for example: The Crystal Blade deals an extra 1d8 radiant damage and you regain hit points equal to the EXTRA radiant damage the sword dealt. Not our gloves, which means that any force damage we deal on that attack will gives us back it hit points. You will never die.
I will say one rules as written issue is it says “you can use the gloves” which may be counted as your object interaction technically making it once per turn?
@SLVYER1, he clarified it works with all force damage,and then explained how to best utilize the extra force damage from a separate source,that being the astral projection as the best source.
Yea that tracks, since unarmed fighting is relatively “new”; that said though I personally wouldn’t enjoy this much power for my monk, and they’re my favorite class hands down. But I still wouldn’t mind watching an astral monk cook up with these. 😎
Found a few one shots off roll20 and startplaying at level 20 so im gonna make an astral.monk with these and the insignia of claws that add a plus one to rolls and damage of unarmed strikes for 16d10 plus 30 each round. Well if they all hit at least. If you combine with vengeance paladin you can use the vow of emnity to give yourself advantage on all 5 attacks. Not to mention adding bless.
The actual wording of the gloves defeats this; the gloves say that AFTER making a successful unarmed strike you can use the gloves to deal extra damage; they don't say "when you hit an enemy with etc etc." Meaning that the damage from the gloves is its own instance of damage that isn't doubled by critical hits either
Oh, I'm interpreting "successful unarmed strike" as succeeding the attack roll and the 2d10 being added on to the damage roll. Is that not correct? (Addition): I looked back at other features (sneak attack, divine smite, and vampiric touch) and they all mention the word "hit" so malcolmb is actually probably right about the timing
@@kamaljohnson2200treat it like sneak attack damage. You dont get life steal from the extra damage only the base that you rolled. So the extra 2d10 dont get counted towards the lifesteal.
@@Wwillswords Sorry, I'm a bit confused by your comment, why did you mention sneak attack damage? Also lifesteal? If you are talking about the gloves then why would you not add the extra force damage when unarmed strikes don't typically do force damage? I did look at sneak attack, divine smite and vampiric touch and they all mention the word "hit" so I do think malcolmb might be correct although I've never heard of this specific timing before so it's pretty jarring for me
@@kamaljohnson2200 certain enchantments on weapons life steal or heal for the equivalent damage dealt by the weapon but it doesn't include any extra damage not caused by the weapon
So sneak attack does no good for healing purposes with that enchantment. It is excluded from the healing even though rogues do sneak attack damage on flanking.
@@TerranceForde What I meant is that in order for the player to obtain the item, the Dm has to put it in the world. If the Dm doesnt put it into the world, it doesnt exist.
I actually got this for my astral monk character in a campaign. I managed to solo a Ancient red Dragon with them, the amout of healing and damage was insane.
@@MikaeruDaiTenshi I don't have a stance on what class is the worst or anything, but a magic item doesn't change anything. The gloves are doing the heavy lifting, they're not a monk feature, most monks won't have them.
Had a level 20 oneshot with a variety of rules for what items they could have. One player was an astral monk with those gloves and a potion of giant size. Read that potion. They only had those two items, and the rest of the party of paladins and druids and stuff thought they’d be left behind. The monk solo’d the aspect of Tiamat, a red greatwyrm, a warforged colossus and a marut at the same time. Never dropped below 300hp. Rest of the party did basically nothing, even a couple went down and had to use rings of wishes to resurrect people.
I'm currently running a campaign that's supposed to heavily deal with acquisition of powerful artifacts and I just so happen to have an astral self monk in my party😂
Another good one for early to mid level Monk item is the Eldritch Claw Tattoo, Uncommon magic item that makes you unarmed strikes magical, gives you a +1 to attack and damage rolls, and once per day as a bonus action for one minute, your attack range increases to 15 feet, and deal an additional 1d6 Force damage.
I think of several other things before jojo Po from kung fu panda 3 Lord marshel from riddick Armor from x men Giant ghost from cuphead Noob saibot from mk And talion from shadows of mordor
@@IloveHamberger understandable, although po had giant spirit dragon, not floating arms I'm pretty sure, also Riddick, nice, it's a great trilogy, and I wanna see the original film :3
@@TheAlchemistOfMythos nice, what made me think of po is that the capstone has the full astral form summons the whole form, and i think you get to choose the appearence
I assume the "based on (damage type) damage dealt" wording on such damage-to-heal effects are to account for enemies with resistances and such. Vampiric Touch is worded the exact same way that it heals for the Necrotic Damage dealt.. and Death Domain clerics (probably others too, but that's what i played) has ways to add additional Necrotic damage
These gloves are from Candlekeep, and the adventure specifies that the gloves don't even exist. You're actually going through the adventure trying to stop somebody from creating them, because the ritual is evil as hell. The item wasn't printed this broken for no reason.
