I actually think the extra skills for the barbarian buff the class exactly where it needs it: in role play. The barbarian is always amazing in battle, but giving the class extra skills gives you more incentive to do things other than "I hit this thing" outside of combat. It encourages more creative solutions especially to inexperienced players
About drawing the thrown weapon as part of your attack: you can already do that with your free object interaction, but you only get one free object interaction per turn, so the fighting style allows you to draw the weapon, throw it, and use your free object interaction to draw your melee weapon/shield/arcane focus or whatever you want to be holding.
You can draw and throw as part of the attack not attack action, so you can draw and throw up to the amount of attacks you have instead of having to take dual wielder to draw and throw two weapons when your fighter has the option of throwing up to 10 daggers in a turn in theory (Samurai, level 20, two weapon fighting, with action surge, and advantage from another source)
Yup, drawing your weapon uses your free object interaction. From the PHb [under Use an Object] "You normally interact with an object while doing something else, such as when you draw a sword as part of an attack." So you can only draw and throw one weapon per turn [otherwise it becomes the Use an Object action.]. Pretty much meant that only a rogue could do the thrown weapon thing [successfully]. The Dual Wielder feat allowed two daggers to be pulled but fighters get up to 4 attacks so thrown weapons was a terrible build unless you found the Bracer of Flying Daggers magic item. But now you have a fighting style to do it.
With throw weapon expert you can throw weapons with extra attacks and bonus actions. In RAW technically you could only draw one weapon per turn as an interaction. So with weapons already drawn you can only throw three weapons. With thrown weapon master you can throw as many times as you have attacks and still utilize an interaction. Unless you are at an advanced table that is really strict with rules it doesn't matter.
I have never seen complicated mechanics explained through the medium of hot wings and I love it! Lol. Now I want to make a monk and call it the “Way of the Hot Ones” that calls their stunning strike the last dab.
Monk: "Honey barbecue fist!" Kobold: "Wait, what did you just-" *explodes into chicken wings* Monk, taking a bite: "Now that's what I call... a sticky situation."
About the Thrown Weapon Fighting style. There is quite often a much overlooked rule in D&D, especially when it comes to thrown weapons and even duel wielding. That being the "Object Interaction" rule. Where in a creature can interact with a single object (opening a door, pulling a lever, flipping a switch or even drawing and readying a single weapon). The first interaction is free, a second interaction (which includes drawing a second weapon) takes your action. This is why the Dual Wielder Feat and in turn, the Thrown Weapon Fighting style state that you can now draw more then one. Ex: Without the Thrown Weapon Fighting style, a Fighter, regardless of how many Extra Attacks they have, could only draw and throw a single (or two with the Duel Wielder Feat) thrown weapon. They then have to either forgo the rest of there Extra Attacks, or charge in and attack with there melee weapon if they still have one readied. With the Thrown Weapon Fighting style however, the Fighter can now be a master knife thrower, or axe thrower, javelin/spear thrower or just all round master thrower. Hm, now if only they'd bring back some iteration of the Throw Anything Feat.
This might also be a way to get around the problem of soulknife rogues not being able to sneak attack on opportunity attacks. You'll generally want to have both hands free so you can attack twice with psychic blades, which means your opportunity attack has to be with a bare fist, which is ineligible for sneak attack. If you take a feat to gain the thrown weapon fighting style, you can draw a dagger (which has the thrown property) as part of the opportunity attack, then make a melee attack with it. You don't get the +2 damage, but that's negligible compared to sneak attack. Of course, a lot of DM's might rule that you can do this anyway, or even let you summon a psychic blade for your opportunity attack. But if your DM doesn't, it might be worth a feat.
@@toddhadley9002 Yeah, could help with that, and also as an opening/surprise sneak attack before combat starts as you whip out and stab someone with a dagger, or fling it at them in the same opening attack action.
Protection makes you use your reaction BEFORE the enemy even rolls for attack, so there will be many times you will feel as your FS's lame, as if you used your reaction and the enemy just hits anyway or wouldn't hit anyway. Interception, in the other hand, you only need to use it AFTER the damage is rolled, so it is very useful and constantly dish out important amounts of damage. Both of them doesnt add up anything to Sentinel, but Interception is a way better use of your reaction.
Yeah I was surprised that anyone would take Protection over Interception. Still, interception's scaling is VERY POOR, 1d10+PB is nice at 1st level but negligible at 20th (average damage mitigated: 7.5 at 1st level, 11.5 at 20th)
A second roll to see if an attack hits can certainly be useful, if the defended character has the AC to make it work. Defending a wizard or sorcerer without Mage Armor or other AC buffing effects won't do much at higher levels either. But the damage reduction can still save them completely if they got a low damage roll against them
@@marcos2492 can be very helpful if you are protecting a weaker mage that is trying to avoid make concentration checks. As an aside the paladin in my group who has this has definitely saved the party from TPKs several times, I’m not even sure he realises it lol.
I think access to blind fighting on my shadow monk would add some combat versatility when combined with the ability to spend ki to cast Darkness. Add in ki fueled attacks and you are also getting off a bonus action attack on the same round that you drop the radius of magical darkness.
I've been playing a really weird monk/fighter multiclass involving Kensei and sharpshooter, and when you have sharpshooter damage on the line, lemme tell ya, that +2-to-+6 bonus comes in reeeeaaaaal handy. And yes, dumping ki into pre-rest healing is the best way to use that feature.
Here's the John Wick moment: Longsword (stunning strike), Pepperbox (sharpshooter, violent for +1 damage die), flurry of blows. Next turn, Action Surge for 4 of those pepperbox shots, Violent-Shotting as you go, and finishing with the trick shot that knocks an enemy prone if they fail a STR save, which a stunned enemy does automatically. Flurry of blows to end the turn...oh, and use Deft Strike if you crit on either of those turns for an extra 2d6. Put Elven Accuracy on there for extra chances at crits-and-grits!
Small correction: The barbarian feature that give you advantage on initiative rolls is called Feral Instinct. Danger Sense gives you advantage on DEX saves against effects you can see, as long as you aren't blind, deafened or incapacitated.
About Thrown Weapon Fighting Style and ranged weapons, Darts are THE option there. So, smth like a Thrown Weapon Battlemaster, who throws (mainly) darts with the Sharpshooter feat to support his companions while maybe holding a one.handed weapon to fight in close combat by himself. Best thing, that character could focus on Strength or Dexterity.
Darts are totally amazing. Use battle master push to keep enemies away from you, and use the thrown maneuver for extra damage, be a Halfling to reroll ones, and the sharpshooter feat with surge attack when you get advantage on an opponent. Totally OP. And the best part, being a Halfling. Alternatively, you could be a champion to get both sharpshooter and ranged styles (boring though).
Dedicated weapon is honestly one of the best little additions for flavor: Whips, Slings... A lot of 'monk feeling' weapons that didn't get access to martial arts dice now get a lot more bang for their buck and in the case of the whip shift it from being a 'meh' to a 'wait. I can use Stunning strike at 10ft without suffering a massive power drop?' which is pretty damn cool
I hate it so much. It was so unnecessary. It’s just a kensei monk but worse. And the fact that these 2 were talking about not being able to use a long bow as a monk so like zen archer is not possible. Yea that trigged me cause Kensei’s can do exactly that. Not only do they automatically get proficiency in the weapons they choose (thus becoming monk weapons), but they also have the thing that despite the long bow being heavy and they can’t use heavy weapons they can still make the long bow one cause it’s an exception. Makes me mad no one has said anything in this comment thread either.
@@davidstratton696... the whole point was to give a kensei type option to any subclass of monk, ofc its a downgraded kensei. Though I do agree it's a clunky and awkward feature, but the idea of it was good
Interception was printed because protector was bad. It’s slightly better in my opinion, since theres no chance to waste it. But what Monty had to say about the defensive fights competing for reactions is true.
Interception is particularly good at low level. It doesn’t scale very well. But hey you can now just switch it out with martial versatility at level 6!
Dedicated weapon is fun as a half elf that grabs elf weapon training and you still have +2 dex, +1 wis +1 con, fey ancestry, dark vision and all the other stuff that half elves get
or if your DM doesnt wanna use the new racial point picking from Tasha's (i have no idea why they wouldnt, but covering bases), choosing a wood elf for your monk gives you basically all of above aside from the con AND a slightly faster movement speed
The commanding presence and tactical assessment maneuvers are great for doubling down on the add 1d6 to skill checks trick from the Reborn race in Van Ricten's guide to Ravenloft. With the feat that grants 2 maneuvers and a superiority die my fathomless warlock skeletal pirate captain has a lot of ways to add multiple dice to their d20 skill rolls.
A really interesting use of the superior technique fighting style is instead of using it with other fighter subclasses, actually use it with Battle Master and take the feat that gives you maneuvers as well. Im currently playing a human battle master fighter. At level 3, where normally other battle masters have 3 maneuvers and 4 dice, I had 6 maneuvers and 6 dice. And at level 10 those d6s are gonna bump up to d10s along with your other superiority dice.
That was my first thought, much like how the eldritch and metamagic adept feats are neat for other builds but must-have for sorcerer and warlock builds
The battlemaster can make a fine grappler but I still think that the Rune Knight is the best grappler in the game. They have advantage on all strength checks (athletics checks for grappling), get a free increase in size allowing them to grapple massive monsters without polymorph or spells cast on them, and the frost rune even gives a flat +2 to checks which you can just pop on when you enter a dungeon and it will last 10 minutes through possibly multiple encounters. You can still take the good fighting styles/feats because you're a fighter but with all of the good runes and passive that a rune knight has.
Concerning the Barbarian skills, the DMG states that Intimidation “can” use your strength mod instead of charisma at your DMs choosing. My DM said yes, and my Barb uses it to crazy amount in our current campaign
He’s our resident interrogator. And has a penchant for cutting ears off of slain enemies. So interrogation involves him forcing scared sh*tless enemies to answer his questions into a severed ear, after which he will “hear” it out of a matching ear.
