I am new to D&D, and I play a Tabaxi - monk ( Level 6 ).
I'm having trouble keeping up with everyone else's damage output. So I'm thinking of ways to increase it by utilizing the momentum speed from my Tabaxi monk. which at my current level is 45 ft, doubled to 90 ft by Feline agility, and doubled again by Step of the wind Dash as a bonus action, for a total of 180 ft.
I thought of utilizing the Falling / Fastball special mechanisms as an increase in damage output.
from my humble and noobish understanding of the rules... ( and correct me if I'm wrong here ).
a single turn in combat is 6 seconds, right?
and falling Damage is 1d6 per 10 ft, correct?
also, a PC is allowed to use falling damage as a weapon as long as he used his own weapon ( Dagger, battle axe, great hammer, etc ) and hits another creature. the other creature takes the damage instead right?
and if I'm correct, the fastball special also follows the same principle to an extent since it requires to creatures to initiate or simulate falling, given that thrown creature is smaller in size than the creature that threw him\her\it.
so I was thinking of simulating the same effect by using my Tabaxi monk's speed which at full speed is 180 ft per 6 seconds, by applying Feline, burning a Ki point, and bonus action for a dash, as well as a claw attack action to add greater damage to another creature.
true it is not considered as falling, but the momentum itself still carries some kind of force behind it. I mean if someone hits you with that kind of speed it will still hurt, right?
let's say, for example, I use the first 50 ft as a starting point, in a straight line. Every 10 ft after that could bring 1d4 damage behind it, which in fact could bring it close to thrown Damage. plus, it's kind of difficult to find such a smooth terrain.
sorry, I'm just trying to be useful to the team. cause the hit and run tactic is not giving me enough damage output to be considered a contribution to the team effort since it takes away my bonus action to disengage, which takes half of my damage out of the equation, and if I stay in the fray for a full round I take too much damage and I will be forced to either stick to the earlier tactics, or risk the chance of falling early and hindering the team even more.
I just want to contribute to the team without feeling like a deadweight wuss... forgive my french.
in the last session, I fell close to death every time we entered combat.
I mean if there is any other way to increase my Monk's damage output I will gladly do it.
all I'm saying here is... need help.
My character is a Level 6Tabaxi - Way of the long death Monk, with a house agent Background. I took tinkering alchemy herbalism proficiencies.
In theory... Physics theory... after falling 10 feet you are traveling at 16 ft/second. If you can run 180 feet in 6 seconds or 30 feet in one second (30 ft/s). Anyway, blah blah blah physics, your speed is only effectively carrying the momentum of falling a little over 10 feet. Call it 20 feet for rounding and the fact that force goes with the square of the velocity or 2d6 of damage.
That said, you are running into someone with that force and, while monks can fall and not get hurt, intentionally running into someone is different so as a dm I would argue you would take some or all of that damage yourself as well. Monks are really intended to control the battlespace rather than murder so maybe focus on tactics rather than brute force.
Well, I know that there's a feat that gives you a +5 to damage on melee attacks after running a certain distance, so I think it would be fair to take that feat at the next opportunity, otherwise I don't think that it would make sense to just give you a bonus for running really fast. Although considering the distance you can travel, if you do want to add some power of gravity to your attacks you could probably use your movement to climb up on like... some buildings or trees or something and drop down on enemies
Well... is there anything I can add to the team considering my class and Backgrounds?
I used my herbalism, Alchemy, and Tinkering to fashion throwing knives (Darts) with a few effects, like poison, sleep, radiant for the enemies. and healing darts for my allies which does 1d4 healing.
is that enough or is there anything else I can help my team with?
Your job is crowd control. Use your stunning strike to lock down opponents then use some team work and/or flurry of blows to give the last strike on your enemies to trigger your temp hp. Also, against low level opponents your your fear ability is devastating. Get into the middle of combat and send them running with that and a few AOO.
i wouldn’t worry about doing damage and those trick darts are only useful in restricted circumstances so I wouldn’t rely on them.