Think about The bloodfury tatoo which deals 4d6 extra necrotic if you use 1 of 10 charges and that doesnt take an action. This means that a lol 20 echo knight fighter can attack 10 times and if you assume they all hit that 40d6 necrotic damage that you also heal. Did i mention that you can have multiple tatoos and a skilled tatoo artist could give you 3 and let you dominante everything.
Glad I'm not the only one that figured this out. I have a Displacer Beast Tabaxi homebrew Monk that uses the gloves. My DM palmed face after the first time I went on a full flurry of blows. Yeah... It was fun to just wreck everything unless it was immune to Force Damage.
I need to add a little smackdown to this idea proposition. The 2d10 force damage (And thus, what you regain in hitpoints) is not in the same instance as any attacks you make while wearing them. The magic item specifically says *AFTER* you make a successful unarmed strike, and not *WHEN* as seen in the wording of instances such as the Crystal Blade, Sneak Attack. This means that, when both the on-hit and 'weapon' dice all have been rolled and resolved. So the healing effect never sees the Force damage from Astral Self attacks, as those attacks need to happen first before the 'lifesteal' effect occurs.
My fix for the Gloves have always been: you gain an amount of temporary hit points equal to half the force damage dealt by these gloves. Much nicer than infinite healing.
@@alexanderlea7882 yes, because 2d10 healing per hit is insane. If someone cast Beacon of Hope on you, or if you dipped 3 levels into Chain Pact Warlock and took Gift of the Ever-Living Ones, that's a guaranteed 20/40/60/80 healing EVERY SINGLE ROUND, not counting opportunity attacks. The wording on the gloves is subject to disagreement on whether the force damage is multiplied by a crit, but if so, that's 4d10 force/healing. This way it's no longer broken, and 1-10 temp HP (2-20 on a crit) per round is still a lot - every other instance of generating that much temp HP requires expending resources (Twilight Clerics' Channel Divinity, Armorer Artificers' Defensive Field, and Undead Warlocks' Form of Dread come to mind) with the exception of Blackrazor, which requires you to land the killing blow. And with the amount of punches you have as a Monk, you have a high chance to maximize the temp HP generated.
At lv5, that’s an average temp hp buff of 14 per turn without flurry of blows, and you can potentially double that if you land all 4 attacks. Yes, temp hp doesn’t stack, but it can exceed your max hp, so honestly a 1.1 dmg/thp would still be more fair than free heels per hit😅
I actually ran that build when one of my friends did a “level 20 boss rush” where we all started with maxed out characters and he tried to see if he could balance combat around them. I ended up being the most useful character in the party and the gloves made me incredibly self sufficient and a pretty damn high damage dealer.
Oh, please enlighten us with your DM Wisdom. A level Astral Form Monk should have 24 AC, +13 Will, Dex, Con, +7 Int, Cha, +9 Str with advantage on all saving throws. 143 HP that basically heals full every round. And, if it wants, it can impose disadvantage to the attacker. Oh, and in 1 level it will gain resistance to all damage types. What monster are you going to use to kill it?
@@theangler1922 there's this thing i like to call "mutual escalation".where as players grow in power, the monsters do too. and i, personally, take magic items into account in this escalation. it becomes fairly easy to make or modify statblocks to challenge any level of power. a DM can fairly easily make a Monk-like monster that has double that health and doesmore damage and also regains them. but with that said....... the Chill Touch cantrip prevents all healing for a round on the target. so there's that
For a fun range option, consider the Bracer of Flying Daggers together with Thrown Weapon Fighting. It's not super optimal, but you can basically make the damage into 4 different 1D10+2+proficiency magical piercing damage attacks and it benefits from Stunning Strike. Its like having long range Flurry of Blows with 0 Ki cost.
They are level 17 gloves. That's pretty standard for a high level party. Introduce the party to a coven of Illithid. See if the gloves solve the problem.