I realized that this is relatively long and I ended up tangenting a bit. Tl;DR at bottom. I love the "Skills with Different Abilities" rules. If the Barb is going to use his Strength to intimidate people, like just standing there looking threatening or something more active like taking a guard's helmet and crushing it into a little metal ball, then I would certainly have them make a STR(Intimidation) check. I usually would rule that anything that has to deal with navigating a social situation or conversation is mostly charisma, but it depends on exactly what my players are intending to do. Basically, I tell them if you want a STR(Intimidation) check, you have to make a case for how you are applying your strength rather than your charisma. Whether that's just using your Physique or Cutting the Interrogation Table in half since you aren't getting answers, you've gotta use your strength. Your party's barb sounds hilarious and like they're having a good time. I would probably also let them do their STR(Intimidation) checks. I can't explicitly think of how they are using their Strength rather than Charisma, aside from just being a Barbarian, but its fun enough that I think it would be cool. Generally, I shy away from banning things at the table, unless it's causing the game to be less fun for the players. After all, it is a game. As far as I'm concerned, if my players aren't enjoying the game, then I'm not doing my job right. This doesn't mean everything is bright and cheery all the time. Things will happen to the party that the party doesn't want, but TTRPGs are about creating an interactive story with your friends. That doesn't necessarily mean the heroes always win. TL;DR I usually allow variant checks if my player can justify how they are using one ability score more than the default on for the task. It's just how I run my games. Don't let me tell you how to run your games. Do what is fun for you and your group.
@@nickcampbell3812 the way we agreed to it, him talking into the mangled ear isn’t the intimidating bit. It’s the fact that he ripped the ear off of a living creature and it was still dripping blood at the time that was intimidating.
@@nickcampbell3812 Wizard. INT(Intimidation). Cast, say, a Firebolt and just hold it in your hands. Perhaps toss it back and forth between your hands. Higher INT makes the Firebolt look more impressive and powerful, and so, more intimidating. Could add to it by explaining in excruciating detail just how much fire can hurt.
I agree with the timer not being set comment... HOWEVER- talk about great timing, I was wanting to see a video from you guys and it popped up so... win 😀
@@Zoddlander Yeah you're right... I just checked. I actually think it would make sense to allow it for thrown weapons and D&D Beyond seems to do that with darts.
Where are we reading that martial arts damage only applies to melee? i see that stunning strike is melee only but don't see that for martial arts in the PHB
@@Zoddlander The ability though opens it up. "You train yourself to use a variety of weapons as monk weapons, not just simple melee weapons and shortswords. Whenever you finish a short or long rest, you can touch one weapon, focus your ki on it, and then count that weapon as a monk weapon until you use this feature again." So even from the monk list of proficient weapons, things like the Sling, Shortbow, Darts, Light Crossbow, Javelin & Boomerang (daggers, hand-axe, spear & light hammers when thrown)all have the ability to become Monk Weapons and gain the use of Martial Arts die damage as it is written.
I just wish they gave monks an ability that didn't require ki points. You get so few and yet most of your features(main and subclass) require ki to perform. I know they return on a short rest but when you can blow through them in like 2 turns, it doesn't feel great... It just feels weird knowing the class that is able to perform such wonders of physical ability, needs a resource pool to do them.
You mean something like Unarmored Defense, Unarmored movement, Evasion, Martial Arts, slow fall, Stillness of mind, Unarmored Movement Improvement, Purity of Body, Tongue of the Sun and Moon, and Diamond Soul? Pretty sure none of those take Ki points.
@@Drakkimor unarmored defense kinda just isn’t that great especially with how the monk is worded it’s not even an option it’s a necessity. Tongue of Sun and Moon and Diamond Soul just won’t see the light of day at most tables. Slow fall is a cool additional thing I’ll give u that but most of the things they get without ki kinda suck or you’ll rarely see reached in game
The thing about Thrown Weapon Fighting is that if you don't have the weapon already predrawn, you use your free item interaction to draw one, throw it, and then you can't draw anything for the Extra Attack - Thrown WF lets you draw a weapon to throw for each of these attacks. "You can draw a weapon that has the thrown property as part of the attack you make with the weapon."
Something fun/dumb you can do with the monk dedicated weapon is that if your DM allows guns in the campaign (if they do is most likely in some limited or rare fashion, to allow one of the player to play a gunslinger) you can take the "gunner" feat from Tasha, which gives proficiency with firearms, let's you ignore the loading property for them and let's you fire against adjacent targets without disadvantage. You could absolutely go with musket for 1d12, as it's not a heavy weapon and fulfill all of you gun-kata/John Wick fantasy's.
The dart is a thrown ranged weapon. So it works for the thrown weapon fighting style and sharpshooter. It's also a finesse weapon so it can be used for strength builds as well as dex.
About thrown weapons and their interactions. RAW you can't use the archery fighting style or the sharpshooter feat with most of them. That's because they are, like you mention, not ranged weapons. The big exception here are darts. If you get the thrown weapon and archery fighting styles, and also sharpshooter, go battlemaster, then a throwing weapons character is actually really strong. On higher levels they even outperform a crossbow expert + sharpshooter battlemaster. Quick toss is an amazing maneuver, that by the way also allows you to make nets useful if you have the sharpshooter feat (no disadvantage at 10-15 feat, and doesn't eat your other attacks because it's a bonus action)
in regard to throw weapons and archery or sharpshooter, they both say that u need a ranged weapon to use then, the only throw and ranged weapon is a dart (and a net, but it doesn´t do damage) but I think if your character is around throwing weapons a lot of DMs might just allow it excuse my english btw
Kelly and Monty, you guys are awesome! This video is a great start to your 4-part series and I can't wait for the others. 😄 "I'm trying to wrap up the episode." Classic! 🤣
Ya, sharpshooter + thrown weapon, using the dart (a ranged finesse weapon) is pretty much the most viable thrown weapon build. In that build you basically try to get them to throw as many weapons as possible. I would really like to see some good options to promote throwing the non-dart weapons. Especially the strength-based Axe and Javelin. Since carrying and throwing a huge amount of those larger and heavier weapons is unrealistic I would suggest something like: Devastating throw: You give up your movement and extra attacks this turn. The short range of a thrown weapon becomes equal to it's long range. When you hit with a strength-based throwing attack this turn that creature is shoved. Multiply damage dealt for each extra attack that was given up.
Also, where the Superior Technique fighting style comes into play best is if you are *already* a Battle Master. Especially if you also take Martial Adept. Another maneuver really improves your options as a Battle Master, and another die just adds more fuel. Combined, a Human Fighter Battle Master at 3rd can have 6 maneuvers and 6 superiority dice at 3rd level, which is as many dice as a normal 15th level Battle Master. That's pretty good.
I like the clerics blessed strikes option. Some domains give you potent cantrip when you wanted divine strikes, or sometimes the other way around, and the flexibility is nice for extra damage on your focus of spells or swords
The main thing Tasha's does for monks is make a Ranger dip potentially appealing--one level gets you the martial weapon proficiency, expertise in one skill, and an extra 1d4 damage every turn from favored foe, and two adds a fighting style (some of the new options are great for monks), plus access to some spells that synergize very well for monks like Zephyr Strike and Absorb Elements. In particular, though, it makes Shadow Monk 17/Gloomstalker Ranger 3 into an *incredible* build. With the three ranger levels, you can get martial proficiency, expertise in stealth, and blind fighting. Enjoy making five attacks in round 1 (3 with a longsword), being able to drop darkness you can see in like a warlock, and teleporting around the battlefield into shadows your enemies with darkvision won't be able to see you in. Throw down Zephyr Strike and you won't even need to spend ki points disengaging.
you lose out on 1 ASI if you dont take ranger to level 4. At least by how I've interpreted the ASI comes only on the 4th and then every 4 levels achieved per class(es) But if you and your group dont my point is moot and play how you enjoy. I just prefer it myself, as it helps reduce level dips. Cheers
@@marcos2492 Shadow Monks can cast darkness with Ki points, so you can use the magical version if need be (say if you're in an area of bright light), but since they can't see you in regular darkness that will often suffice.
@@ryanadshead4809 Oh, I agree, that is the definite cost of multiclass dips in general--and there should be some cost to it. Fortunately, Monks as a class really don't need feats very much (although the new Crusher feat is tempting) so missing out on one ASI is probably ok.
As to Thrown Weapon Master, Darts are both thrown and ranged, so they could double-dip with something like Archery style. +2 to hit and +2 damage really helps the d4 damage die, plus you can use a shield while tossing out lots of ranged attacks. The bonus AC compared to the bonus attack of a hand crossbow might be worth considering. Maybe you’ve got some other demand on your bonus action.
I myself am a spellcaster main with my own PCs, but I was excited to watch this as a DM to better understand my martial PCs. So imagine my surprise when I got to the end of this video and witnessed one of the greatest bits of stretched metaphor comedy I’ve ever seen - thank you for making me grin ear-to-ear today ❤️
I think Interception has a key advantage over Protection in that you know you are using it when it matters. Especially when dealing with multiple monsters or multi-attack. If you impose Disadvantage on the first attack, that's fine and good *if* it would hit, but if both rolls are bad it feels like a bit of a waste. Especially if a later roll hits. Whereas stopping damage means that you can save that reaction for *if* it is relevant.
I started reading the Legend of Drizzt series last week. I just finished the first book today and I gotta say: my character build for a drow samurai/hexblade fits sooo well with the "blind fighting" fighting style. Also I really like the "Ambush" and "Tactical Assessment" maneuvers though I haven't seen them in play (none of my players are fighters)
I just started playing a Way of the Four Elements monk in a new campaign. I’m doing so to test out the subclass after the tashas updates, and also to see if the monk is as bad as I think it is. We’re all level 3. I’m definitely attempting to optimize my choices, but so far I’ve had a good time playing the character. I chose a half elf variant for the extra attribute bonuses and weapon proficiencies. Tashas allows for the attributes and weapon proficiencies to be swapped around for more customization. I’ve chosen the warhammer, the whip, and the net as weapon proficiencies. The warhammer was for upgraded melee weapon damage. The whip was for a reach boost for melee hit and run tactics. The net was basically for a challenge and theme with a fishing/hunting background. Fist of unbroken air seems to work well with a sling or light crossbow bonus action attack, at least if the target passes the save.