I'll try my best thanx for all your help.. truly thank you.
I was the cleric of the team but I died, so I had to make another character, and Monk was the first thing that came to my head ( I mean who doesn't love monks ) but we no longer have a healer.
I don't really understand how you don't do much damage. Monks have pretty good damage output, especially early on. Do your teammates all have crazy weapons and stuff? Just in case you aren't clear, you can (by using your bonus action) take 3 attacks per turn, 2 with your Attack Action and 1 with your Bonus action, or use a Ki Point for Flurry of Blows as a Bonus Action to do a total of 4 attacks.
You have a +7 to hit, which isn't bad at all, and each of those 3 or 4 attacks is 1d6+4, meaning if you can connect with all of them you're doing an average damage of 19 or 22 respectively. Even if you don't connect with all, that's still pretty darn good damage potential.
If you do want to squeeze out a little more on top of that, consider picking up a Quarterstaff. Wielded in 2 hands it has a damage die of 1d8, which you could utilize for the 2 attacks that are part of your Attack Action.
As far as the whole "falling damage" thing goes, according to Xanathars Guide to Everything, the fall rate in 5e is 500 feet per round. Even at your top speed you are still quite a bit shy of half of that speed.
Use your Ki! That is where Monks get their effectiveness. Stunning Strike is incredible, it will give you and all of your party members advantage on an opponent, and prevent that opponent from attacking. Use Flurry of Blows for more attack. You are excellent at neutralizing a foe, and at crowd-control taking out multiple smaller foes quickly.
Monks are not Tanks, so you may not wish to try and tank. With a d8 hit die you're too fragile to take a lot of hits. But you have mobility and DPS that can be spread around due to your many attacks. And seriously: Stunning Strike. It is the best ability Monks get. As someone who has DMed for a Monk, nothing makes my life more difficult/annoying-- Which means the Monk is accomplishing something pretty awesome.
My DM realized she had to start throwing groups of enemies at us, because even with powerful enemies, if our Monk landed a Stunning Strike we could all just bum rush any single opponent and turn it into swiss cheese.
Yup, don't forget their mobility being a huge factor for disrupting enemy tactics.
Whilst they don't deal as much damage as some other classes, they definitely contribute a LOT to fights and allow other classes to do more damage and take less damage in return.
Consider a situation against a necromancer wizard who has numerous undead infront of them to attack the party - the mobility of the monk means they are in a great position to just get straight past all those undead and into a position to stun the necromancer (wizards aren't so great at CON saves) and start unloading on them with flurry of blows etc.
I don't think I'd allow momentum-buffed attacks, but if I were inclined to, I'd make it a feat akin to Great Weapon Master, where you take a significant penalty to hit in exchange for more damage (it's harder to land a blow correctly when you're tearing forward at top speed).
I don't think I'd allow momentum-buffed attacks, but if I were inclined to, I'd make it a feat akin to Great Weapon Master, where you take a significant penalty to hit in exchange for more damage (it's harder to land a blow correctly when you're tearing forward at top speed).
That's the Charger feat. It's not as potent as GWM, since it only adds a +5 to damage, but the tradeoff is you need to run at least 10 unobstructed feet before landing a melee strike.
I don't think I'd allow momentum-buffed attacks, but if I were inclined to, I'd make it a feat akin to Great Weapon Master, where you take a significant penalty to hit in exchange for more damage (it's harder to land a blow correctly when you're tearing forward at top speed).
That's the Charger feat. It's not as potent as GWM, since it only adds a +5 to damage, but the tradeoff is you need to run at least 10 unobstructed feet before landing a melee strike.
Yeah. Charger is a pretty sucky feat though. It inexplicably requires you to burn your action to dash instead of allowing it to work with any 10 foot + movement.
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Greetings and salutations.
I am new to D&D, and I play a Tabaxi - monk ( Level 6 ).
I'm having trouble keeping up with everyone else's damage output. So I'm thinking of ways to increase it by utilizing the momentum speed from my Tabaxi monk. which at my current level is 45 ft, doubled to 90 ft by Feline agility, and doubled again by Step of the wind Dash as a bonus action, for a total of 180 ft.
