Nefariis
2022-07-19, 04:46 PM
I've been playing with PhoenixPhyre's RED calculator quite a bit and I was surprised at how well Monk faired until level 11 or 12 - certainly much better than I gave them credit for.
So I have been building a few different Monks to see if I could improve upon the base RED calculation, but I never seem to get the Natural Weapons vs unarmed strikes correct - so I wanted to run a build past you guys to see if this is actually legal.
Beast Barb 3 / Drunken Monk 17
levels 1-3 - Beast Barbarian
levels 4-20 - Drunken Monk
Feats - Fey Touched for Hex with +1 Wisdom
Magic Items - Eldritch Claw Tattoo & Insignia of Claws
The base of the build is that beast barbarian will get 3 attacks as apart of their attack action and 2 more attacks as apart of monk's flurry of blows for a total of 5 attacks at level 8. Then at level 20, the drunken master capstone increases the flurry of blows to 5, allowing for a total of 8 attacks.
Hex seems pretty clear, you can add a d6 to each of the attacks - as a bonus, you can give them disadvantage on Wisdom saving throws which seems pretty nice for Stunning Strike opportunities.
Now what I would like is a little help on is sorting out the nitty gritty of Natural Weapons vs Unarmed attacks
Beast Barbarian says - "Until the rage ends, you manifest a natural weapon. It counts as a simple melee weapon for you, and you add your Strength modifier to the attack and damage rolls when you attack with it, as normal."
So these are natural weapons that count as simple melee weapons that you are proficient in - but they are not unarmed strikes, correct?
Eldritch Claw Tattoo says -
Magical Strikes. While the tattoo is on your skin, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and you gain a +1 bonus to attack and damage rolls with unarmed strikes.
Eldritch Maul. As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away from you, as inky tendrils launch toward the target. In addition, your melee attacks deal an extra 1d6 force damage on a hit. Once used, this bonus action can't be used again until the next dawn.
So Magical Strikes would work to give +1/+1 on Flurry of Blows and Martial Arts because those are made with unarmed strikes, correct? - and Eldritch Maul would allow all your attacks to gain 15ft and then separately, just your base 3 main attacks will gain an extra d6.
Insignia of Claws says - While wearing the insignia, you gain a +1 bonus to the attack rolls and the damage rolls you make with unarmed strikes and natural weapons. Such attacks are considered to be magical.
This pretty clearly gives +1/+1 to all your attacks.
So if a level 8 character has 20 STR
He should have three attacks at +9 (+1 tattoos, +3 Prof, +5 STR) to hit and 9d6+24 damage (3d6+5+1(tattoo)+2(rage) per attack natural claw) and two more attacks (flurry of blows) for +10 (+2 tattoos, +3 Prof, +5 STR) to hit and 6d6+18 damage (3d6+5+2(tattoo)+2(rage) per attack unarmed strikes)
So 15d6+42 = 94.5 at level 8
At level 20, this should be 13d6(claws)+5d10(unarmed, drunken flurry)+59 = 132
Am I doing that right?
I thought Bugbear could be a fun race to combine with Eldritch Maul for 20ft of reach - also Slasher and or Sentinel seems like a pretty good fit.
Rogue doesn't seem to work with either Natural Weapons or Unarmed Strikes - so that seems like a no go.
Outside of the math, does anyone see any ways to improve this build? It seems like this build will hit a lull between 8 and 19 in the RED calculation until the level 20 burst. Is there anything that can be added to it to fill that gap?
EDIT: I thought of a couple, Enlarge will add 1d4 every hit and Spores Druid would add 1d6 every hit.
SECOND EDIT: Actually I need to redo this to make this a Strength Monk Build - if you quote me while I am editing, my bad
So I have been building a few different Monks to see if I could improve upon the base RED calculation, but I never seem to get the Natural Weapons vs unarmed strikes correct - so I wanted to run a build past you guys to see if this is actually legal.
Beast Barb 3 / Drunken Monk 17
levels 1-3 - Beast Barbarian
levels 4-20 - Drunken Monk
Feats - Fey Touched for Hex with +1 Wisdom
Magic Items - Eldritch Claw Tattoo & Insignia of Claws
The base of the build is that beast barbarian will get 3 attacks as apart of their attack action and 2 more attacks as apart of monk's flurry of blows for a total of 5 attacks at level 8. Then at level 20, the drunken master capstone increases the flurry of blows to 5, allowing for a total of 8 attacks.
Hex seems pretty clear, you can add a d6 to each of the attacks - as a bonus, you can give them disadvantage on Wisdom saving throws which seems pretty nice for Stunning Strike opportunities.
Now what I would like is a little help on is sorting out the nitty gritty of Natural Weapons vs Unarmed attacks
Beast Barbarian says - "Until the rage ends, you manifest a natural weapon. It counts as a simple melee weapon for you, and you add your Strength modifier to the attack and damage rolls when you attack with it, as normal."
So these are natural weapons that count as simple melee weapons that you are proficient in - but they are not unarmed strikes, correct?
Eldritch Claw Tattoo says -
Magical Strikes. While the tattoo is on your skin, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and you gain a +1 bonus to attack and damage rolls with unarmed strikes.
Eldritch Maul. As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away from you, as inky tendrils launch toward the target. In addition, your melee attacks deal an extra 1d6 force damage on a hit. Once used, this bonus action can't be used again until the next dawn.
So Magical Strikes would work to give +1/+1 on Flurry of Blows and Martial Arts because those are made with unarmed strikes, correct? - and Eldritch Maul would allow all your attacks to gain 15ft and then separately, just your base 3 main attacks will gain an extra d6.
Insignia of Claws says - While wearing the insignia, you gain a +1 bonus to the attack rolls and the damage rolls you make with unarmed strikes and natural weapons. Such attacks are considered to be magical.
This pretty clearly gives +1/+1 to all your attacks.
So if a level 8 character has 20 STR
He should have three attacks at +9 (+1 tattoos, +3 Prof, +5 STR) to hit and 9d6+24 damage (3d6+5+1(tattoo)+2(rage) per attack natural claw) and two more attacks (flurry of blows) for +10 (+2 tattoos, +3 Prof, +5 STR) to hit and 6d6+18 damage (3d6+5+2(tattoo)+2(rage) per attack unarmed strikes)
So 15d6+42 = 94.5 at level 8
At level 20, this should be 13d6(claws)+5d10(unarmed, drunken flurry)+59 = 132
Am I doing that right?
I thought Bugbear could be a fun race to combine with Eldritch Maul for 20ft of reach - also Slasher and or Sentinel seems like a pretty good fit.
Rogue doesn't seem to work with either Natural Weapons or Unarmed Strikes - so that seems like a no go.
Outside of the math, does anyone see any ways to improve this build? It seems like this build will hit a lull between 8 and 19 in the RED calculation until the level 20 burst. Is there anything that can be added to it to fill that gap?
EDIT: I thought of a couple, Enlarge will add 1d4 every hit and Spores Druid would add 1d6 every hit.
SECOND EDIT: Actually I need to redo this to make this a Strength Monk Build - if you quote me while I am editing, my bad