Nice to see Barbarians won out on this, overall. They're a great class to play but the added features really helped some missing spots people may have not noticed. The monk additions were hit and miss for sure.
As someone with a Wood Elf Barbarian, I kind of prefer the Class Feature Variants version of Primal Knowledge: Survival Instincts (which replaces Danger Sense). You gain two proficiencies from a small list that mostly overlaps Barbarian skills: Animal Handling, Medicine, Nature, Perception, or Survival, and your proficiency bonus with either chosen skill is doubled. Letting the Barbarian have even one skill, let alone two that they can be reasonably good at despite mentals being dump-statted due to the NECESSITY of physical stats is AMAZING and opens up tons of roleplay opportunities. Being able to use a combination of Nature knowledge with Medicine has made my Barbarian simultaneously the scariest person in this part of the city, and arguably the best surgeon as well. Also, with a 45 foot movement speed, I know how dwarf players feel when they get up from prone and have half-feet of movement. Having to deal with that every rage (or in the UA version, which replaces Fast Movement, every reaction,) would murder my sanity. But at least with the UA version, the trigger is a creature ending its turn within 15 feet of you, so moving up to half that speed wouldn't be as awkward, and it doesn't provoke opportunity attacks either! I love the idea of Blindsight fighting style, though I find it weird that you can get the fighting style at 1st level while Rogues have to wait until 14th to get a side/downgrade in Blindsense. It does however make more sense than the UA version that flat out makes it so you don't have disadvantage from not being able to see the target, but still RIP my Samurai Jack Archers build. Interception is arguably better Protection, as you don't need a shield and you only use it when an attack actually hits, instead of before to impose disadvantage. Pretty dang good, friend's Fighter uses it to great effect. Meh on Superior Technique. Yes, you only get one free object interaction per turn (page 190 PHB) during your move or action. This is also confirmed in Dual Wielder which specifies being able to draw two weapons at once when you would normally only be allowed one. That being said, them buffing the UA from +1 damage to +2 damage is IMHO the wrong way to do it; they should have given a Sharpshooter-esque ability that lets you ignore disadvantage past normal range. Thrown weapon ranges are TINY compared to ranged weapons! Unarmed Fighting is great, but is another one of the Tasha's "nerfs" that I'm opposed to, as it used to also apply the d4 damage each time you hit a grappled target. No strong opinions on the Maneuver options. Monks! Oh the Monks. Sorry Dudes, if you want Longbow Monk you HAVE to go Kensai Monk. Dedicated Weapon is effectively the same, and I do very much like it. I just dislike that just about every two-handed weapon is also Heavy, so you can't even Halberd Monk, but that's asking a bit for a class that uses DEX to hit things. Ki-Fueled Attack is actually buffed! It used to be limited to an unarmed strike as a bonus action, now you can use the weapon~ I very much like this, now if only they lowered all of the costs on 4 Elements Monk. Oh well. Quickened Healing, another buff! Adds the proficiency bonus, used to just be a roll. Don't get too selfish Dudes, how else will they get people to play Mercy Monks? :^) Focused Aim is actually a revision that I like! Instead of only applying to ranged weapon attacks and removing disadvantage from long range, it applies to all attack rolls (even spell attacks!) and you get to use it AFTER learning if you would have missed. Oh hey, we're gonna talk about who the winner is in these? Barbarian did well for quality, Fighter got all of the quantity, and Monk is okay. Guessing Ranger will lose by default then, besides Cleric they're the only class that actually loses class features for the Tasha's options. One job, Wizards! ONE JOB!
The thing with Barbs getting extra skill proficiencies at 3rd and 10th level I feel can be more useful in the Help sense. Barbs might not have a high + modifier to the roll but possibly another party member does, having the Barb be able to give assistance which allows advantage could be the difference between success and failure
I agree about the fighter. I'm playing a fighter and this just added to my "huh, what can I choose this time" instead of "here, something new and cool to make things better." Would have loved the movement option from the Barbarian for my fighter... Oh, and were you both hungry during the episode? Great description about these new features... LOL!
That monk feature to turn misses into hits actually works suuuper well with the sentinel feat. In that situation you cant make additional attacks and denying enemies movement is amazing and widely applicable
I like features like instinctive pounce and steady aim. They mechanically do very different things, but the impact is that the classes that use those features find themselves to be more reliable on the first turn of combat. This allows for the players to feel impactful. playing a barbarian or rogue can leave a lot to be desired if the barbarian can’t quite reach the enemy for melee attacks, or if a rogue rolled high on initiative leaving allies out of position for sneak attack. These feature boosts also help balance encounters if there’s less variance in party efficacy.
I was waiting so long for you guys to review this expansion and you didn't disappoint. I also love your food analogys and overall goofiness, this was a joy to watch.
You guys are so nerdy that you made a chicken wing analogy for four minutes, and it made sense! This is the kind of content I want from my D&D channels!!!
I made a battle master with the feat add fighting style to get 2 extra dice and 3 more maneuvers. And I took most all the new maneuvers as well. Now I'm a smooth talking, keenly insightful, trip attacking machine. I use the skill boosters to out perform the Rogue at times and usually get a short rest between dialogue and fights. Best of both worlds on my fighter.
The most interesting idea I've got with the Thrown Weapon Fighting feature is that if you mix it with Tavern Brawler you can throw objects you find super effectively. Maybe if you buy a bunch of Acid Vials or figure something out with your DM you could make a really interesting build around splashing people with potions and Alchemist Fire.
super niche, and i haven't used it yet, but a fun possible combo of the monk bonus features: a multi-classed monk (like my monk-cleric) could fire off a Guiding Bolt with their action, narrowly miss, use the Focused Aim to turn it into a hit, then run up and use their bonus action to make a monk weapon strike using Ki-Fueled Attack (at advantage thanks to Guiding Bolt!).
Hey Gang, Loved the chicken wing metaphor. Freakin perfect!! One thing to consider regarding Interception vs Protection. Interception you can use AFTER the DM rolls damage. You don't have to declare you're using Interception until you know the player has been hit and is in trouble. That's a huge benefit in early levels when a d10+Prof may negate the damage entirely or at least keep the other player alive. Protection you have to commit to it before the DM makes their attack which means you could have wasted your reaction if the DM rolls badly anyway. Interception is crap at scaling and definitely worth switching out of once you get to 6th or 8th level, but for early levels it's awesome! My wife's polearm master rune knight has rescued the monk and the rogue multiple times with interception by just negating the damage. She plans to switch out to great weapon fighter (or blind fighter since we have a warlock player) once she hits 8th level and the damage reduction isn't worth it.
You can only draw/interact with ONE weapon/item as part of your free action per turn. Normally you can only draw ONE weapon or round. If you look at the dual-wielding feat, it ALLOWS you to draw two weapons, when you normally can't.
Yes, Darts are pretty much the only way to get the most out of throwing. Even daggers work a bit as a one-off throw to get some sneak attack damage in. Still, it is a pity that Javelins and throwing axes have received very little love. Would love to see a good strength-based throwing feature.
It would allow you to throw as many weapons as you have attacks, so hasted, action surging fighter could throw 8+ daggers. Where are as techincally you could only throw as many currently in your hands + 1 drawn with free action. I give you, the Gambit feat.
One important build the monk changes enable - the sharpshooting longbow user. Attack twice - if you miss, bump a shot by 1-2 ki; if you don't miss, spend a ki to smite. Either way, you spent a ki, you can shoot a third time.
About the monk dedicated weapon and range options. Ki fueled attack lets you make a bonus action attack with a monk weapon, meaning you can get 3 attacks a turn with a ranged weapon. Of if your dedicated weapon is say a flametongue sword, you get to make 3 attacks a turn with your enchanted weapon. Focused aim also triggers ki fueled attack, meaning you can utilize the weapon to greater effect. With a two birds sling, that's a potential 6 attacks for example.
there’s another secret option hiding in the martial weapons for monks: whips. it’s going to deal the same damage as your unarmed strikes but at reach. at high levels, it’s going to deal a d8 or d10, essentially giving you a polearm without the heavy property!
One monk class that benefitted a lot is the kensei monk. Ki fueled strike allows for the second attack to be a weapon attack so especially ranged monks now go from 2 attacks to 3 attacks if they spend some ki, which they can do with focussed aim or deft strike. And focussed aim is an amazing supplement to sharpshooter or great weapon master which fit the kensei monk thematically.
I actually appreciated primal knowledge. Mainly because it’s my first game and I didn’t think to pick the nature skill despite being a centaur. After playing a bit it bugged the crap out of me that my centaur that lives outside didn’t have it, so I was glad I could pick it up. The extra movement I am suuuuper stoked for. Especially since as a centaur I’ll get even more movement than other characters.
A point about Ki Fueled attack, you can use this as a monk who prefers to use a weapon over their fists. Turning your bonus action into another weapon attack. Ex. Kensei monk. Increase AC with 1 ki PT agile party by forgoing a weapon attack, then using bonus action to attack with your longsword instead of your hands for more damage and an AC boost.
As a player who was been using the extra barbarian stuff since Tasha's came out, the extra movement is AMAZING. Especially since you're mostly melee focused. It can be the difference between taking the dash action but otherwise wasting your turn, or wrecking that lich with 2 GWM attacks and 70 points of dmg. The extra skills were nice, not game breaking at all, but a wonderful way to integrate some role play or backstory to your character sheet. I could take Animal Handling because I had a pet, take survival because we were in the woods for so long etc. The skills were kinda limited tho, so they could've expanded that list maybe (a Zealot maybe wants religion, a Ancestral Guardian maybe History or smth) but still cool additions
Having played a BM for the last 2 years i'll have to say that the "Commanding presence" maneuver is one of the best additions in TCOE. Im now able to even be the party's face when necessary. It freed up my avenues of social interractions and now every aspect of the game is at maximum enjoyability.
Ki Fueled Attack is also super useful on a kensei monk. If you’re attacking with a longbow and use deft strike, it allows you to make a longbow attack as your bonus action. This is a significant damage increase over kensei’s shot.