They are still weak. The gloves are just very strong lol. Astral self monk is one of the weakest monks out there and you're putting up with it until level 17 haha
Currently playing in a high level campaign (level 18) and I can confirm, these things make monk absolutely invincible. Combine that with the fact that you get proficiency in every save with diamond soul, and you can use 4ki points to be invisible and have resistance to all types of damage, YOU ARE THE WALL of the party, even the barbarian will never get close to that kind of survivability. So unless you are up against silvery barbs you will, with a 90% almost always succeed your saves and get full hp in a round. (Oh and also I got the blood fury tattoo for even more survivability, DIDNT HEAR NO BELL)
My group had a fun challenge: Boss Rush. The players were tasked with making the most mechanically powerful characters they could, under some rules: RAW, no precasting before encounter, pointbuy stats, set number of magic item points to spend, few other caveats. Then, the DM can use any monsters in the manuals to throw against that. All of me, against all of you. The character I made was actually a Monk/Fighter with these gloves, as well as Winged Boots to get a flying speed. The rationale was that high level monsters often have save or suck stuff, and Monks are the best in the game at saving throws. We had a lot of broken builds, many fun times were had :)
My DM gave me these after killing a big bad but made them cursed to put a limit on the amount of healing you’re allowed to do before the gloves corrupt you. Even then, they’re a very powerful addition to my arsenal.
Can confirn this, drank a Giant's Potion and I was wrestling and tanking a terrasque for funs while the rest of the party where handling the actual mission, I killed it too. Got my final level into Sorcerer to also have the Staff of Magi to cast spells too at a later revision of that character as it is based on a quarter staff it is a monk weapon too... I mostly used the staff to absorb enemy spells... it was a wild night 5 level20 character vs a bunch of high level monsters...
Horizon walker rangers grant the ability to convert all your damage for one attack, as well as giving you a bonus force damage (1d8 then 2d8 at level 11, I think). I know that it may not be much, but if you can find a way to increase your potential damage as much as possible, like most ranger weapon users with sharpshooter, you could get some major healing, especially since the horizon walker force damage ability is limited to once per turn (not a dnd day limit). I know monks can increase unarmed strike to 1d12 I believe at later levels, so that could work.
If they were a hill dwarf with the tough feat and took the average on hp every level, then unironically yeah they could. That is, if by “survive” you mean “not instantly killed by massive damage,” since the average hp for such a character at level 20 would be 263hp, while 150d6 does 525 damage on average, and it would need to deal 526 to instantly kill a character with 263hp from full health
@@Wolf_TheLoneOne the funny thing is, they’d be unconscious but almost guaranteed to pass their death saves since monks have proficiency in *all* saves at level 14
Now if you are able to get the blood fury tattoo, this only gets more crazy as you get 4d6 damage that you can heal from per charge. You can use a charge per hit, if you can hit all 5 attacks this becomes 16d10 + 20d6 + 25 damage.
I do think the healing is referring to only the extra damage dealt (because otherwise you're willfully ignoring sentence structure to make the item stronger), but it's still very strong nonetheless!
And don't forget that you can instead of getting health get advantage on your next attack,ability check or saving throw until the end of your next turn. So you could be getting advantage on every attack after the first if you don't want the health.
One time, when I was playing in my first campaign, we had a monk in our party. After our FIRST battle, our DM legit gives everyone a magic item (and some were rare, no joke.) I got a robe of eyes (I was playing a Rogue), our druid got a staff of the adder, our barbarian got some uncommon item, and our monk got the first homebrew item of the game (although it wasn't really magical): spiked boxing gloves. They actually kinda sucked, but remember, this is at FIRST level. They basically just made unarmed attacks deal an extra d4 piercing damage, and it was considered a monk weapon. The running joke in our campaign was that the spikes were actually d4s, which is why it did an extra 1d4 damage.
Don’t forget the fact that you can choose instead of regaining hit points to instead get advantage on an attack roll, ability check, or saving throw, so once you’re full health, you can keep getting advantage!
It does not say "equal to the force damage dealt by that attack," but rather "equal to the force damage dealt", where the direct correlate is the 2d10 mentioned earlier. So yes, it only applies to the 2d10. Nothing stops you from applying it to other force damage though.
16d10 + 25 Force Damage. In smaller mathmatics (1d10 on base + 1d10 from Empowered arms (X1) + 2d10 from the gloves + 5 from wisdom) x 5 from extra attack and flurry of blows. Nice, using that when I hit a T4 Monk
the Chill Touch cantrip prevents healing. btw. as well as a couple other things that i can't remember right now. but yeah this is an insane stack for sure.
