Imperial Mountain Dew Taster
I guess we differ here, but I don't consider being able to dodge or dash after an attack routine to be "creative play", which is your stated goal for the ability.I noticed many occasions where the ability to take Step of the Wind or Patient Defense after a Flurry
Now if you said, "running up a wall, leaping off, punching a flying foe, stunning them with stunning strike, and safely falling the 20' to the ground". THAT is creative play to me.
But you can already achieve all of that with the existing # of actions at 9th level.
Any extra bonus actions would then go into... probably attacking more as others have said.Move: up to 45' up a vertical surface
Bonus: Step of the wind to move/jump up to another 45'
Action: Attack twice with extra attack
- Free: spend a ki point per hit to do a stunning strike
Free: fall the rest of your movement back to the ground
Some debate it because Crawford issues conflicting statements on the matter.(some might still debate this, but that is my take anyway
Divine Smite is for ‘melee weapon attacks’ so is it ok for my Monk/Paladin to use with Unarmed Strikes?
@aloadofbullshit @mikemearlsDivine Smite is for ‘melee weapon attacks’ so is it ok for my Monk/Paladin to use with Unarmed Strikes? Unarmed strikes are melee weapon attacks. — Jeremy Cr…
On a related note, myself and a large group online have been trying to figure out whether Divine Smite works with Unarmed Attacks and/or Natural Weapons. It seems like you’ve both said it doe…
So Unarmed Strikes are Melee Weapon Attacks, and Divine Smite is triggered by Melee Weapon Attacks, but Divine Smite doesn't work with Unarmed Stikes because it requires a weapon? Nonsensical at best.