Kelly's shirt looks great; I like that balance of pink and blue, and the tentacle is the sprinkles on the ice-cream. Food-based analogies are the best analogies.
I'm actually building a throwing dagger master, and the new style seriously helps! You are correct in that throwing weapons are like 1 good feature/ability off from becoming a totally viable build, but!!! There is an off-build that does enough with thrown weapons to make it reasonable. It's a nova build I saw from D&D Optimized using Darts+Sharpshooter, and it's insanely awesome. I'm doing throwing daggers and I have something pretty solid to work on. My damage just won't be quite as high as it could be, but it will be enough that I think it works.
Sometimes I actually wanted to mention is that if you get the fear that allows you to grab the unarmed fighting style and play a monk, you can do a ton more damage at earlier levels then it seems you should.
@@aydensauvageau9393 Yes, but if you start as a variant human, you can have it starting at level 1. So you should be comparing it to a d4. And monks have Flurry of Blows, so you're not only dealing that extra damage once per turn.
@@BernardoSutter so 1d8 vs 1d4 = 2 damage per hit, which is quite noticeable early game, but falls off extremely quickly. Think you'd be better off taking custom lineage and getting a half dex feat. Which would give you +1 dex mod. 1 to hit, damage, ac and initiative.
I saw the fighting style and immediately thought of some house rules to make it more fair for monks. The fighting style and feat to give greater unarmed damage only give 1d4 to the damage, but if you gain more than one of these extra options, your damage die gets bumped up 1. So a variant human monk who took the "get a fighting style" feat as well as Tavern Brawler is hitting for 1d8. Their martial arts die progression would still get bumped as normal, so 5th would be doing 1d10, 11th 1d12, then capping at 2d6. I just thought it lousy that a fighter could take that style and stay better than/on par with a monk's martial arts dice until lvl 17.
As a monk player who's DM has allowed all of these additional features, I have rarely used any of these abilities with the exception of Quickened Healing. Even then, as you alluded, I have only opted to use the ability before a short rest with my remaining ki points. I don't play a race, Kalashtar, that benefits from extra weapon proficiencies so Dedicated Weapon has fallen to the wayside as well. Although when I was lower level I used it on a shortbow so I could close in on targets with two ranged attacks then a free unarmed strike as per the Martial Arts feature. As far as Focused Aim I have only used it in one encounter, and that was to ensure a hit so I could stunning strike. But I could see using it to fish for monster ACs.
For thrown weapon fighters, I played an Eldritch Knight, and my DM was nice enough to let me use that Bonus Action to return my bonded weapon mid-attack action, so I would throw my dagger, Bonus Action return it to my hand, then second attack throw it again. Obviously it's a little clunky especially on following rounds, but it was very fun having that sort of boomerang ability.
One other thing about the new monk features - if you use a ki point to use Focused Aim and turn a hit into a miss, you can then use your bonus action to make an attack with your monk weapon for free using Ki-Fueled Attack. This is a very strong use of a ki point, much stronger than accepting the miss and then using Flurry of Blows.
The only thing stopping me from making a Thrown Weapon Fighter is...what do I do when I run out of weapons? Also I feel like the Superior Technique Fighting Style and the Martial Adept Feat are best served with an actual Battle Master, since you're just getting more maneuvers and more dice, which upgrade along with the ones you get from the subclass.
i’ve started pilfering from the star wars 5e rulebook whenever i look at something and go “…that’s it?” the protection equivalent fighting style lets you pick a partner within 5 ft as a bonus action, and either take them with you when you move or grant disadvantage on all attacks against them. if they do hit, you can decide it hits you instead, no action required. it’s also flavored as “Formation” style instead of “Protection”, which sells it a lot better for me.
Thrown weapon master is actually pretty good. One of the guys I play with is a cavalier fighter with a pegasus mount, thrown weapon master, and harpoons attached to ropes. He swoops down, hits the enemy with the harpoons, flies up, and drops them from a hundred feet up.
If someone is looking to use the sharpshooter and archery with thrown weapons there is an option, the dart, as it is a simple ranged weapon but also has the thrown property. All other thrown weapons are melee weapons which don't work, with the exception of the net which works weird because it doesn't do damage.
Darts are ranged weapons, meaning they do benefit from archery and now also this. Grab the extra fighting style feat and you have darts that basically are all +2 weapons now.
I’m about to play for my first time, but have been a long time sub. Thanks to these videos, avid reading of official DnD books and your amazing Drakenheim series, I’ve helped excite and guide three friends from work. We need to set a session 0 date, but, walking in, my buddies are Bear Totem Barbarian, College of Valor Bard and Arcane Trickster Rogue. I will be playing a Forge Domain Cleric. Just trying to decide if I want that Armor for myself, or do I bestow the Barbarian a +1 Great Axe after our first battle-bonding moment.
In a particular shared campaign I'm in I've made a Giff Battle Master who uses the Unarmed Fighting Style. What really makes it go is that the Giff (special player race from Mirt's Undermountain Survival Guide) get a charge ability where if you run 20 feet in a straight line at a Large or smaller target, you can force them to make a Strength saving throw (no action or bonus action required), and if they fail, they're knocked prone and take 2d6 bludgeoning damage. I combine that with the Grappling Strike maneuver from Tasha's into this opening salvo: run at someone, (hopefully) knock them prone, then take my attacks at advantage, then assuming one of them hits, use my bonus action for Grappling Strike to grapple them while prone, meaning they can't get up until they break the grapple. So long as my Athletics checks hold out, from then on I'm doing 1d4 at the start of the turn, then two advantaged attacks that each do a d8+Strength, and I can add other maneuvers for additional damage. I also took Crusher, so I can do a little bit of battlefield positioning, and if any of my advantaged attacks crits, *everyone* gets advantage even if the creature breaks the grapple and stands up. Mechanically it's pretty strong, but I think I like it even more flavor-wise: picture a 7'9", 615 pound hippopota-man in gleaming plate armor running at an enemy at full speed, bellying them to knock them to the ground, then sitting on them and punching them in the face. It's pretty amazing.
I'm currently playing a monk and the feature that lets you get another weapon attack is great for when you use stunning strike and have a weapon that has additional damage to it, I've used both a frostbrand longsword and a staff of striking and it's helpful for pushing out a ton of damage from those
I created a Totem Warrior Barbarian before these features came out. And boy am i glad they exist now, because taking relatively more "useful" skills like Athletics and Survival, meant i was playing a Wolf Totem Warrior that was not proficient in animal handling. Thanks, Tasha's!
If you play like a battle smith artificer, that can actually be a viable thrown weapon attacker. Use the returning weapon infusion, your weapon instantaneously returns to your hand after attacking which you have +1 to attack and damage rolls with, also you get an extra attack. Additionally the battle smith can add either 2d6 damage or 2d6 healing to a nearby ally. At 14th level this upgrades to 4d6
I actually think the extra skills for the barbarian buff the class exactly where it needs it: in role play. The barbarian is always amazing in battle, but giving the class extra skills gives you more incentive to do things other than "I hit this thing" outside of combat. It encourages more creative solutions especially to inexperienced players
This exact this
Facts I was thinkning the same thing
So is that “roll” play or “role” play? Maybe both? ;)
@@8justintracy8 Na, that's just typing on a stupid phone
About drawing the thrown weapon as part of your attack: you can already do that with your free object interaction, but you only get one free object interaction per turn, so the fighting style allows you to draw the weapon, throw it, and use your free object interaction to draw your melee weapon/shield/arcane focus or whatever you want to be holding.
Wouldn't it also innately let you throw as many as you have attacks?
Or draw your second throwing weapon to use for your extra attack
You can draw and throw as part of the attack not attack action, so you can draw and throw up to the amount of attacks you have instead of having to take dual wielder to draw and throw two weapons when your fighter has the option of throwing up to 10 daggers in a turn in theory (Samurai, level 20, two weapon fighting, with action surge, and advantage from another source)
Yup, drawing your weapon uses your free object interaction. From the PHb [under Use an Object] "You normally interact with an object while doing something else, such as when you draw a sword as part of an attack." So you can only draw and throw one weapon per turn [otherwise it becomes the Use an Object action.]. Pretty much meant that only a rogue could do the thrown weapon thing [successfully]. The Dual Wielder feat allowed two daggers to be pulled but fighters get up to 4 attacks so thrown weapons was a terrible build unless you found the Bracer of Flying Daggers magic item. But now you have a fighting style to do it.
With throw weapon expert you can throw weapons with extra attacks and bonus actions.
In RAW technically you could only draw one weapon per turn as an interaction. So with weapons already drawn you can only throw three weapons.
With thrown weapon master you can throw as many times as you have attacks and still utilize an interaction.
Unless you are at an advanced table that is really strict with rules it doesn't matter.
I have never seen complicated mechanics explained through the medium of hot wings and I love it! Lol. Now I want to make a monk and call it the “Way of the Hot Ones” that calls their stunning strike the last dab.
Those "Hooters" uniforms definitely count as unarmored defense
Lol
Monk: "Honey barbecue fist!"
Kobold: "Wait, what did you just-" *explodes into chicken wings*
Monk, taking a bite: "Now that's what I call... a sticky situation."
The Last Jab
The barbarian is like ordering chicken wings and they get there faster than expected, and then they murder a wizard.
"I'm trying to wrap up the episode."
More of this please. Just being silly.
Thought the same thing, it's so precious to see them just messing around
The whole wings analogy put this big goofy smile on my face.
So funny to see Kelly be the serious one. lol
"I'm trying to wrap up the episode"
In Monty's mind: "But I just wanted to add some veggies to metaforical plate of episode for our viewers!"
Can’t wait for the rest of this series! I honestly missed the barbarian free movement which is just fantastic
About the Thrown Weapon Fighting style. There is quite often a much overlooked rule in D&D, especially when it comes to thrown weapons and even duel wielding. That being the "Object Interaction" rule. Where in a creature can interact with a single object (opening a door, pulling a lever, flipping a switch or even drawing and readying a single weapon). The first interaction is free, a second interaction (which includes drawing a second weapon) takes your action. This is why the Dual Wielder Feat and in turn, the Thrown Weapon Fighting style state that you can now draw more then one.