I'm reading the description and it seems to me that the the only healing would come from the 2d10 force damage. "After making a successful unarmed strike while wearing these gloves, you can use the gloves to deal an extra 2d10 force damage to the target, and you regain a number of hit points equal to the force damage dealt. Alternatively, instead of regaining hit points in this way, you can choose to gain advantage on one attack roll, ability check, or saving throw you make before the end of your next turn." I could be wrong but that's how I understand it
I had these mf things on a beast barbarian, centaur, with the mobile feat. I beat an ancient red dragon to death at lvl 11. It was absurd, the healing, the damage, the sustain, the fact they set your con to 20.
for example: The Crystal Blade deals an extra 1d8 radiant damage and you regain hit points equal to the EXTRA radiant damage the sword dealt.
Not our gloves, which means that any force damage we deal on that attack will gives us back it hit points.
You will never die.
This is homebrew right???
@@diegopimentel174 Nah, they seem to be from the "Candlekeep Mysteries" adventures, if I'm not mistaken. Official 5e material.
Iff you add the eldrich claw tattoo you can add another d8 on ecery attack in case you didnt heal enough
"Immunity to force damage"
I will say one rules as written issue is it says “you can use the gloves” which may be counted as your object interaction technically making it once per turn?
Monks went from ‘Catch these hands’ to ‘Catch these hitpoints’
Mercy monks have been doing that from the start
i catch YOUR hitpoints
I don't understand how he clarified that it only works on one attack and then he brought up, it attacks when it only applies for one of the attacks...
@SLVYER1, he clarified it works with all force damage,and then explained how to best utilize the extra force damage from a separate source,that being the astral projection as the best source.
That's not all! If you find yourself at maximum health, you can choose to have advantage on your next role instead!
Works on every d20 roll too, not just attacks.
If these gloves did not exist before the monk class was created, then I smell cheese😂
Monk is Tasha, the item is from Candlekeep, soooo...
Yea that tracks, since unarmed fighting is relatively “new”; that said though I personally wouldn’t enjoy this much power for my monk, and they’re my favorite class hands down. But I still wouldn’t mind watching an astral monk cook up with these. 😎
More like a class that is usually underwhelming at higher kevels being given a strong option for magic items that they usually don't
@@MonkeyDM FR spedfic rip
Found a few one shots off roll20 and startplaying at level 20 so im gonna make an astral.monk with these and the insignia of claws that add a plus one to rolls and damage of unarmed strikes for 16d10 plus 30 each round. Well if they all hit at least. If you combine with vengeance paladin you can use the vow of emnity to give yourself advantage on all 5 attacks. Not to mention adding bless.
You can throw in the Eldritch Claw Tattoo for even more force damage on unarmed strikes, too!
Also 2024 monk has force damage on unarmed strikes :)
The actual wording of the gloves defeats this; the gloves say that AFTER making a successful unarmed strike you can use the gloves to deal extra damage; they don't say "when you hit an enemy with etc etc." Meaning that the damage from the gloves is its own instance of damage that isn't doubled by critical hits either
Oh, I'm interpreting "successful unarmed strike" as succeeding the attack roll and the 2d10 being added on to the damage roll. Is that not correct?
(Addition): I looked back at other features (sneak attack, divine smite, and vampiric touch) and they all mention the word "hit" so malcolmb is actually probably right about the timing
@@kamaljohnson2200treat it like sneak attack damage. You dont get life steal from the extra damage only the base that you rolled. So the extra 2d10 dont get counted towards the lifesteal.
@@Wwillswords Sorry, I'm a bit confused by your comment, why did you mention sneak attack damage? Also lifesteal? If you are talking about the gloves then why would you not add the extra force damage when unarmed strikes don't typically do force damage? I did look at sneak attack, divine smite and vampiric touch and they all mention the word "hit" so I do think malcolmb might be correct although I've never heard of this specific timing before so it's pretty jarring for me
@@kamaljohnson2200 certain enchantments on weapons life steal or heal for the equivalent damage dealt by the weapon but it doesn't include any extra damage not caused by the weapon
So sneak attack does no good for healing purposes with that enchantment. It is excluded from the healing even though rogues do sneak attack damage on flanking.
DMs: "wooow that's crazy. So anyway I nerfed that."
you don't even need to nerf it. Just have some low level mooks cast chill touch.
