Assuming a x3 crit multi for Nightmother's and a x4 for Sinister, the average damage per hit added by crits from each weapon is 54 versus 83, so the Sinister axe gets 29 more base damage per hit from crits. With 0 melee power, the Nightmother's handaxe beats the Sinister axe by 35 dmg per hit.
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I have a concept in mind of a character strapped to the teeth with handaxes. Originally I wanted to weapon bond them so I'd be able to call them back on an eldritch knight but I realized it was a waste of stats.
After delving deeper I realized there is really no good way to build this character. Anyone have any thoughts? I have considered, Rogue, Barb, Fighter, and Ranger as possibles for this character so far and find it's difficult to make a decent character. I just want him to be like a troll from Warcraft tossing hand axes.
Psycopath, all about being reckless. I don't know maybe I am overlooking something for thrown properties but I just can't seem to find a good way to do this. The Dual Wielder feat is probably a necessity. Just to be able to draw more weapons.If it were me, I'd use Daggers and/or Darts instead because I could more easily imagine a character with a few bandoliers of throwing knives than one covered head to toe in axes.
That said, the Handaxe only weighs two pounds.If you're okay with Daggers, a Rogue can make a good throwing weapon fighting character, because you're really just reliant on pulling off a Sneak Attack with one of your attacks. But a high level Fighter may be more like what you're looking for with all those attacks. The only limits on what you can do are your item interactions (which Dual Wielder helps with), and how many Hand Axes your DM will let you carry.Once you have Dual Wielder, you can throw both your axes, and then draw two more.
But if your DM is going to track your Handaxes/encumbrance, a big part of combat is going to be running around and yanking previously thrown axes from the corpses of your enemies. In that case, the Mobile feat could be a great help. Or you could play a Monk.Handaxes are Monk weapons, so you can use Dexterity for your attack and damage, and their damage dice will scale up to d10. The only thing to watch out for as a Monk is that the Unarmed Bonus Action Attack(s) from Martial Arts and Fury of Blows will get your DEX modifier, but an off hand Bonus Action Attack with a second axe wouldn't (barring a multiclass dip for the Two Weapon Fighting Style). Once you get to level 5 though, you could throw one axe with your first attack, throw a second with your Extra Attack, and then close to melee and make an Unarmed Attack or Flurry of Blows with your Bonus Action. Then you could pick up one of your thrown axes or draw more. Or he could have an alternate unstable personality that is mostly in control.
He was a person with anger issues and thoughts of violence and thus joined a Monastic order to attempt to find inner peace and master his own spirit. Worked for a while until X tragic thing happened (maybe monastery was attacked) causing him to flip his shizzle and now the crazy version is in control now, with brief bouts of 'calm and collected' him making an appearance.I find monotone characters a bit boring to RP and prefer complicated ones myself. Could have the split personalities think of the 'other me' as more of a 'brother' than just another version of himself. Might be fun to mess around with. Sariel grew up on the streets after her family was killed and she was left for dead, she did anything she could to survive and because of this is distrusting towards everyone. Kindness makes her feel uncomfortable towards you. Above all she trusts her teacher who was a monk that fell from his monstary life to join the urchins of the streets, he taught her the ways of the monk but due to the average life span of a human he died.
She went on to hone her skills and has become adept at surviving in the worst of situations and doing what is necessary to survive or earn a little extra coinage. She is very attractive but does not trust anyone nor does she enjoy company, given her upbringing. She wishes for a better life and poses as a noble with the clothing she wears but underneath hides an armory of handaxes.My character's backstory. She is not montone at all nor was she ever a true monk.
You could make the unarmed strike with it as part of your martial arts skill. But you're throwing axes, and those don't count in the Martial Arts skill.For a second hand attack, you would need the Two-Weapon Fighting Style from Fighter or Ranger to add your modifier.For example- in melee you can be a Monk 6 and deal 3 attacks with your hand axes for 1D6+stat twice and can use your bonus action to make an unarmed attack for 1D6+stat. At range you deal the same two 1D6+stat when you throw your axes, but that bonus action to attack with your off-hand axe is only a 1D6. With the Fighting Style, you can add your stat to all the bonus actions. It's a decent bump each round, but not enough on its own to justify the dip into Fighter.
That's why Second Wind makes it worth your wild- the ability to take a break from the 3rd attack to heal yourself 1D10+1 is worth it. If you could squeeze in a second fighter level for Action Surge, you'd be able to deliver one of the deadliest rounds- 6 attacks at range or flurry for 8 total attacks in melee in one turn. I am really thinking you are wrong here. Do you have any sources? Everywhere else online is saying martial arts allows you to add the mod to both the normal and off hand because it's a martial arts attack.
Regardless of if I am throwing the hand axe or punching I should get the bonus on both the roll and the dmg. This is just according to any other source i've found online and my understanding of it.edit:here is a source talking about how you get to add your dex bonus to dmg and roll at level 1.