Ex: Without the Thrown Weapon Fighting style, a Fighter, regardless of how many Extra Attacks they have, could only draw and throw a single (or two with the Duel Wielder Feat) thrown weapon. They then have to either forgo the rest of there Extra Attacks, or charge in and attack with there melee weapon if they still have one readied. With the Thrown Weapon Fighting style however, the Fighter can now be a master knife thrower, or axe thrower, javelin/spear thrower or just all round master thrower.
Hm, now if only they'd bring back some iteration of the Throw Anything Feat.
Goliath thrown weapon master with a gnome thrown weapon master friend, Goliath throws gnome, gnome throws knives
@@torunsmok5890 Aye! Fling Ally feat. Loved the art of that feat in the book for it
Thank you very much for explaining that. I was also confused, but that makes more sense why its useful.
This might also be a way to get around the problem of soulknife rogues not being able to sneak attack on opportunity attacks. You'll generally want to have both hands free so you can attack twice with psychic blades, which means your opportunity attack has to be with a bare fist, which is ineligible for sneak attack.
If you take a feat to gain the thrown weapon fighting style, you can draw a dagger (which has the thrown property) as part of the opportunity attack, then make a melee attack with it. You don't get the +2 damage, but that's negligible compared to sneak attack.
Of course, a lot of DM's might rule that you can do this anyway, or even let you summon a psychic blade for your opportunity attack. But if your DM doesn't, it might be worth a feat.
@@toddhadley9002 Yeah, could help with that, and also as an opening/surprise sneak attack before combat starts as you whip out and stab someone with a dagger, or fling it at them in the same opening attack action.
The look of utter joy on Monty’s face as he contemplated interrupting the outro for that last food joke. 😂
Protection makes you use your reaction BEFORE the enemy even rolls for attack, so there will be many times you will feel as your FS's lame, as if you used your reaction and the enemy just hits anyway or wouldn't hit anyway.
Interception, in the other hand, you only need to use it AFTER the damage is rolled, so it is very useful and constantly dish out important amounts of damage.
Both of them doesnt add up anything to Sentinel, but Interception is a way better use of your reaction.
I'm currently playing an artificer armourer and I am giving disadvantage on attacks anyway so I agree interception is way better.
Yeah I was surprised that anyone would take Protection over Interception.
Still, interception's scaling is VERY POOR, 1d10+PB is nice at 1st level but negligible at 20th (average damage mitigated: 7.5 at 1st level, 11.5 at 20th)
@@marcos2492 Good example of a fighting style to switch out using martial versatility. Probably around level 6 is the time to do it.
A second roll to see if an attack hits can certainly be useful, if the defended character has the AC to make it work. Defending a wizard or sorcerer without Mage Armor or other AC buffing effects won't do much at higher levels either. But the damage reduction can still save them completely if they got a low damage roll against them
@@marcos2492 can be very helpful if you are protecting a weaker mage that is trying to avoid make concentration checks. As an aside the paladin in my group who has this has definitely saved the party from TPKs several times, I’m not even sure he realises it lol.
I think access to blind fighting on my shadow monk would add some combat versatility when combined with the ability to spend ki to cast Darkness. Add in ki fueled attacks and you are also getting off a bonus action attack on the same round that you drop the radius of magical darkness.
Oh, it’s even better when you stun them in the darkness and all the enemy can hear is goblin laughter
@@MelandBLT I like the cut of your jib! But how the hell did you know my shadow monk is a goblin?! Spooky
Nah, I think you're better taking the Eldritch Adept feat instead to take the Devil's Sight eldritch invocation
@@brandonskoubo5176 I’ve played a goblin shadow monk with the failed merchant background in a one-shot. RP’d him like a Ferengi from Star Trek DS9
@@marcos2492 You need the Spellcasting or Pact Magic class feature to take Eldritch Adept.
I think the timer on the release was not set guys but still as Midnight surprises go - I like it and really 👍🏿 it.
It's technically still thursday haha so I can't complain.
As a west coaster, I dig this release time... yall easterlings can just stay up late haha
Did you just neg them hahahahaha
The timer for the "New" Tasha's content is only a year late though. :P
I've been playing a really weird monk/fighter multiclass involving Kensei and sharpshooter, and when you have sharpshooter damage on the line, lemme tell ya, that +2-to-+6 bonus comes in reeeeaaaaal handy. And yes, dumping ki into pre-rest healing is the best way to use that feature.
Bro this is real. Don't forget the Ki fueled strikes applies to longbow attacks
I'm actually running Mercer's Gunslinger as the fighter half...and taking my pepperbox and a longsword as my kensei weapons. Samurai. Gunman.
@@EndyHawk that's some mad flavor there
@@EndyHawk That's really awesome.
Here's the John Wick moment: Longsword (stunning strike), Pepperbox (sharpshooter, violent for +1 damage die), flurry of blows. Next turn, Action Surge for 4 of those pepperbox shots, Violent-Shotting as you go, and finishing with the trick shot that knocks an enemy prone if they fail a STR save, which a stunned enemy does automatically. Flurry of blows to end the turn...oh, and use Deft Strike if you crit on either of those turns for an extra 2d6. Put Elven Accuracy on there for extra chances at crits-and-grits!
Small correction: The barbarian feature that give you advantage on initiative rolls is called Feral Instinct.
Danger Sense gives you advantage on DEX saves against effects you can see, as long as you aren't blind, deafened or incapacitated.
About Thrown Weapon Fighting Style and ranged weapons, Darts are THE option there.
So, smth like a Thrown Weapon Battlemaster, who throws (mainly) darts with the Sharpshooter feat to support his companions while maybe holding a one.handed weapon to fight in close combat by himself. Best thing, that character could focus on Strength or Dexterity.
Darts are totally amazing. Use battle master push to keep enemies away from you, and use the thrown maneuver for extra damage, be a Halfling to reroll ones, and the sharpshooter feat with surge attack when you get advantage on an opponent. Totally OP. And the best part, being a Halfling. Alternatively, you could be a champion to get both sharpshooter and ranged styles (boring though).
Dedicated weapon is honestly one of the best little additions for flavor: Whips, Slings... A lot of 'monk feeling' weapons that didn't get access to martial arts dice now get a lot more bang for their buck and in the case of the whip shift it from being a 'meh' to a 'wait. I can use Stunning strike at 10ft without suffering a massive power drop?' which is pretty damn cool
I think the monk healing is really only useful to spend the rest of your ki before a short rest and save on some hit die
@@tonyriemenschneider8745 Saving on hit dice can matter in some parties, especially ones that lack a dedicated healer.
I hate it so much. It was so unnecessary. It’s just a kensei monk but worse. And the fact that these 2 were talking about not being able to use a long bow as a monk so like zen archer is not possible. Yea that trigged me cause Kensei’s can do exactly that. Not only do they automatically get proficiency in the weapons they choose (thus becoming monk weapons), but they also have the thing that despite the long bow being heavy and they can’t use heavy weapons they can still make the long bow one cause it’s an exception. Makes me mad no one has said anything in this comment thread either.
@@davidstratton696... the whole point was to give a kensei type option to any subclass of monk, ofc its a downgraded kensei. Though I do agree it's a clunky and awkward feature, but the idea of it was good
Interception was printed because protector was bad. It’s slightly better in my opinion, since theres no chance to waste it. But what Monty had to say about the defensive fights competing for reactions is true.
Interception is particularly good at low level. It doesn’t scale very well. But hey you can now just switch it out with martial versatility at level 6!
It would be fascinating if somehow they could be stacked for an ultimate protector build.
@@logancuster8035 maybe good on a Cavalier and then switch it out when you get Warding Maneuver at level 7
I was wandering about this.
I was gonna take it with a Redemption Paladin that has the shield master feat, tho I'm not sure if it is worth it anymore.
Dedicated weapon is fun as a half elf that grabs elf weapon training and you still have +2 dex, +1 wis +1 con, fey ancestry, dark vision and all the other stuff that half elves get
or if your DM doesnt wanna use the new racial point picking from Tasha's (i have no idea why they wouldnt, but covering bases), choosing a wood elf for your monk gives you basically all of above aside from the con AND a slightly faster movement speed
The commanding presence and tactical assessment maneuvers are great for doubling down on the add 1d6 to skill checks trick from the Reborn race in Van Ricten's guide to Ravenloft. With the feat that grants 2 maneuvers and a superiority die my fathomless warlock skeletal pirate captain has a lot of ways to add multiple dice to their d20 skill rolls.
A really interesting use of the superior technique fighting style is instead of using it with other fighter subclasses, actually use it with Battle Master and take the feat that gives you maneuvers as well. Im currently playing a human battle master fighter. At level 3, where normally other battle masters have 3 maneuvers and 4 dice, I had 6 maneuvers and 6 dice. And at level 10 those d6s are gonna bump up to d10s along with your other superiority dice.
I wouldn't call it really interesting. More like the titular most mundane use.
Can vouch, Martial Adept + Superior Technique + Battle Master is super fun. You have a maneuver for basically every situation.
That was my first thought, much like how the eldritch and metamagic adept feats are neat for other builds but must-have for sorcerer and warlock builds
That's legit what I did too lul
Doesn't taking battle master make all superiority die D8s when you take the subclass at level 3?
The battlemaster can make a fine grappler but I still think that the Rune Knight is the best grappler in the game. They have advantage on all strength checks (athletics checks for grappling), get a free increase in size allowing them to grapple massive monsters without polymorph or spells cast on them, and the frost rune even gives a flat +2 to checks which you can just pop on when you enter a dungeon and it will last 10 minutes through possibly multiple encounters. You can still take the good fighting styles/feats because you're a fighter but with all of the good runes and passive that a rune knight has.
Concerning the Barbarian skills, the DMG states that Intimidation “can” use your strength mod instead of charisma at your DMs choosing. My DM said yes, and my Barb uses it to crazy amount in our current campaign
He’s our resident interrogator. And has a penchant for cutting ears off of slain enemies. So interrogation involves him forcing scared sh*tless enemies to answer his questions into a severed ear, after which he will “hear” it out of a matching ear.