@@strongsmith1897You don't even need to nerf it if it doesn't exist
@@mineyguyCandlekeep Mysteries book it exists I think
@@TerranceForde What I meant is that in order for the player to obtain the item, the Dm has to put it in the world. If the Dm doesnt put it into the world, it doesnt exist.
I would make in 1d10 and only heal half the force damage dealt
Josuke: "I heal you by punching you."
This monk: "I punch you and heal myself"
I actually got this for my astral monk character in a campaign. I managed to solo a Ancient red Dragon with them, the amout of healing and damage was insane.
Holy shit!
I need to hear to story
Please
And there they say the Monk is now the worst Class, instead of the Ranger.
@@MikaeruDaiTenshi I don't have a stance on what class is the worst or anything, but a magic item doesn't change anything.
The gloves are doing the heavy lifting, they're not a monk feature, most monks won't have them.
HOLLY CRAP THAT'S BROKEN (I'll abuse the crap out of it)
It’s from Candlekeep Mysteries and the process to create them is insane and extremely evil. Like similar to making a Philosopher’s Stone.
@@ugxsan sacrifice I'm willing to make 🗿
it healing so you never go over your max hit points
Ah yes a Monk build where YOU REJECT YOUR HUMANITY AND ASCEND BEYOND HUMANITY
Had a level 20 oneshot with a variety of rules for what items they could have. One player was an astral monk with those gloves and a potion of giant size. Read that potion. They only had those two items, and the rest of the party of paladins and druids and stuff thought they’d be left behind. The monk solo’d the aspect of Tiamat, a red greatwyrm, a warforged colossus and a marut at the same time. Never dropped below 300hp. Rest of the party did basically nothing, even a couple went down and had to use rings of wishes to resurrect people.
I'm currently running a campaign that's supposed to heavily deal with acquisition of powerful artifacts and I just so happen to have an astral self monk in my party😂
Another good one for early to mid level Monk item is the Eldritch Claw Tattoo, Uncommon magic item that makes you unarmed strikes magical, gives you a +1 to attack and damage rolls, and once per day as a bonus action for one minute, your attack range increases to 15 feet, and deal an additional 1d6 Force damage.
Showing starkiller for force damage is just beautiful.
I like how he knows the Astral force monk is only used for JoJo references
I think of several other things before jojo
Po from kung fu panda 3
Lord marshel from riddick
Armor from x men
Giant ghost from cuphead
Noob saibot from mk
And talion from shadows of mordor
@@IloveHamberger understandable, although po had giant spirit dragon, not floating arms I'm pretty sure, also Riddick, nice, it's a great trilogy, and I wanna see the original film :3
@@TheAlchemistOfMythos nice, what made me think of po is that the capstone has the full astral form summons the whole form, and i think you get to choose the appearence
@@IloveHamberger ahhhh, alright, also Amara from Borderlands could be a very good character to create in DND with this subclass
I assume the "based on (damage type) damage dealt" wording on such damage-to-heal effects are to account for enemies with resistances and such.
Vampiric Touch is worded the exact same way that it heals for the Necrotic Damage dealt.. and Death Domain clerics (probably others too, but that's what i played) has ways to add additional Necrotic damage
The most broken monk item with the most broken monk, a match made in heaven.
It’s also up to the DM to give those gloves to the astral self monk. Then again, they could be an insanely generous DM, lol.
These gloves are from Candlekeep, and the adventure specifies that the gloves don't even exist. You're actually going through the adventure trying to stop somebody from creating them, because the ritual is evil as hell. The item wasn't printed this broken for no reason.
As someone playing a grung monk in a candlekeep game rn gives me so much to look forward to on this one
heyyyyy the NOOB reference is a surprise but a welcolme one
Think about The bloodfury tatoo which deals 4d6 extra necrotic if you use 1 of 10 charges and that doesnt take an action. This means that a lol 20 echo knight fighter can attack 10 times and if you assume they all hit that 40d6 necrotic damage that you also heal. Did i mention that you can have multiple tatoos and a skilled tatoo artist could give you 3 and let you dominante everything.
Loving the Mega Heal reference to "Noob" series 😂 that bring up good memories 😁
Now im thinking about chainsaw man when hes fighting that one demon in the hotel
Glad I'm not the only one that figured this out. I have a Displacer Beast Tabaxi homebrew Monk that uses the gloves. My DM palmed face after the first time I went on a full flurry of blows. Yeah... It was fun to just wreck everything unless it was immune to Force Damage.
the bbeg laughs and shuts down your entire build with a chill touch cantrip.
