Post by sojourn on Nov 27, 2019 1:39:51 GMT
I'm just gonna ... yes ... well. If I need to wait until next month to respec, it's all good. It's just around the corner. Ahem.
It's just me drooling over UA Class Feature Variants. They add a bit of better versatility to my multiclass, so I'm gonna lean hard into Way of the Shadow monk as well as get some bounty hunter-esque use out of ranger. It's gonna be fun!
Sorry for all the hard work!
Switching to Monk 3/Ranger 2. His CS is here. If you want a separate view, I've made a character sheet on Dicecloud here for my sanity.
So 3 monk means, please remove Slow Fall from his monk features (since its level 4) and switches HD to 3d8, 2d10. With the stat changes below, Kieran has 40HP and 16AC.
Dropping my ASI for the next time he hits a level and switching up Kieran's stats gives this:
STR 10
DEX 16 (15+1)
CON 14
INT 8
WIS 16 (15+1)
CHA 10 (8+2)
Monk (3)
1 - Unarmored Defense (same)
1 - Martial Arts (same)
2 - Ki (3/3)
2 - Ki-Fueled Strike (UA Class Feature Variant)
If you spend 1 ki or more as part of your action on your turn, you can then immediately make one unarmed strike as a bonus action.
2- Ki Actions (UA Class Feature Variant)
In addition to Flurry of Blows, Patient Defense, and Step of the Wind, these two features are added to using ki for a BA:
* Distant Eye: When you make a ranged weapon attack, you can spend 1 ki point to prevent attacking at long range from imposing disadvantage on your attack rolls until the end of current turn.
* Quickened Healing: As an action, you can spend 2 ki points and roll a Martial Arts die. You regain a number of hit points equal to the number rolled.
3 - Deflect Missiles
3 - Monastic Tradition: Way of the Shadow
Spell-like abilities are the same.
Ranger (2)
1 - Natural Explorer (Revised Ranger, same as it is now)
1 - Favored Foe (UA Class Feature Variants; Replaces Favored Enemy)
You can call on your bond with nature to mark a creature as your favored enemy for a time: you know the hunter's mark spell, and wisdom is your spellcasting ability for it. You can use it a certain number of times without requiring concentration—a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
When you gain the spellcasting feature at 2nd level, hunter's mark doesn't count against the number of ranger spells you know.
(Basically, it's the hunter's mark spell that doesn't use spell slots and I can use it 3 times between long rests.)
2 - Fighting Style: Blindfighting (UA Class Feature Variant)
Being unable to see a creature doesn't impose disadvantage on your attack rolls against it, provided the creature isn't hidden from you.
2 - Spellcasting
By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.
Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Spells: Cure Wounds, Ensnaring Strike
It's just me drooling over UA Class Feature Variants. They add a bit of better versatility to my multiclass, so I'm gonna lean hard into Way of the Shadow monk as well as get some bounty hunter-esque use out of ranger. It's gonna be fun!
Sorry for all the hard work!
Switching to Monk 3/Ranger 2. His CS is here. If you want a separate view, I've made a character sheet on Dicecloud here for my sanity.
So 3 monk means, please remove Slow Fall from his monk features (since its level 4) and switches HD to 3d8, 2d10. With the stat changes below, Kieran has 40HP and 16AC.
Dropping my ASI for the next time he hits a level and switching up Kieran's stats gives this:
STR 10
DEX 16 (15+1)
CON 14
INT 8
WIS 16 (15+1)
CHA 10 (8+2)
Monk (3)
1 - Unarmored Defense (same)
1 - Martial Arts (same)
2 - Ki (3/3)
2 - Ki-Fueled Strike (UA Class Feature Variant)
If you spend 1 ki or more as part of your action on your turn, you can then immediately make one unarmed strike as a bonus action.
2- Ki Actions (UA Class Feature Variant)
In addition to Flurry of Blows, Patient Defense, and Step of the Wind, these two features are added to using ki for a BA:
* Distant Eye: When you make a ranged weapon attack, you can spend 1 ki point to prevent attacking at long range from imposing disadvantage on your attack rolls until the end of current turn.
* Quickened Healing: As an action, you can spend 2 ki points and roll a Martial Arts die. You regain a number of hit points equal to the number rolled.
3 - Deflect Missiles
3 - Monastic Tradition: Way of the Shadow
Spell-like abilities are the same.
Ranger (2)
1 - Natural Explorer (Revised Ranger, same as it is now)
1 - Favored Foe (UA Class Feature Variants; Replaces Favored Enemy)
You can call on your bond with nature to mark a creature as your favored enemy for a time: you know the hunter's mark spell, and wisdom is your spellcasting ability for it. You can use it a certain number of times without requiring concentration—a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
When you gain the spellcasting feature at 2nd level, hunter's mark doesn't count against the number of ranger spells you know.
(Basically, it's the hunter's mark spell that doesn't use spell slots and I can use it 3 times between long rests.)
2 - Fighting Style: Blindfighting (UA Class Feature Variant)
Being unable to see a creature doesn't impose disadvantage on your attack rolls against it, provided the creature isn't hidden from you.
2 - Spellcasting
By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.
Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Spells: Cure Wounds, Ensnaring Strike