I realized that this is relatively long and I ended up tangenting a bit. Tl;DR at bottom.
I love the "Skills with Different Abilities" rules. If the Barb is going to use his Strength to intimidate people, like just standing there looking threatening or something more active like taking a guard's helmet and crushing it into a little metal ball, then I would certainly have them make a STR(Intimidation) check. I usually would rule that anything that has to deal with navigating a social situation or conversation is mostly charisma, but it depends on exactly what my players are intending to do.
Basically, I tell them if you want a STR(Intimidation) check, you have to make a case for how you are applying your strength rather than your charisma. Whether that's just using your Physique or Cutting the Interrogation Table in half since you aren't getting answers, you've gotta use your strength.
Your party's barb sounds hilarious and like they're having a good time. I would probably also let them do their STR(Intimidation) checks. I can't explicitly think of how they are using their Strength rather than Charisma, aside from just being a Barbarian, but its fun enough that I think it would be cool.
Generally, I shy away from banning things at the table, unless it's causing the game to be less fun for the players. After all, it is a game. As far as I'm concerned, if my players aren't enjoying the game, then I'm not doing my job right. This doesn't mean everything is bright and cheery all the time. Things will happen to the party that the party doesn't want, but TTRPGs are about creating an interactive story with your friends. That doesn't necessarily mean the heroes always win.
TL;DR I usually allow variant checks if my player can justify how they are using one ability score more than the default on for the task. It's just how I run my games. Don't let me tell you how to run your games. Do what is fun for you and your group.
@@nickcampbell3812 the way we agreed to it, him talking into the mangled ear isn’t the intimidating bit. It’s the fact that he ripped the ear off of a living creature and it was still dripping blood at the time that was intimidating.
@@oneleghendo5239 Nice. Your party sound like a fun group. I'm glad to read about your Barbarian's antics. You have brought a smile to my face.
@@nickcampbell3812
Wizard. INT(Intimidation). Cast, say, a Firebolt and just hold it in your hands. Perhaps toss it back and forth between your hands. Higher INT makes the Firebolt look more impressive and powerful, and so, more intimidating. Could add to it by explaining in excruciating detail just how much fire can hurt.
I agree with the timer not being set comment...
HOWEVER- talk about great timing, I was wanting to see a video from you guys and it popped up so... win 😀
Monk weapons also use your martial arts damage die, so you can potentially do a lot more damage with a hand crossbow, or other weaker ranged weapons
@NullLex00 Chopsticks!
martial arts damage die only apply to melee
@@Zoddlander Yeah you're right... I just checked. I actually think it would make sense to allow it for thrown weapons and D&D Beyond seems to do that with darts.
Where are we reading that martial arts damage only applies to melee? i see that stunning strike is melee only but don't see that for martial arts in the PHB
@@Zoddlander The ability though opens it up. "You train yourself to use a variety of weapons as monk weapons, not just simple melee weapons and shortswords. Whenever you finish a short or long rest, you can touch one weapon, focus your ki on it, and then count that weapon as a monk weapon until you use this feature again." So even from the monk list of proficient weapons, things like the Sling, Shortbow, Darts, Light Crossbow, Javelin & Boomerang (daggers, hand-axe, spear & light hammers when thrown)all have the ability to become Monk Weapons and gain the use of Martial Arts die damage as it is written.
I just wish they gave monks an ability that didn't require ki points. You get so few and yet most of your features(main and subclass) require ki to perform. I know they return on a short rest but when you can blow through them in like 2 turns, it doesn't feel great... It just feels weird knowing the class that is able to perform such wonders of physical ability, needs a resource pool to do them.
It is similar to the Warlock's limited spell slots. It makes you find ways to succeed in combat without using your abilities. That isn't fun....
@@scotthalfhill7501 But the Warlock has Eldritch Blast, which they can modify with invocations, to fall back on. The Monk has nothing to fall back on.
@@logancuster8035 yep. Warlock is a good class and monk is not. It's poorly designed.
You mean something like Unarmored Defense, Unarmored movement, Evasion, Martial Arts, slow fall, Stillness of mind, Unarmored Movement Improvement, Purity of Body, Tongue of the Sun and Moon, and Diamond Soul? Pretty sure none of those take Ki points.
@@Drakkimor unarmored defense kinda just isn’t that great especially with how the monk is worded it’s not even an option it’s a necessity. Tongue of Sun and Moon and Diamond Soul just won’t see the light of day at most tables. Slow fall is a cool additional thing I’ll give u that but most of the things they get without ki kinda suck or you’ll rarely see reached in game
The thing about Thrown Weapon Fighting is that if you don't have the weapon already predrawn, you use your free item interaction to draw one, throw it, and then you can't draw anything for the Extra Attack - Thrown WF lets you draw a weapon to throw for each of these attacks.
"You can draw a weapon that has the thrown property as part of the attack you make with the weapon."
11:03
Darts work with thrown weapon fighting style, sharpshooter, and archery fighting style.
Am I the only one who misses the sword sound effect after “let’s get rolling”??
The largest issue with Barbs is not being able to close the gap without a dash. Pounce is a great addressing of that and I am all for it.
Something fun/dumb you can do with the monk dedicated weapon is that if your DM allows guns in the campaign (if they do is most likely in some limited or rare fashion, to allow one of the player to play a gunslinger) you can take the "gunner" feat from Tasha, which gives proficiency with firearms, let's you ignore the loading property for them and let's you fire against adjacent targets without disadvantage.
You could absolutely go with musket for 1d12, as it's not a heavy weapon and fulfill all of you gun-kata/John Wick fantasy's.
The dart is a thrown ranged weapon. So it works for the thrown weapon fighting style and sharpshooter.
It's also a finesse weapon so it can be used for strength builds as well as dex.
About thrown weapons and their interactions. RAW you can't use the archery fighting style or the sharpshooter feat with most of them. That's because they are, like you mention, not ranged weapons.
The big exception here are darts. If you get the thrown weapon and archery fighting styles, and also sharpshooter, go battlemaster, then a throwing weapons character is actually really strong. On higher levels they even outperform a crossbow expert + sharpshooter battlemaster. Quick toss is an amazing maneuver, that by the way also allows you to make nets useful if you have the sharpshooter feat (no disadvantage at 10-15 feat, and doesn't eat your other attacks because it's a bonus action)
in regard to throw weapons and archery or sharpshooter, they both say that u need a ranged weapon to use then, the only throw and ranged weapon is a dart (and a net, but it doesn´t do damage) but I think if your character is around throwing weapons a lot of DMs might just allow it
excuse my english btw
Kelly and Monty, you guys are awesome! This video is a great start to your 4-part series and I can't wait for the others. 😄
"I'm trying to wrap up the episode." Classic! 🤣
Ya, sharpshooter + thrown weapon, using the dart (a ranged finesse weapon) is pretty much the most viable thrown weapon build. In that build you basically try to get them to throw as many weapons as possible.
I would really like to see some good options to promote throwing the non-dart weapons. Especially the strength-based Axe and Javelin. Since carrying and throwing a huge amount of those larger and heavier weapons is unrealistic I would suggest something like:
Devastating throw: You give up your movement and extra attacks this turn. The short range of a thrown weapon becomes equal to it's long range. When you hit with a strength-based throwing attack this turn that creature is shoved. Multiply damage dealt for each extra attack that was given up.
Also, where the Superior Technique fighting style comes into play best is if you are *already* a Battle Master. Especially if you also take Martial Adept. Another maneuver really improves your options as a Battle Master, and another die just adds more fuel. Combined, a Human Fighter Battle Master at 3rd can have 6 maneuvers and 6 superiority dice at 3rd level, which is as many dice as a normal 15th level Battle Master. That's pretty good.
Rogue's Steady Aim feature grants them basically guaranteed Sneak Attacks at the cost of movement.
Sniper has target sighted
@@torunsmok5890 Melee can use it too
@@KnicKnac they can, but since it uses up movement you get the most bang out of it when playing a ranged style.
That conclusion segment is one of the funniest things I’ve ever heard when someone is talking about DnD features! Please more funny moments!
I like the clerics blessed strikes option. Some domains give you potent cantrip when you wanted divine strikes, or sometimes the other way around, and the flexibility is nice for extra damage on your focus of spells or swords
The main thing Tasha's does for monks is make a Ranger dip potentially appealing--one level gets you the martial weapon proficiency, expertise in one skill, and an extra 1d4 damage every turn from favored foe, and two adds a fighting style (some of the new options are great for monks), plus access to some spells that synergize very well for monks like Zephyr Strike and Absorb Elements.
In particular, though, it makes Shadow Monk 17/Gloomstalker Ranger 3 into an *incredible* build. With the three ranger levels, you can get martial proficiency, expertise in stealth, and blind fighting. Enjoy making five attacks in round 1 (3 with a longsword), being able to drop darkness you can see in like a warlock, and teleporting around the battlefield into shadows your enemies with darkvision won't be able to see you in. Throw down Zephyr Strike and you won't even need to spend ki points disengaging.
you lose out on 1 ASI if you dont take ranger to level 4. At least by how I've interpreted the ASI comes only on the 4th and then every 4 levels achieved per class(es) But if you and your group dont my point is moot and play how you enjoy. I just prefer it myself, as it helps reduce level dips. Cheers
When you say "drop darkness" you don't mean the spell, right? You mean natural darkness enemies can't see you in, even with darkvision
@@marcos2492 Shadow Monks can cast darkness with Ki points, so you can use the magical version if need be (say if you're in an area of bright light), but since they can't see you in regular darkness that will often suffice.
@@ryanadshead4809 Oh, I agree, that is the definite cost of multiclass dips in general--and there should be some cost to it. Fortunately, Monks as a class really don't need feats very much (although the new Crusher feat is tempting) so missing out on one ASI is probably ok.
As to Thrown Weapon Master, Darts are both thrown and ranged, so they could double-dip with something like Archery style. +2 to hit and +2 damage really helps the d4 damage die, plus you can use a shield while tossing out lots of ranged attacks. The bonus AC compared to the bonus attack of a hand crossbow might be worth considering. Maybe you’ve got some other demand on your bonus action.