I need to add a little smackdown to this idea proposition.
The 2d10 force damage (And thus, what you regain in hitpoints) is not in the same instance as any attacks you make while wearing them.
The magic item specifically says *AFTER* you make a successful unarmed strike, and not *WHEN* as seen in the wording of instances such as the Crystal Blade, Sneak Attack. This means that, when both the on-hit and 'weapon' dice all have been rolled and resolved. So the healing effect never sees the Force damage from Astral Self attacks, as those attacks need to happen first before the 'lifesteal' effect occurs.
Them souls about to be caught by these hands
Not me having recently rolled a monk and absolutely drooling over these.
I built this astral self monk for the purpose of a tournament without limits a DM was gonna do. She was the most terrifying thing ive seen in DND
And I thought a monk with a girdle of storm giant strength was crazy!
My fix for the Gloves have always been: you gain an amount of temporary hit points equal to half the force damage dealt by these gloves.
Much nicer than infinite healing.
So you just nerfed it hugely? 💀
@@alexanderlea7882nah it’s still good you heal 56.5 health a turn still
@@nicmalugin9287 Temp HP doesn't stack. The most you could have is half the damage you dealt with a single strike.
@@alexanderlea7882 yes, because 2d10 healing per hit is insane. If someone cast Beacon of Hope on you, or if you dipped 3 levels into Chain Pact Warlock and took Gift of the Ever-Living Ones, that's a guaranteed 20/40/60/80 healing EVERY SINGLE ROUND, not counting opportunity attacks. The wording on the gloves is subject to disagreement on whether the force damage is multiplied by a crit, but if so, that's 4d10 force/healing.
This way it's no longer broken, and 1-10 temp HP (2-20 on a crit) per round is still a lot - every other instance of generating that much temp HP requires expending resources (Twilight Clerics' Channel Divinity, Armorer Artificers' Defensive Field, and Undead Warlocks' Form of Dread come to mind) with the exception of Blackrazor, which requires you to land the killing blow. And with the amount of punches you have as a Monk, you have a high chance to maximize the temp HP generated.
At lv5, that’s an average temp hp buff of 14 per turn without flurry of blows, and you can potentially double that if you land all 4 attacks. Yes, temp hp doesn’t stack, but it can exceed your max hp, so honestly a 1.1 dmg/thp would still be more fair than free heels per hit😅
If you add on an eldrich tatoo it lets you extend your unarmed melee range almost three times normal, along with otber spicy side effects
It wouldn't quite be as strong, but this could work with the wild magic barbarian as well.
Oh woaw. Je suis presque sûr que c'est la première fois que Noob est connecté à D&D sur RUclips. Nice.
I can just hear one of my players shouting "Ora, Ora, Ora."
I actually ran that build when one of my friends did a “level 20 boss rush” where we all started with maxed out characters and he tried to see if he could balance combat around them. I ended up being the most useful character in the party and the gloves made me incredibly self sufficient and a pretty damn high damage dealer.
“Aaaaand then BloodFury tattoo said hi”:)
Don't forget about the Eldritch Claw tattoo, which allows you to add an extra 1d8 force damage for 1 minute/long rest!
Also if you combine this with the Eldritch Claw Tattoo from Tasha you can deal 1d6 of force damage per attack
It's a legendary item and at level 17, that's not a big deal. It's broken if a DM doesn't know how to handle high level gameplay.
At level 17, it’s still a huge deal, but I don’t expect people to make their subclass just for an item they will get a LONG while later
@@wordsforname6054 Level 17 is wish tier. Aka every Wizard and Sorcerer has a daily simulacrum at minimum...
Legendary weapons are supposed to be broken
Oh, please enlighten us with your DM Wisdom. A level Astral Form Monk should have 24 AC, +13 Will, Dex, Con, +7 Int, Cha, +9 Str with advantage on all saving throws. 143 HP that basically heals full every round. And, if it wants, it can impose disadvantage to the attacker. Oh, and in 1 level it will gain resistance to all damage types. What monster are you going to use to kill it?
@@theangler1922 there's this thing i like to call "mutual escalation".where as players grow in power, the monsters do too. and i, personally, take magic items into account in this escalation. it becomes fairly easy to make or modify statblocks to challenge any level of power. a DM can fairly easily make a Monk-like monster that has double that health and doesmore damage and also regains them.
but with that said....... the Chill Touch cantrip prevents all healing for a round on the target. so there's that
Bro gonna hit ‘em with the ora ora ora ora
Pairs well with the blood fury tattoo.
