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Unarmed Strike Dmg

11/2/2019
  1. Dnd 5e Unarmed Strike Damage Monk
  2. Unarmed Strike Damage 5e

Scaled Fist is an Archetype of the Monkclass in Pathfinder: Kingmaker.

  • If the monk is Small, his unarmed strike damage increases as follows: 1d4 on levels 1-3, 1d6 on levels 4-7, 1d8 on levels 8-11, 1d10 on levels 12-15, 2d6 on levels 16-19, 2d8 on level 20. If the monk is Large, his unarmed strike damage increases as follows: 1d8 on levels 1-3, 2d6 on levels 4-7, 2d8 on levels 8-11, 3d6 on levels 12-15, 3d8 on levels 16-19, 4d8 on level 20.
  • If unarmed strike is a flat 1 regardless of STR, then that doesn't happen. If unarmed strike gets the STR bonus to melee damage, then the guy with STR 20 does damage six times as fast. Oh, and also in that case, a person with STR 8 or less can't do any unarmed HP damage at all, except on a critical.
  • 2Base Features

An unarmed attack or unarmed strike is striking for damage with punches, kicks, and head butts is much like attacking with a melee weapon, but with the following changes. Attacks of opportunity Edit Attacking unarmed provokes an attack of opportunity from the character you attack, provided she is armed.

Description[editedit source]

Currently a stock page

Base Features[editedit source]

Monk Proficiencies[editedit source]

Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, short sword, shortspear, shuriken, siangham, sling, spear, and any weapon with the monk special weapon quality.

Monks are not proficient with any armor or shields.

When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.

Scaled Fist Bonus Feat[editedit source]

At 1st level, 2nd level, and every 4 levels thereafter, a scaled fist can select a bonus feat. These feats must be taken from the following list: Combat Reflexes, Dodge, Crane Style, Blind Fight, Improved Initiative, Dragon Style, Intimidating Prowess.

At 6th level, the following feats are added to the list: Improved Trip, Improved Disarm, Dazzling Display, Dragon Ferocity.

At 10th level, the following feats are added to the list: Improved Critical, Dragon Roar.

A scaled fist need not have any of the prerequisites normally required for these feats to select them.

Draconic Heritage[editedit source]

At 3rd level, the scaled fist has gained some control over the draconic energies she studies. She must select one type of dragon.

Once this choice is made, it cannot be changed. The scaled fist can expend 1 point from her ki pool as a swift action to imbue her natural attacks with the energy specific to this dragon, causing them to deal an extra 1d6 points of damage of the chosen energy type for a number of rounds equal to 1/2 her monk level.

At 12th level, a scaled fist can spend 3 points from her ki pool to make a breath weapon attack as a standard action. This breath weapon deals 1d6 points of damage of her energy type per monk level in a 30-foot cone or 60-foot line. Those caught in the area of the breath can attempt a Reflex save (DC = 10 + 1/2 the scaled fist's monk level + her Charisma modifier) to halve the normal damage.

Draconic Mettle[editedit source]

At 3rd level, a scaled fist gains a +2 bonus on saving throws attempted against all fear, paralysis, and sleep effects.

Flurry of Blows[editedit source]

At 1st level, a monk can make a flurry of blows as a full attack. When making a flurry of blows, the monk can make one additional attack at his highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. When using this ability, the monk can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality. He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what's already granted by the flurry for doing so. (He can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects).

At 11th level, a monk can make an additional attack at his highest base attack bonus whenever he makes a flurry of blows. Apple mac hard drive clean up. This stacks with the first attack from this ability and additional attacks from haste and similar effects.

Unarmed Strike[editedit source]

At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. The damage dealt by a Medium monk's unarmed strike increases with level: 1d6 on levels 1-3, 1d8 on levels 4-7, 1d10 on levels 8-11, 2d6 on levels 12-15, 2d8 on levels 16-19, 2d10 on level 20.

If the monk is Small, his unarmed strike damage increases as follows: 1d4 on levels 1-3, 1d6 on levels 4-7, 1d8 on levels 8-11, 1d10 on levels 12-15, 2d6 on levels 16-19, 2d8 on level 20.