I myself am a spellcaster main with my own PCs, but I was excited to watch this as a DM to better understand my martial PCs. So imagine my surprise when I got to the end of this video and witnessed one of the greatest bits of stretched metaphor comedy I’ve ever seen - thank you for making me grin ear-to-ear today ❤️
I think Interception has a key advantage over Protection in that you know you are using it when it matters. Especially when dealing with multiple monsters or multi-attack.
If you impose Disadvantage on the first attack, that's fine and good *if* it would hit, but if both rolls are bad it feels like a bit of a waste. Especially if a later roll hits. Whereas stopping damage means that you can save that reaction for *if* it is relevant.
What a fantastic metaphor section at the end. I love it!
Love the blind fighting feature for my Psi Warrior. Lots of fun!
I started reading the Legend of Drizzt series last week. I just finished the first book today and I gotta say: my character build for a drow samurai/hexblade fits sooo well with the "blind fighting" fighting style. Also I really like the "Ambush" and "Tactical Assessment" maneuvers though I haven't seen them in play (none of my players are fighters)
I just started playing a Way of the Four Elements monk in a new campaign. I’m doing so to test out the subclass after the tashas updates, and also to see if the monk is as bad as I think it is.
We’re all level 3. I’m definitely attempting to optimize my choices, but so far I’ve had a good time playing the character.
I chose a half elf variant for the extra attribute bonuses and weapon proficiencies. Tashas allows for the attributes and weapon proficiencies to be swapped around for more customization.
I’ve chosen the warhammer, the whip, and the net as weapon proficiencies. The warhammer was for upgraded melee weapon damage. The whip was for a reach boost for melee hit and run tactics. The net was basically for a challenge and theme with a fishing/hunting background.
Fist of unbroken air seems to work well with a sling or light crossbow bonus action attack, at least if the target passes the save.
Nice to see Barbarians won out on this, overall. They're a great class to play but the added features really helped some missing spots people may have not noticed. The monk additions were hit and miss for sure.
A unxpected post, but a welcome one for sure!
I loved you guys extrapolating on the metaphor. Always keep tangents like that in your videos. Very enjoyable, haha!
As someone with a Wood Elf Barbarian, I kind of prefer the Class Feature Variants version of Primal Knowledge: Survival Instincts (which replaces Danger Sense). You gain two proficiencies from a small list that mostly overlaps Barbarian skills: Animal Handling, Medicine, Nature, Perception, or Survival, and your proficiency bonus with either chosen skill is doubled. Letting the Barbarian have even one skill, let alone two that they can be reasonably good at despite mentals being dump-statted due to the NECESSITY of physical stats is AMAZING and opens up tons of roleplay opportunities. Being able to use a combination of Nature knowledge with Medicine has made my Barbarian simultaneously the scariest person in this part of the city, and arguably the best surgeon as well.
Also, with a 45 foot movement speed, I know how dwarf players feel when they get up from prone and have half-feet of movement. Having to deal with that every rage (or in the UA version, which replaces Fast Movement, every reaction,) would murder my sanity. But at least with the UA version, the trigger is a creature ending its turn within 15 feet of you, so moving up to half that speed wouldn't be as awkward, and it doesn't provoke opportunity attacks either!
I love the idea of Blindsight fighting style, though I find it weird that you can get the fighting style at 1st level while Rogues have to wait until 14th to get a side/downgrade in Blindsense. It does however make more sense than the UA version that flat out makes it so you don't have disadvantage from not being able to see the target, but still RIP my Samurai Jack Archers build.
Interception is arguably better Protection, as you don't need a shield and you only use it when an attack actually hits, instead of before to impose disadvantage. Pretty dang good, friend's Fighter uses it to great effect.
Meh on Superior Technique.
Yes, you only get one free object interaction per turn (page 190 PHB) during your move or action. This is also confirmed in Dual Wielder which specifies being able to draw two weapons at once when you would normally only be allowed one. That being said, them buffing the UA from +1 damage to +2 damage is IMHO the wrong way to do it; they should have given a Sharpshooter-esque ability that lets you ignore disadvantage past normal range. Thrown weapon ranges are TINY compared to ranged weapons!
Unarmed Fighting is great, but is another one of the Tasha's "nerfs" that I'm opposed to, as it used to also apply the d4 damage each time you hit a grappled target.
No strong opinions on the Maneuver options.
Monks! Oh the Monks. Sorry Dudes, if you want Longbow Monk you HAVE to go Kensai Monk.
Dedicated Weapon is effectively the same, and I do very much like it. I just dislike that just about every two-handed weapon is also Heavy, so you can't even Halberd Monk, but that's asking a bit for a class that uses DEX to hit things.
Ki-Fueled Attack is actually buffed! It used to be limited to an unarmed strike as a bonus action, now you can use the weapon~ I very much like this, now if only they lowered all of the costs on 4 Elements Monk. Oh well.
Quickened Healing, another buff! Adds the proficiency bonus, used to just be a roll. Don't get too selfish Dudes, how else will they get people to play Mercy Monks? :^)
Focused Aim is actually a revision that I like! Instead of only applying to ranged weapon attacks and removing disadvantage from long range, it applies to all attack rolls (even spell attacks!) and you get to use it AFTER learning if you would have missed.
Oh hey, we're gonna talk about who the winner is in these? Barbarian did well for quality, Fighter got all of the quantity, and Monk is okay. Guessing Ranger will lose by default then, besides Cleric they're the only class that actually loses class features for the Tasha's options. One job, Wizards! ONE JOB!
That flurry of metaphors at the end was great.
I thinks darts are the only throwing weapon that works as a ranged weapon attack on any case.
yup, they're under the Simple Ranged Weapon category but also have the Thrown weapon tag, so they benefit from both Archery and Thrown Weapon Fighting
And sharpshooter
The thing with Barbs getting extra skill proficiencies at 3rd and 10th level I feel can be more useful in the Help sense. Barbs might not have a high + modifier to the roll but possibly another party member does, having the Barb be able to give assistance which allows advantage could be the difference between success and failure
I agree about the fighter. I'm playing a fighter and this just added to my "huh, what can I choose this time" instead of "here, something new and cool to make things better." Would have loved the movement option from the Barbarian for my fighter...
Oh, and were you both hungry during the episode? Great description about these new features... LOL!
That monk feature to turn misses into hits actually works suuuper well with the sentinel feat. In that situation you cant make additional attacks and denying enemies movement is amazing and widely applicable
I like features like instinctive pounce and steady aim. They mechanically do very different things, but the impact is that the classes that use those features find themselves to be more reliable on the first turn of combat.
This allows for the players to feel impactful. playing a barbarian or rogue can leave a lot to be desired if the barbarian can’t quite reach the enemy for melee attacks, or if a rogue rolled high on initiative leaving allies out of position for sneak attack.
These feature boosts also help balance encounters if there’s less variance in party efficacy.
Yall had so much fun with the wings analogy and im living for it lmao
Don't forget, intimidation can be used with strength too, making it the most useful Face skill for barbarians.
I was waiting so long for you guys to review this expansion and you didn't disappoint. I also love your food analogys and overall goofiness, this was a joy to watch.
On the mention of echo knight: a push style fighter, named Pong. His echo is Ping....
You guys are so nerdy that you made a chicken wing analogy for four minutes, and it made sense! This is the kind of content I want from my D&D channels!!!
I made a battle master with the feat add fighting style to get 2 extra dice and 3 more maneuvers.
And I took most all the new maneuvers as well. Now I'm a smooth talking, keenly insightful, trip attacking machine. I use the skill boosters to out perform the Rogue at times and usually get a short rest between dialogue and fights. Best of both worlds on my fighter.
The most interesting idea I've got with the Thrown Weapon Fighting feature is that if you mix it with Tavern Brawler you can throw objects you find super effectively. Maybe if you buy a bunch of Acid Vials or figure something out with your DM you could make a really interesting build around splashing people with potions and Alchemist Fire.
The last chapter needs to be renamed from “conclusions” to “food analogies” 😂
super niche, and i haven't used it yet, but a fun possible combo of the monk bonus features: a multi-classed monk (like my monk-cleric) could fire off a Guiding Bolt with their action, narrowly miss, use the Focused Aim to turn it into a hit, then run up and use their bonus action to make a monk weapon strike using Ki-Fueled Attack (at advantage thanks to Guiding Bolt!).
Hey Gang, Loved the chicken wing metaphor. Freakin perfect!! One thing to consider regarding Interception vs Protection. Interception you can use AFTER the DM rolls damage. You don't have to declare you're using Interception until you know the player has been hit and is in trouble. That's a huge benefit in early levels when a d10+Prof may negate the damage entirely or at least keep the other player alive. Protection you have to commit to it before the DM makes their attack which means you could have wasted your reaction if the DM rolls badly anyway. Interception is crap at scaling and definitely worth switching out of once you get to 6th or 8th level, but for early levels it's awesome! My wife's polearm master rune knight has rescued the monk and the rogue multiple times with interception by just negating the damage. She plans to switch out to great weapon fighter (or blind fighter since we have a warlock player) once she hits 8th level and the damage reduction isn't worth it.
You can only draw/interact with ONE weapon/item as part of your free action per turn. Normally you can only draw ONE weapon or round. If you look at the dual-wielding feat, it ALLOWS you to draw two weapons, when you normally can't.
Darts can use archery, sharpshooter and thrown weapon fighting since they are a ranged weapon and has the thrown property.
Yes, Darts are pretty much the only way to get the most out of throwing. Even daggers work a bit as a one-off throw to get some sneak attack damage in. Still, it is a pity that Javelins and throwing axes have received very little love. Would love to see a good strength-based throwing feature.
It would allow you to throw as many weapons as you have attacks, so hasted, action surging fighter could throw 8+ daggers. Where are as techincally you could only throw as many currently in your hands + 1 drawn with free action.
I give you, the Gambit feat.
How much wood would a woodchuck if a woodchuck could chuck wood?
One important build the monk changes enable - the sharpshooting longbow user. Attack twice - if you miss, bump a shot by 1-2 ki; if you don't miss, spend a ki to smite. Either way, you spent a ki, you can shoot a third time.