For a fun range option, consider the Bracer of Flying Daggers together with Thrown Weapon Fighting. It's not super optimal, but you can basically make the damage into 4 different 1D10+2+proficiency magical piercing damage attacks and it benefits from Stunning Strike. Its like having long range Flurry of Blows with 0 Ki cost.
Optimized fighters: "Look at what they need to match a fraction of our power"
Wow, I found what I want my next build to be!
They are level 17 gloves. That's pretty standard for a high level party.
Introduce the party to a coven of Illithid. See if the gloves solve the problem.
Now this works with any monk, and i love it
Whoever said monks are weak are about to get another thing coming
They are still weak. The gloves are just very strong lol. Astral self monk is one of the weakest monks out there and you're putting up with it until level 17 haha
Bro turned into Star Platinum and gained healing from it.
Currently playing in a high level campaign (level 18) and I can confirm, these things make monk absolutely invincible. Combine that with the fact that you get proficiency in every save with diamond soul, and you can use 4ki points to be invisible and have resistance to all types of damage, YOU ARE THE WALL of the party, even the barbarian will never get close to that kind of survivability.
So unless you are up against silvery barbs you will, with a 90% almost always succeed your saves and get full hp in a round. (Oh and also I got the blood fury tattoo for even more survivability, DIDNT HEAR NO BELL)
My group had a fun challenge: Boss Rush.
The players were tasked with making the most mechanically powerful characters they could, under some rules: RAW, no precasting before encounter, pointbuy stats, set number of magic item points to spend, few other caveats.
Then, the DM can use any monsters in the manuals to throw against that. All of me, against all of you.
The character I made was actually a Monk/Fighter with these gloves, as well as Winged Boots to get a flying speed. The rationale was that high level monsters often have save or suck stuff, and Monks are the best in the game at saving throws.
We had a lot of broken builds, many fun times were had :)
My DM gave me these after killing a big bad but made them cursed to put a limit on the amount of healing you’re allowed to do before the gloves corrupt you. Even then, they’re a very powerful addition to my arsenal.
Can confirn this, drank a Giant's Potion and I was wrestling and tanking a terrasque for funs while the rest of the party where handling the actual mission, I killed it too. Got my final level into Sorcerer to also have the Staff of Magi to cast spells too at a later revision of that character as it is based on a quarter staff it is a monk weapon too... I mostly used the staff to absorb enemy spells... it was a wild night 5 level20 character vs a bunch of high level monsters...
I know this is usually a monk item, but imagine what this would look like on an unarmed fighting style fighter
Horizon walker rangers grant the ability to convert all your damage for one attack, as well as giving you a bonus force damage (1d8 then 2d8 at level 11, I think). I know that it may not be much, but if you can find a way to increase your potential damage as much as possible, like most ranger weapon users with sharpshooter, you could get some major healing, especially since the horizon walker force damage ability is limited to once per turn (not a dnd day limit). I know monks can increase unarmed strike to 1d12 I believe at later levels, so that could work.
The way I read the gloves, it was implied with the way they worded it that it only applies to the 2d10
Theres also a spellwroght tattoo thats like eldritch claw that lets you add another 1d6 force dmg i believe
this plus long death’s 11th level ability is sooo stupidly powerful lmfao
Nothing like a module magic item to break games. Yes I picked this for my Open Hand/Hunter Ranger for a one shot I played in.
Can you survive 150d6 force damage from the meteor the DM sends your way though
They do have evasion for a reason
I’ll just pull an Asura and punch the meteor to dust.
If they were a hill dwarf with the tough feat and took the average on hp every level, then unironically yeah they could. That is, if by “survive” you mean “not instantly killed by massive damage,” since the average hp for such a character at level 20 would be 263hp, while 150d6 does 525 damage on average, and it would need to deal 526 to instantly kill a character with 263hp from full health
@@josephwilliams5292
DM: I threw a fucking METEOR at you, HOW ARE YOU STILL ALIVE!?!?
Monk: NOT EVEN CLOSE, BABY!