I thought of utilizing the Falling / Fastball special mechanisms as an increase in damage output.
from my humble and noobish understanding of the rules... ( and correct me if I'm wrong here ).
a single turn in combat is 6 seconds, right?
and falling Damage is 1d6 per 10 ft, correct?
also, a PC is allowed to use falling damage as a weapon as long as he used his own weapon ( Dagger, battle axe, great hammer, etc ) and hits another creature. the other creature takes the damage instead right?
and if I'm correct, the fastball special also follows the same principle to an extent since it requires to creatures to initiate or simulate falling, given that thrown creature is smaller in size than the creature that threw him\her\it.
so I was thinking of simulating the same effect by using my Tabaxi monk's speed which at full speed is 180 ft per 6 seconds, by applying Feline, burning a Ki point, and bonus action for a dash, as well as a claw attack action to add greater damage to another creature.
What do you guys think?
Thanks in advance.
Running is not falling. If you can talk your DM into this, enjoy, but I can't imagine any experienced one permitting it.
true it is not considered as falling, but the momentum itself still carries some kind of force behind it. I mean if someone hits you with that kind of speed it will still hurt, right?
let's say, for example, I use the first 50 ft as a starting point, in a straight line. Every 10 ft after that could bring 1d4 damage behind it, which in fact could bring it close to thrown Damage. plus, it's kind of difficult to find such a smooth terrain.
sorry, I'm just trying to be useful to the team. cause the hit and run tactic is not giving me enough damage output to be considered a contribution to the team effort since it takes away my bonus action to disengage, which takes half of my damage out of the equation, and if I stay in the fray for a full round I take too much damage and I will be forced to either stick to the earlier tactics, or risk the chance of falling early and hindering the team even more.
I just want to contribute to the team without feeling like a deadweight wuss... forgive my french.
in the last session, I fell close to death every time we entered combat.
I mean if there is any other way to increase my Monk's damage output I will gladly do it.
all I'm saying here is... need help.
My character is a Level 6Tabaxi - Way of the long death Monk, with a house agent Background. I took tinkering alchemy herbalism proficiencies.
I humbly ask for yours, and anyone's help.
In theory... Physics theory... after falling 10 feet you are traveling at 16 ft/second. If you can run 180 feet in 6 seconds or 30 feet in one second (30 ft/s). Anyway, blah blah blah physics, your speed is only effectively carrying the momentum of falling a little over 10 feet. Call it 20 feet for rounding and the fact that force goes with the square of the velocity or 2d6 of damage.
That said, you are running into someone with that force and, while monks can fall and not get hurt, intentionally running into someone is different so as a dm I would argue you would take some or all of that damage yourself as well. Monks are really intended to control the battlespace rather than murder so maybe focus on tactics rather than brute force.
Well, I know that there's a feat that gives you a +5 to damage on melee attacks after running a certain distance, so I think it would be fair to take that feat at the next opportunity, otherwise I don't think that it would make sense to just give you a bonus for running really fast. Although considering the distance you can travel, if you do want to add some power of gravity to your attacks you could probably use your movement to climb up on like... some buildings or trees or something and drop down on enemies
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Well... is there anything I can add to the team considering my class and Backgrounds?
I used my herbalism, Alchemy, and Tinkering to fashion throwing knives (Darts) with a few effects, like poison, sleep, radiant for the enemies. and healing darts for my allies which does 1d4 healing.
is that enough or is there anything else I can help my team with?
Need more information. What weapon are you using (it should be a spear)? What are your stats, and how were they generated (roll, pointbuy, array)?
Also, it does bear noting that Long Death monks aren't particularly offensive in nature. You're tank, not DPS.
so much for being a tank, but this my Character sheet.
ddb.ac/characters/13616955/M0Wjoy
and my stats are standard array-based.
