I have a problem that seems to be something that other people have experienced in previous builds, that being the astral arms replacing the Dex modifier with the Strenght one, instead of Wisdom when making attacks with them.
Hey, any chance of a future update/alternate version that isn't LaserLlama? I was excited to see this subclass, but I'm not a fan of the 3rd party 5e content so I'm not sure that I'd end up using it.
On the off chance though, that I do....I see that this has the standard 5e level progression. Does this mod have a setting to get the capstone early as a bunch of BG3 subclasses do?
Noticing that I am unable to use flurry of blows only on this subclass. Upon doing so it stalls the game for about 2 seconds and then only deals 1d6 rather than 2d6
Hey! I tried installing all of your monk standalone mods and only one of the monk subclassses (highest in priority) seems to show up in subclass selection. I only did this to keep the subclasses scaling with how the base game does it. Is there any way for these to work together without downloading the alternate monk pack?
[NVM, found a fix, had to adjust load order for compatibility framework]
Is there any way to make Astral Self work until the next Short Rest? 100 rounds or 10 minutes is the original limitation of 5e. But at the table time fluctuates, the DM decides how much time has passed in non-combat situations, while people were exploring or just role-playing.
Larians for that reason has given us e.g. Shield of Faith (10 mins in 5e), which lasts until long rest. Because in game you do stuff like, inventory management, quest reading in a log, etc, which very quickly eats from the timer.
Could you by any means make it last until the next Short/Long rest? As I say it, I mean the same tweak as a patch "1 Ki cost".
I am a bit confused, I have one passive for using wisdom and another for doing force damage, but I can't have both going at the same time, is that intentional?
I too see this and am unsure of them being active. If you click one of them it makes it seem "active" and changes my unarmed damage numbers so they are not passive in the sense im having to choose on or the other so i'd say its broke idk
It looks like selecting the Wis scalling also triggers the use of the force damage modifier. So activating one or the other only depends if u want to use Dex modifier plus force damage or Wis modifier plus force damage. Correct me if i'm mistaken, but I think that's what's happening.
For some reason armor that effects unarmed damage like the flame gloves in act one seem to apply twice. making it do 2d4 instead of 1d4. This gets really broken really fast. is there a way to fix this ?
bro I tested lvl 17, can I share my impression, a monk in 5e DND deals an additional attack 3 times instead of 2. Is there a possibility to implement this in your mod? It’s just that at lvl 17 the damage from the new ability is too small, plus of course it hits the area but the damage is too negligible. And thanks for your work
and I also wanted to know that at lvl 14 the monk has the ability to speak the language of the sun and moon and he doesn’t interact in any way in the game, maybe this is a mistake in the vanilla version, but as I understand it, he should communicate with everyone who understands any language, maybe I’m wrong and I didn't understand something correctly
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Hey, any chance of a future update/alternate version that isn't LaserLlama? I was excited to see this subclass, but I'm not a fan of the 3rd party 5e content so I'm not sure that I'd end up using it.
On the off chance though, that I do....I see that this has the standard 5e level progression. Does this mod have a setting to get the capstone early as a bunch of BG3 subclasses do?
[NVM, found a fix, had to adjust load order for compatibility framework]
Larians for that reason has given us e.g. Shield of Faith (10 mins in 5e), which lasts until long rest. Because in game you do stuff like, inventory management, quest reading in a log, etc, which very quickly eats from the timer.
Could you by any means make it last until the next Short/Long rest? As I say it, I mean the same tweak as a patch "1 Ki cost".
So activating one or the other only depends if u want to use Dex modifier plus force damage or Wis modifier plus force damage.
Correct me if i'm mistaken, but I think that's what's happening.