If the monk is Large, his unarmed strike damage increases as follows: 1d8 on levels 1-3, 2d6 on levels 4-7, 2d8 on levels 8-11, 3d6 on levels 12-15, 3d8 on levels 16-19, 4d8 on level 20.

Improved Unarmed Strike[editedit source]

You are considered to be armed even when unarmed — you can make unarmed attacks that deal 1d3 bludgeoning damage (if Medium, 1d2 if Small).

AC Bonus[editedit source]

When unarmored and unencumbered, the Scaled Fist monk adds his Charisma bonus instead of his Wisdom bonus (if any) to his AC and CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.

These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Stunning Fist[editedit source]

You know just where to strike to temporarily stun a foe.

Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can't take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.

Evasion[editedit source]

Character can avoid even magical and unusual attacks with great agility. If a character makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. A helpless character does not gain the benefit of evasion.

Improved Evasion[editedit source]

This ability works like evasion, except that while the character still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless character does not gain the benefit of improved evasion.

Ki Strike – Magic[editedit source]

At 3rd level, ki strike allows monk's unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.

Ki Power[editedit source]

At 4th level and every 2 levels thereafter, a monk can select one ki power. These powers allow the monk to perform amazing feats of mystical power and acrobatic prowess by expending points from his ki pool. Once a ki power is selected, it cannot be changed. Some ki powers require the monk to be of a specific level or higher before they can be chosen. Unless otherwise noted, a monk cannot select an individual ki power more than once.

Stunning Fist: Fatigue[editedit source]

This ability works as Stunning Fist, but makes the target fatigued for 1 minute on a failed save instead of stunning for 1 round.

Purity of Body[editedit source]

At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.

Style Strike[editedit source]

At 5th level, a monk can learn one type of style strike. Whenever he makes a flurry of blows, he can designate one of his unarmed strikes as a style strike. This attack is resolved as normal, but it has an additional effect depending on the type of strike chosen. At 9th level, and every 4 levels thereafter, a monk learns an additional style strike. He must choose which style strike to apply before the attack roll is made. At 15th level, he can designate up to two of his unarmed strikes each round as a style strike, and each one can be a different type.

Ki Strike — Cold Iron and Silver[editedit source]

At 7th level, monk's unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction.

Stunning Fist: Sicken[editedit source]

This ability works as Stunning Fist, but makes the target sickened for 1 minute on a failed save instead of stunning for 1 round.

Ki Strike – Lawful[editedit source]

At 10th level, monk's unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction.

Ki Strike – Adamantine[editedit source]

At 16th level, monk's unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.

Ki Power: Perfect Self[editedit source]

Dnd 5e Unarmed Strike Damage Monk

At 20th level, a monk becomes a magical creature. The monk gains damage reduction 10/chaotic, which allows him to ignore the first 10 points of damage from any attack made by a nonchaotic weapon or by any natural attack made by a creature that doesn't have similar damage reduction.

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Last week, we considered the basic rules for attacking without weapons. The basics usually prove sufficient when dealing with the occasional unarmed attack from a character who is caught without a weapon. When a character routinely attacks without weapons, things can become more complex.

The Improved Unarmed Strike Feat

Unarmed Strike Damage 5e

As noted in Part One, the Improved Unarmed Strike feat allows you to make unarmed attacks as though you are armed. That is, you don't provoke an attack of opportunity when making an unarmed attack and you threaten the area around you.

In addition, your unarmed strikes deal lethal damage or nonlethal damage at your option. If you choose to deal lethal damage with your unarmed strike, you don't take a penalty on your attack roll.

Unarmed Strikes and Natural Weaponry

Before we move on, it's worth pointing out that a character making an unarmed attack, even with the Improved Unarmed Strike feat, does not have natural weapons. Nor is a natural weapon a substitute for the Improved Unarmed Strike feat.

As we saw in Part One, unarmed strikes allow iterative attacks and natural weapons do not.

A feat that requires natural weaponry as a prerequisite, such as Multiattack, doesn't work with unarmed strikes. Likewise, having a natural weapon is not a substitute for the Improved Unarmed Strike feat. For example, you don't meet the Improved Unarmed Strike prerequisite for the Deflect Arrows feat if you just have a natural weapon.

