Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
All the martial classes, besides the monk, are great. Monk is fine. The game is busted in several ways that give big advantages to the player. The lack of a DM to moderate abusing mechanics is a big problem with the game economy the developers chose to use.
Also, casters do amazing AoE damage and when you factor in their summons (or globe of invul!) they offer their own utility
My sorcerer is my power house tho. Casting two fireballs each turn with the fire dragon subclass is kinda hard to beat.
paladin gets even more crazy with multi class fighter with action surge and haste
why are you using a weapon that lasts only for two hours?
Nothing a paladin can do comes close to a tavern brawler monk though. Current attack is +18 to hit, dealing 24 to 44ish damage per strike, with two bonus actions and an action each turn for 6 attacks, with self healing once per turn. Action surge for another two attacks, haste for another two, get a kill with bloodlust elixir, and then wholeness of body for a grand total of 14 attacks, dealing a total of 336 to 616 in a single turn once everything is set up (which really only takes a single turn). That's almost enough to down Raphael and about double what you need to kill the big brain and massive overkill on both the red dragon and the dragon in the keep assuming max damage, or just "plenty" if you take the average of 476 damage with all of that.
Elixir of the colossus is also a solid choice for an extra 1d4 if you want pure single target killing power, or the helmet of grit for another two attacks (but 1d4 less per attack) at 50% or less HP. Crits basically don't matter because on average they'll only add 14 damage over a normal hit, meaning for every single number in your crit range, crits on average only add about 0.7 damage (14 * 0.05 if you only crit on a 20, 1.4 if you crit on 19-20, etc etc)
Now, the damage is spread between bludgeoning (which is the majority at 1d6+17 from 24 STR and monk unarmed strikes), necrotic (1d4, forget which helmet), radiant (1d4 + 3, but this can be swapped to psychic or necrotic too from open palm) and force (1d10, gloves of soul catching), which can be both good and bad depending on the enemy.