Your job is crowd control. Use your stunning strike to lock down opponents then use some team work and/or flurry of blows to give the last strike on your enemies to trigger your temp hp. Also, against low level opponents your your fear ability is devastating. Get into the middle of combat and send them running with that and a few AOO.
i wouldn’t worry about doing damage and those trick darts are only useful in restricted circumstances so I wouldn’t rely on them.
I'll try my best thanx for all your help.. truly thank you.
I was the cleric of the team but I died, so I had to make another character, and Monk was the first thing that came to my head ( I mean who doesn't love monks ) but we no longer have a healer.
still thanks a lot everyone.
I don't really understand how you don't do much damage. Monks have pretty good damage output, especially early on. Do your teammates all have crazy weapons and stuff?
Just in case you aren't clear, you can (by using your bonus action) take 3 attacks per turn, 2 with your Attack Action and 1 with your Bonus action, or use a Ki Point for Flurry of Blows as a Bonus Action to do a total of 4 attacks.
You have a +7 to hit, which isn't bad at all, and each of those 3 or 4 attacks is 1d6+4, meaning if you can connect with all of them you're doing an average damage of 19 or 22 respectively. Even if you don't connect with all, that's still pretty darn good damage potential.
If you do want to squeeze out a little more on top of that, consider picking up a Quarterstaff. Wielded in 2 hands it has a damage die of 1d8, which you could utilize for the 2 attacks that are part of your Attack Action.
As far as the whole "falling damage" thing goes, according to Xanathars Guide to Everything, the fall rate in 5e is 500 feet per round. Even at your top speed you are still quite a bit shy of half of that speed.
Use your Ki! That is where Monks get their effectiveness. Stunning Strike is incredible, it will give you and all of your party members advantage on an opponent, and prevent that opponent from attacking. Use Flurry of Blows for more attack. You are excellent at neutralizing a foe, and at crowd-control taking out multiple smaller foes quickly.
Monks are not Tanks, so you may not wish to try and tank. With a d8 hit die you're too fragile to take a lot of hits. But you have mobility and DPS that can be spread around due to your many attacks. And seriously: Stunning Strike. It is the best ability Monks get. As someone who has DMed for a Monk, nothing makes my life more difficult/annoying-- Which means the Monk is accomplishing something pretty awesome.
My DM realized she had to start throwing groups of enemies at us, because even with powerful enemies, if our Monk landed a Stunning Strike we could all just bum rush any single opponent and turn it into swiss cheese.
Watch Crits for Breakfast, an adults-only RP-Heavy Roll20 Livestream at twitch.tv/afterdisbooty
And now you too can play with the amazing art and assets we use in Roll20 for our campaign at Hazel's Emporium
Wow I never thought a monk could be so impactful
Yup, don't forget their mobility being a huge factor for disrupting enemy tactics.
Whilst they don't deal as much damage as some other classes, they definitely contribute a LOT to fights and allow other classes to do more damage and take less damage in return.
Consider a situation against a necromancer wizard who has numerous undead infront of them to attack the party - the mobility of the monk means they are in a great position to just get straight past all those undead and into a position to stun the necromancer (wizards aren't so great at CON saves) and start unloading on them with flurry of blows etc.
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What everyone else said, your character isn't just damage output, utility and shaping battle are just as important.
I can't thank you guys enough for the massive help you gave me.
I don't think I'd allow momentum-buffed attacks, but if I were inclined to, I'd make it a feat akin to Great Weapon Master, where you take a significant penalty to hit in exchange for more damage (it's harder to land a blow correctly when you're tearing forward at top speed).
That's the Charger feat. It's not as potent as GWM, since it only adds a +5 to damage, but the tradeoff is you need to run at least 10 unobstructed feet before landing a melee strike.
Watch Crits for Breakfast, an adults-only RP-Heavy Roll20 Livestream at twitch.tv/afterdisbooty
And now you too can play with the amazing art and assets we use in Roll20 for our campaign at Hazel's Emporium
Yeah. Charger is a pretty sucky feat though. It inexplicably requires you to burn your action to dash instead of allowing it to work with any 10 foot + movement.