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Buffing monks: with simple changes.
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<blockquote data-quote="TheOneGargoyle" data-source="post: 8447691" data-attributes="member: 6924207"><p>Interesting, turns out you're effectively right. The only buffs to dmg the ranger base class gets after L5 is a very situational one at L18 (no disadvantage against opponents you can't see) and then the capstone at L20 (add their Wis mod to an attack or damage roll every turn). The former is so situational it's only going to very occasionally be a boost to dmg, but when it does come up, it might be significant bump. And the latter might turn a miss into a hit so it'll sometimes be a significant dmg boost, but most of the time it'll only be a small plus to dmg. </p><p></p><p>If we're counting the ranger L18 occasionally not having disavantage on attacks as a dmg boost though, I suppose we have to count the L18 monk Empty Body similarly, occasionally (when they can trigger it before combat starts), situationally (fighting monsters at L18+ that can't see invis) then they'll have advantage on their attack rolls, so that counts as a dmg boost I guess.</p><p></p><p>But the main point is that there's nothing between L5 and L18/20 so, effectively, you're still reasonably correct. I'm wondering if you might be right, maybe this is a major reason these are the two classes talked about as having the most issues!</p><p></p><p>Compare that to a) casters (bards, clerics, druids, sorcerers, wizards) who get damage boosts by way of higher level spell slots every second level, b) fighters who get extra attacks at L11 & L20 and extra Action Surge at L17, c) paladins who get higher level spell slots to smite with every 4 levels and more spell slots every 2 levels (& can smite multiple times per round) and Improved Divine Smite at L11, d) rogues that get extra Sneak Attack dice every 2 levels, e) warlocks that get EB scaling at 5th, 11th & 17th, additional dmg invocations, Mystic Arcarnums every 2 levels, extra spell slots at L11 & L17 and get all their spell slots back at L20, and f) artificers who get higher level spell slots every 4 levels, more spell slots every 2 levels, spell storing item at L11 which could store offensive spells, and additional attunement slots and the ability to ignore attunement requirements to use the most powerful offensive magic items in the game at L14.</p><p></p><p>Literally every single other class in the game gets significant damage increases in the T3 & T4 levels. Why not monks (& rangers) ?</p><p></p><p>Ok, new idea: As per the original Kung-Fu series, monks when they graduate from monk school automatically get a tattoo which works like the Eldritch Claw Tattoo except that it's a) attunement-free, b) scales with level (+1 & 1 use/day at L11, +2 & 2 uses/day at L17) and c) stacks with either the Insignia of the Claw or the actual Eldritch Claw Tattoo.</p></blockquote><p></p>
[QUOTE="TheOneGargoyle, post: 8447691, member: 6924207"] Interesting, turns out you're effectively right. The only buffs to dmg the ranger base class gets after L5 is a very situational one at L18 (no disadvantage against opponents you can't see) and then the capstone at L20 (add their Wis mod to an attack or damage roll every turn). The former is so situational it's only going to very occasionally be a boost to dmg, but when it does come up, it might be significant bump. And the latter might turn a miss into a hit so it'll sometimes be a significant dmg boost, but most of the time it'll only be a small plus to dmg. If we're counting the ranger L18 occasionally not having disavantage on attacks as a dmg boost though, I suppose we have to count the L18 monk Empty Body similarly, occasionally (when they can trigger it before combat starts), situationally (fighting monsters at L18+ that can't see invis) then they'll have advantage on their attack rolls, so that counts as a dmg boost I guess. But the main point is that there's nothing between L5 and L18/20 so, effectively, you're still reasonably correct. I'm wondering if you might be right, maybe this is a major reason these are the two classes talked about as having the most issues! Compare that to a) casters (bards, clerics, druids, sorcerers, wizards) who get damage boosts by way of higher level spell slots every second level, b) fighters who get extra attacks at L11 & L20 and extra Action Surge at L17, c) paladins who get higher level spell slots to smite with every 4 levels and more spell slots every 2 levels (& can smite multiple times per round) and Improved Divine Smite at L11, d) rogues that get extra Sneak Attack dice every 2 levels, e) warlocks that get EB scaling at 5th, 11th & 17th, additional dmg invocations, Mystic Arcarnums every 2 levels, extra spell slots at L11 & L17 and get all their spell slots back at L20, and f) artificers who get higher level spell slots every 4 levels, more spell slots every 2 levels, spell storing item at L11 which could store offensive spells, and additional attunement slots and the ability to ignore attunement requirements to use the most powerful offensive magic items in the game at L14. Literally every single other class in the game gets significant damage increases in the T3 & T4 levels. Why not monks (& rangers) ? Ok, new idea: As per the original Kung-Fu series, monks when they graduate from monk school automatically get a tattoo which works like the Eldritch Claw Tattoo except that it's a) attunement-free, b) scales with level (+1 & 1 use/day at L11, +2 & 2 uses/day at L17) and c) stacks with either the Insignia of the Claw or the actual Eldritch Claw Tattoo. [/QUOTE]
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