So let's compare Cleave damage-wise to the Martial Arts die increase. Cleave is either an extra 1d10 or 1d12 at base, against a second creature. You can't always trigger it, but it's still a whole extra attack for free. You're sacrificing nothing to be able to make this extra attack.
You can't calculate it that way because it is conditional based on two separate conditions both being true - you need to have a second enemy within 5 feet and you need to hit with your first attack. It is not that you can't always trigger it is that you rarely can trigger it.
For example, let's say you have a 60% chance of hitting:
When you swing your 1d12 Greataxe, it has a 60% chance to hit and a 5% chance to crit. So counting the accuracy that is 4.225 damage if/whenwhen you make your swing. However you only swing at all if you hit with your first attack and there is only a 60% chance of that happening so that drops the damage to 2.535 when there is someone standing next to you. This is already lower that a 1d8 martial die and not much above a 1d6 die. At best another enemy will be within 5 feet 50% of the time and when you consider that the 2.535 drops to 1.7675.
Conversely, going from a d6 to a d8 means you maybe do one or two extra damage on an attack.
2 damage on an one attack is more than cleave will net .... and you get 2-4 attacks.
But you're also forgetting that Cleave benefits from many things that improve the damage of your attacks. Barbarian Rage?
Using the 2024 rules you do not get GWM damage from Cleave because it is not made with the attack action.
That's a +2. Great Weapon Master? That's a +3. Divine Favor? That's a +1d4.
Divine Favor + Rage requires a multiclass and takes 2 turns to set up. After that it will be 4.5 damage when you hit with your cleave, which will be rare. Once you have it set up getting both of these bonuses will make your Cleave about the equivalent of a 1d8 martial arts die, still behind a 1d10 or 1d12.
That is if we are not counting Feats. If we add the nick feat now you are well behind even with this.
No class has access to Two Weapon Fighting at level 1 and by the time they get access to it a Monk can make 3 attacks a turn using ki.Also, to put Nick (and Cleave to a degree as well) into context when it comes to 2024 Monks:
- At level 1, the Monk can use their action plus their bonus action to make two attacks per turn. At level 1, every martial with Weapon Mastery can do the exact same thing without using their bonus action. Most of them get access to Two-Weapon Fighting and/or other options to give them more extra damage as well, meaning a Monk that does 1d8/1d6 with no resource and using both actions pales in comparison to 1d6/1d6 with only the Attack action. (Especially when those other martials can have ways to boost their damage with their freed-up BA.)
- At level 5, the Monk can make four attacks a turn five times per short rest (provided they don't use any of their other resource-consuming features), for 1d8 per attack. Every other martial with Extra Attack can take the Dual Wielder feat and attack four times every turn with no resource expenditure
Every other martial is using at best 1d6 weapons for their 4 attacks and they have to be in melee. A Monk is doing 1d8 and can make 2 of those attacks from range.
Further since we are considering feats; Monks can take the Weapon mastery feat for dagger and get a 4th attack every single round and 5 attacks 5 times a day when they spend ki. They do 1d8 on all those attacks at 5th level and additionally they can throw 3 daggers a round from range (attack, attack, nick) doing 1d8 on all of those attacks too while still having a 4th and with ki 5th attack in melee. Finally, even though they are not as reliant on melee, with their superior mobility Monks can get into melee easier.
To start with, your math is wrong. Assuming a 20 Strength; a Paladin with Two Weapon Fighting feat and Dual Wielder feat making 4 attacks with 2 light weapons (attack, attack, nick, dual wielder). That does 4d6+4d8+15 or 23-71 (average 47) and they have to be in melee or you will do less than that (trading Scimitar mastery for Dagger mastery).
- At level 11, a Monk making five d10 attacks per turn deals 30-75 damage per turn. A Dual Wielder Paladin at the same level deals four d6+d8 attacks per turn for a total of 28-76 damage. This is the same damage output, but:
Second you keep comparing a build with feats to a build without feats.
An 11th level Weapon Master Monk using is doing 3 1d10 attacks as part of her attack action with daggers plus a bonus action unarmed strike or 4d10+15 or 19-55 (37 average). That is without using any ki and she can throw those daggers too without losing damage from her action and has much higher movement to get into melee.
If you are using Ki for flurry of blows she gets 6 attacks doing 6d10+25 or 31-85 (58 average).
So basically at 11th level if the Monk uses a Ki she on average does 11 points MORE than the Paladin and 10 points less if she doesn't use a ki. With 11 ki between short rests she is going to generally be able to use more than one ki per round of combat.
Finally, this is at 11th level, where there is a significant boost for the Paladin. Make the comparison at any level between 4 (when they both get the feat) and 10 and the Monk blows the Paladin out of the water. At 10th level for example and the monk does the same average - 37 with no ki or 58 with ki, while the Paladin is averaging 4d6+15 or 29, well below a Monk using the same action economy and no resource cost and half what a Monk can do by spending a Ki.
- the Paladin only draws 25% of their damage output from their bonus action, whereas if the Monk uses any other BA, their damage output drops by 60%—meaning that the Paladin's Attack action is roughly twice as strong as the Monk's;
The monk has a lot of other bonus action options and if we are considering feats the Monk's output drops by about 55%, not 60%.
The Monk also has a +20 Movement and can do that full 55% of output from range, while still having a bonus action.
- the Paladin still gets Vex, and still gets innate class options to give themselves even more extra damage on top of that.
Vex on 2 attacks a turn is not the equivalent of stunning strike.
- This is all ignoring magic weapons, which make the gulf even wider between Monks and weapon-focused martials using feats and Weapon Mastery—to the point where with one Vicious Weapon, almost every other martial consistently outdamages the Monk even with their own Vicious Weapon.
First off, the Monk is using weapons too and with a feat the Monk is making 3 weapon attacks a round and doing martial arts die damage with them plus any bonuses the weapons have. So it is only the one extra bonus action attack with a weapon the Paladin gets that this matters for and there are quite a few options to boost unarmed strikes too.
Give the Paladin a Viscous Short Sword and Scimitar and the Monk 2 Viscous Daggers and not anything to boost unarmed strike and the Monk is still outrunning the Paladin when using Flurry of Blows and outrunning the Paladin before level 11 even when not using Flurry of Blows ..... oh and now the monk has 2 viscous daggers she can throw too!
Finally the Monk ability to change to do Force damage at will with 3-5 attacks a round, the Paladin is stuck with piercing, slashing and Radiant for all their attacks and keep in mind magic weapons no longer overcome resistance to BPS.
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