@@Wolf_TheLoneOne the funny thing is, they’d be unconscious but almost guaranteed to pass their death saves since monks have proficiency in *all* saves at level 14
Now if you are able to get the blood fury tattoo, this only gets more crazy as you get 4d6 damage that you can heal from per charge. You can use a charge per hit, if you can hit all 5 attacks this becomes 16d10 + 20d6 + 25 damage.
I have the Gloves of Hand Catching. They let you catch these hands.
also add the eldritch claw tattoo which turns your fists into +1 weapons and gain 15ft reach and another 1d6 force damage for a minute every day
the trick to fixing this is the dm saying no.
I do think the healing is referring to only the extra damage dealt (because otherwise you're willfully ignoring sentence structure to make the item stronger), but it's still very strong nonetheless!
I think that's exactly what he's doing.
Monks going from weakest to strongest class in 30 seconds
I mean its definitely intended to be the extra damage from that 2d10, but even that with normal attacks can be a bit nuts
And don't forget that you can instead of getting health get advantage on your next attack,ability check or saving throw until the end of your next turn. So you could be getting advantage on every attack after the first if you don't want the health.
Fury tattoos also a good contender does more damage in necrotic damage. And still does some healing.
wait wait this is so perfect as i’m playing AN ASTRAL SELF MONK RIGHT NOW!!! AAHHH I GOTTA GET THIS
So, basically you'll never die? Nice.
Favorite item on an Astral Self monk for sure
What a duel between RAW and RAI
One time, when I was playing in my first campaign, we had a monk in our party. After our FIRST battle, our DM legit gives everyone a magic item (and some were rare, no joke.) I got a robe of eyes (I was playing a Rogue), our druid got a staff of the adder, our barbarian got some uncommon item, and our monk got the first homebrew item of the game (although it wasn't really magical): spiked boxing gloves. They actually kinda sucked, but remember, this is at FIRST level. They basically just made unarmed attacks deal an extra d4 piercing damage, and it was considered a monk weapon. The running joke in our campaign was that the spikes were actually d4s, which is why it did an extra 1d4 damage.
Amethyst gem dragonborn makes everything you deal force damage
Gem dragon born astral monk for maximum efficiency
Don’t forget the fact that you can choose instead of regaining hit points to instead get advantage on an attack roll, ability check, or saving throw, so once you’re full health, you can keep getting advantage!
"The wolf casts chill touch. 34 to hit?"
It does not say "equal to the force damage dealt by that attack," but rather "equal to the force damage dealt", where the direct correlate is the 2d10 mentioned earlier. So yes, it only applies to the 2d10. Nothing stops you from applying it to other force damage though.
16d10 + 25 Force Damage.
In smaller mathmatics (1d10 on base + 1d10 from Empowered arms (X1) + 2d10 from the gloves + 5 from wisdom) x 5 from extra attack and flurry of blows.
Nice, using that when I hit a T4 Monk
With insane movement and AC Marshal classes get some love
Now also activate the eldritch claw tattoo and deal an extra 1d6 force damage on each punch
I just got these in Baldur's gate 3....
I was like, I wish had a monk.
The astral arms aren’t wearing the gloves tho
Stand User Supremacy
Monks are the worst class in 5e you said.
Time to make a villain for my players
Finally, a monk that is unironically actually good.
the Chill Touch cantrip prevents healing. btw. as well as a couple other things that i can't remember right now. but yeah this is an insane stack for sure.
Rules as written verses rules as intended
I'm tempted to ask my dm for them, then again I play a way of the Astral self monk and I fear It would be too broken
This dude literally Bautista bombing dnd tables XD God I hope all dms see these videos
i did not expect to see shindo in a dnd video
I'm reading the description and it seems to me that the the only healing would come from the 2d10 force damage.
"After making a successful unarmed strike while wearing these gloves, you can use the gloves to deal an extra 2d10 force damage to the target, and you regain a number of hit points equal to the force damage dealt. Alternatively, instead of regaining hit points in this way, you can choose to gain advantage on one attack roll, ability check, or saving throw you make before the end of your next turn." I could be wrong but that's how I understand it
Give me prep time, my wizard can take him 😂
Standing here, I realize...
Because its says "dealt" and not "that you deal" logic says that's referred to the force damage that the gloves do
I had these mf things on a beast barbarian, centaur, with the mobile feat. I beat an ancient red dragon to death at lvl 11. It was absurd, the healing, the damage, the sustain, the fact they set your con to 20.
I haven't played Candlekeep yet. But at least they made a decent monk enhancement item. Monks like magic items, too.