a lot more often than many people realize, such as indoors on many occasions, any kind of dungeon exploration, any fights in places like forests where the sun is diffused and there are at least partial shadows, and anything that is in some way underground or at night.
The penalty is only against direct sunlight, not just sunlight like many people turn it into, and having light sensitivity issues in real life makes me all to aware the difference between the two. So the Penalty is only a problem under the right conditions such as fighting in direct sunlight such as outside or in buildings that do a lot to bring sunlight directly into them and you would have to be fighting alone in some way. It's more niche than it seems at first blush and most White room Mathing almost never takes into account things such as other party members, their positioning, or various visual conditions unless it's part of some strategy they are white rooming around specifically such as the darkness spell.
As for the comedic Factor. That doesn't really go away. Because the Kobold hitting more often can still end up being one of the better damage dealers in the party at low levels. Because if more of the martial arts are landing and applying much more static damage from modifiers as well as the average damage from dice rolls. They are actually far from being slouches when it comes to combat when using pack tactics. I actually play a Kobold monk and he's been known to beat plenty of things up faster and flashier than just about any other member of the party. The DM is actually more surprised when he misses at this point than when he hits or crits.
That's working as intended. Arcane Armor is already a magical item and you can only infuse non-magical items.
Then explain the level 9 class feature? And explain why I can use the enhance defence on my plate armor?
I know this is an older thread but yes, you can do this on any monk. The question is, is it worth it? 2 extra damage on average levels 1-4 and 1 extra damage on average 5-10, on your Bonus Action attack or FoB could be useful. Your action attacks can be made with a quarterstaff and already do the d8.
it would make more sense on subclasses that have features that rely on unarmed attacks, like the Way of Mercy Monk. Less so on others, but it depends on how high your campaign will go. If you are only playing tier 1 or 2 I could see picking the fighting style early. If you plan on playing into higher levels it might be better to skip it.
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
Don't forget that at any ASI you can change fighting styles. So after your martial arts die becomes a d8 you can change it to say blind fighting. Also you can't use a quarter staff one your bonus action.
Not only does mercy benefit, but open hand and drunk master and astral self
The benefits to open hand and drunken master are minimal. The fact that you can use a Quarter staff to get d8's on at least two of your attacks already means that only one to two attacks benefit and they only do so by a small amount. The issue with all monks is only with the bonus attack or FoB The fact that these three can do something with their FoB doesn't up their benefit from this feat by much. And the Mercy monk can technically spend a Ki point on a different attack and activate Ki Fueled Strike for another weapon hit as a bonus action. Either way the Ki is spent when it comes to Mercy.
So what it boils down to is that you trade a small amount of extra damage for other more useful bonuses if you go with other feats instead. Some of those feats might even gain you most or all of that damage back as well based upon your luck.
As far as I know, no other feat can increase or give more damage to unarmed strikes. Which is the point of this post. Since AS monk is pure unarmed strikes, talking about a weapon is pointless.
Sure there are more "useful to the party" feats but that not the topic at hand.
The unarmed fighting style gives a power boost to early level monks. (Making them 11th level monks) and as stated before, you can change it out. Blind sight is always useful.
Also ki fuels strikes are mainly there so that you can do your bonus action attack when you don't take the attack action on your turn. So if you cast ki darkness you can still attack on the same turn.