About the monk dedicated weapon and range options. Ki fueled attack lets you make a bonus action attack with a monk weapon, meaning you can get 3 attacks a turn with a ranged weapon. Of if your dedicated weapon is say a flametongue sword, you get to make 3 attacks a turn with your enchanted weapon. Focused aim also triggers ki fueled attack, meaning you can utilize the weapon to greater effect. With a two birds sling, that's a potential 6 attacks for example.
there’s another secret option hiding in the martial weapons for monks: whips. it’s going to deal the same damage as your unarmed strikes but at reach. at high levels, it’s going to deal a d8 or d10, essentially giving you a polearm without the heavy property!
One monk class that benefitted a lot is the kensei monk. Ki fueled strike allows for the second attack to be a weapon attack so especially ranged monks now go from 2 attacks to 3 attacks if they spend some ki, which they can do with focussed aim or deft strike. And focussed aim is an amazing supplement to sharpshooter or great weapon master which fit the kensei monk thematically.
Looking forward to the rest of this series. Great food analogy of hot wings and veggies.
I actually appreciated primal knowledge. Mainly because it’s my first game and I didn’t think to pick the nature skill despite being a centaur. After playing a bit it bugged the crap out of me that my centaur that lives outside didn’t have it, so I was glad I could pick it up. The extra movement I am suuuuper stoked for. Especially since as a centaur I’ll get even more movement than other characters.
I just love your food comparisons!
Thank you for making these videos, Dudes :D Good stuff!
A point about Ki Fueled attack, you can use this as a monk who prefers to use a weapon over their fists. Turning your bonus action into another weapon attack.
Ex. Kensei monk. Increase AC with 1 ki PT agile party by forgoing a weapon attack, then using bonus action to attack with your longsword instead of your hands for more damage and an AC boost.
As a player who was been using the extra barbarian stuff since Tasha's came out, the extra movement is AMAZING. Especially since you're mostly melee focused. It can be the difference between taking the dash action but otherwise wasting your turn, or wrecking that lich with 2 GWM attacks and 70 points of dmg. The extra skills were nice, not game breaking at all, but a wonderful way to integrate some role play or backstory to your character sheet. I could take Animal Handling because I had a pet, take survival because we were in the woods for so long etc. The skills were kinda limited tho, so they could've expanded that list maybe (a Zealot maybe wants religion, a Ancestral Guardian maybe History or smth) but still cool additions
Having played a BM for the last 2 years i'll have to say that the "Commanding presence" maneuver is one of the best additions in TCOE. Im now able to even be the party's face when necessary. It freed up my avenues of social interractions and now every aspect of the game is at maximum enjoyability.
Ki Fueled Attack is also super useful on a kensei monk. If you’re attacking with a longbow and use deft strike, it allows you to make a longbow attack as your bonus action. This is a significant damage increase over kensei’s shot.
Kelly's shirt looks great; I like that balance of pink and blue, and the tentacle is the sprinkles on the ice-cream.
Food-based analogies are the best analogies.
I'm actually building a throwing dagger master, and the new style seriously helps! You are correct in that throwing weapons are like 1 good feature/ability off from becoming a totally viable build, but!!! There is an off-build that does enough with thrown weapons to make it reasonable. It's a nova build I saw from D&D Optimized using Darts+Sharpshooter, and it's insanely awesome. I'm doing throwing daggers and I have something pretty solid to work on. My damage just won't be quite as high as it could be, but it will be enough that I think it works.
Sometimes I actually wanted to mention is that if you get the fear that allows you to grab the unarmed fighting style and play a monk, you can do a ton more damage at earlier levels then it seems you should.
And ones your martial arts die catches up you can change the fighting style to something else like blind fighting
The damage is super low, even if you get it at level 4, 1d10 vs 1d6 is only +2 damage, not even as good as capping out a skill
@@aydensauvageau9393 Yes, but if you start as a variant human, you can have it starting at level 1. So you should be comparing it to a d4. And monks have Flurry of Blows, so you're not only dealing that extra damage once per turn.
@@BernardoSutter so 1d8 vs 1d4 = 2 damage per hit, which is quite noticeable early game, but falls off extremely quickly. Think you'd be better off taking custom lineage and getting a half dex feat. Which would give you +1 dex mod. 1 to hit, damage, ac and initiative.
I saw the fighting style and immediately thought of some house rules to make it more fair for monks. The fighting style and feat to give greater unarmed damage only give 1d4 to the damage, but if you gain more than one of these extra options, your damage die gets bumped up 1. So a variant human monk who took the "get a fighting style" feat as well as Tavern Brawler is hitting for 1d8. Their martial arts die progression would still get bumped as normal, so 5th would be doing 1d10, 11th 1d12, then capping at 2d6. I just thought it lousy that a fighter could take that style and stay better than/on par with a monk's martial arts dice until lvl 17.
As a monk player who's DM has allowed all of these additional features, I have rarely used any of these abilities with the exception of Quickened Healing. Even then, as you alluded, I have only opted to use the ability before a short rest with my remaining ki points. I don't play a race, Kalashtar, that benefits from extra weapon proficiencies so Dedicated Weapon has fallen to the wayside as well. Although when I was lower level I used it on a shortbow so I could close in on targets with two ranged attacks then a free unarmed strike as per the Martial Arts feature. As far as Focused Aim I have only used it in one encounter, and that was to ensure a hit so I could stunning strike. But I could see using it to fish for monster ACs.
For thrown weapon fighters, I played an Eldritch Knight, and my DM was nice enough to let me use that Bonus Action to return my bonded weapon mid-attack action, so I would throw my dagger, Bonus Action return it to my hand, then second attack throw it again. Obviously it's a little clunky especially on following rounds, but it was very fun having that sort of boomerang ability.
Love the half hour setup for that sauce joke, totally worth it.
I had a Swarmkeeper Ranger who took the Blind Fighting style, I flavored it as the swarm acting as his eyes by feeling around him and it was awesome
One other thing about the new monk features - if you use a ki point to use Focused Aim and turn a hit into a miss, you can then use your bonus action to make an attack with your monk weapon for free using Ki-Fueled Attack. This is a very strong use of a ki point, much stronger than accepting the miss and then using Flurry of Blows.
Thank you so much for talking about this!!! :D
The only thing stopping me from making a Thrown Weapon Fighter is...what do I do when I run out of weapons? Also I feel like the Superior Technique Fighting Style and the Martial Adept Feat are best served with an actual Battle Master, since you're just getting more maneuvers and more dice, which upgrade along with the ones you get from the subclass.
i’ve started pilfering from the star wars 5e rulebook whenever i look at something and go “…that’s it?”
the protection equivalent fighting style lets you pick a partner within 5 ft as a bonus action, and either take them with you when you move or grant disadvantage on all attacks against them. if they do hit, you can decide it hits you instead, no action required.
it’s also flavored as “Formation” style instead of “Protection”, which sells it a lot better for me.
Thrown weapon master is actually pretty good. One of the guys I play with is a cavalier fighter with a pegasus mount, thrown weapon master, and harpoons attached to ropes. He swoops down, hits the enemy with the harpoons, flies up, and drops them from a hundred feet up.
If someone is looking to use the sharpshooter and archery with thrown weapons there is an option, the dart, as it is a simple ranged weapon but also has the thrown property. All other thrown weapons are melee weapons which don't work, with the exception of the net which works weird because it doesn't do damage.
Darts are ranged weapons, meaning they do benefit from archery and now also this. Grab the extra fighting style feat and you have darts that basically are all +2 weapons now.
I’m about to play for my first time, but have been a long time sub. Thanks to these videos, avid reading of official DnD books and your amazing Drakenheim series, I’ve helped excite and guide three friends from work.
We need to set a session 0 date, but, walking in, my buddies are Bear Totem Barbarian, College of Valor Bard and Arcane Trickster Rogue.
I will be playing a Forge Domain Cleric. Just trying to decide if I want that Armor for myself, or do I bestow the Barbarian a +1 Great Axe after our first battle-bonding moment.
In a particular shared campaign I'm in I've made a Giff Battle Master who uses the Unarmed Fighting Style. What really makes it go is that the Giff (special player race from Mirt's Undermountain Survival Guide) get a charge ability where if you run 20 feet in a straight line at a Large or smaller target, you can force them to make a Strength saving throw (no action or bonus action required), and if they fail, they're knocked prone and take 2d6 bludgeoning damage. I combine that with the Grappling Strike maneuver from Tasha's into this opening salvo: run at someone, (hopefully) knock them prone, then take my attacks at advantage, then assuming one of them hits, use my bonus action for Grappling Strike to grapple them while prone, meaning they can't get up until they break the grapple. So long as my Athletics checks hold out, from then on I'm doing 1d4 at the start of the turn, then two advantaged attacks that each do a d8+Strength, and I can add other maneuvers for additional damage. I also took Crusher, so I can do a little bit of battlefield positioning, and if any of my advantaged attacks crits, *everyone* gets advantage even if the creature breaks the grapple and stands up.
Mechanically it's pretty strong, but I think I like it even more flavor-wise: picture a 7'9", 615 pound hippopota-man in gleaming plate armor running at an enemy at full speed, bellying them to knock them to the ground, then sitting on them and punching them in the face. It's pretty amazing.
I'm currently playing a monk and the feature that lets you get another weapon attack is great for when you use stunning strike and have a weapon that has additional damage to it, I've used both a frostbrand longsword and a staff of striking and it's helpful for pushing out a ton of damage from those
I created a Totem Warrior Barbarian before these features came out. And boy am i glad they exist now, because taking relatively more "useful" skills like Athletics and Survival, meant i was playing a Wolf Totem Warrior that was not proficient in animal handling.
Thanks, Tasha's!
God I loved that run-on analogy at the end.
If you play like a battle smith artificer, that can actually be a viable thrown weapon attacker. Use the returning weapon infusion, your weapon instantaneously returns to your hand after attacking which you have +1 to attack and damage rolls with, also you get an extra attack. Additionally the battle smith can add either 2d6 damage or 2d6 healing to a nearby ally. At 14th level this upgrades to 4d6