Remember, however, that magic weapon enhancements that work with natural weaponry, such as the magic fangspell, also work with unarmed attacks. This rule allows pugilists and martial artists access to some magic weapon enhancements (also see the next section). It also reflects the fact that a creature making an unarmed strike is using part of its body in the attack.

Monk Unarmed Strike Class Feature

The monk class offers a potent subcategory of unarmed attack. The class provides Improved Unarmed Strike as a bonus feat, but the monk class offers some additional benefits for when fighting without weapons:

  • A monk's unarmed strikes can be treated as either manufactured or natural weapons when applying spells or effects that enhance either manufactured or natural weapons. For example, either a magic weapon spell or a magic fang spell can enhance a monk's unarmed attacks.

This allows a monk access to all manner of weapon enhancements for her unarmed strikes. For example, a monk can use the Improved Natural Attack feat to increase her unarmed strike damage.

  • A monk can make unarmed strikes with either hand interchangeably or with a knee, elbow, or foot.

A monk does not suffer an off-hand penalty when attacking unarmed. That is, the monk does not take any attack penalty and gains her full Strength bonus to damage (if any) no matter which appendage the monk uses to make the unarmed attack.

This rule doesn't exempt monks from two-weapon combat penalties (see below).

  • A monk's unarmed strike damage increases with levels in the class.

A monk uses the unarmed strike damage entry for her monk level on Table 3-10 in the Player's Handbook (or on Table 3-11 for a Small or Large monk) instead of the normal unarmed strike damage for the character's size (see Part One).

A monk's unarmed strike threatens a critical hit on an attack roll of 20 and deals double damage on a confirmed critical hit.

  • An unarmored monk can use a flurry of blows.

When unarmored (that is, when not wearing a suit of armor or using a shield), a monk using the full attack action can make one extra attack when attacking without a weapon or when using a special monk weapon.

Depending on the monk's class level, the extra attack might or might not impose an attack penalty (see the monk class description). If there is a penalty, it applies to all attacks the monk makes (such as attacks of opportunity) until the monk's next turn begins.

A monk cannot use a flurry when using anything other than an unarmed strike or a special monk weapon. A nonmonk weapon or a natural weapon can't be combined with a flurry in any way.

From page 160 of the Player's Handbook:

TWO-WEAPON FIGHTING

If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. Fighting in this way is very hard, however, and you suffer a -6 penalty with your regular attack or attacks with your primary hand and a -10 penalty to the attack with your off hand. You can reduce these penalties in two ways:

  • If your off-hand weapon is light, the penalties are reduced by 2 each. (An unarmed strike is always considered light.)
  • The Two-Weapon Fighting feat lessens the primary hand penalty by 2, and the off-hand penalty by 6.

Table 8-10: Two-Weapon Fighting Penalties summarizes the interaction of all these factors.

Table 8-10: Two-Weapon Fighting Penalties

Circumstances Primary
Hand
Off
Hand
Normal penalties-6-10
Off-hand weapon is light-4-8
Two-Weapon Fighting feat-4-4
Off-hand weapon is light and Two-Weapon Fighting feat-2-2

Unarmed Strikes and Manufactured Weapons

From time to time, characters might find it useful to throw in an unarmed attack along with an attack from a manufactured weapon, such as a sword. Doing so requires the full attack action.

If the character in question isn't a monk, the rules governing attacks with two weapons cover this situation well. Most often, the character will use the unarmed attack as the off-hand weapon. The character makes one extra attack with the off-hand unarmed attack and gets the benefit of a light off-hand weapon; see the excerpt presented on this page for more details concerning two-weapon fighting. If the character does not have the Improved Unarmed Strike feat, the unarmed off-hand attack provokes an attack of opportunity from the foe the character attacks. The attacker gains only half his Strength bonus to damage for the off-hand attack.

Monks fighting with both manufactured weapons and unarmed attacks are a special case; see Part Three for details.

Unarmed Strikes and Natural Weapons

Just as a creature can add weapon attacks to a full attack made with natural weapons, so too can it combine unarmed attacks with natural weapons. Two options are available to accomplish this task.

A creature can choose to treat its unarmed attacks as its primary attacks and its natural weapons as secondary attacks. (This method is normally used to add weapon attacks to a natural attack routine.) The creature must make all unarmed attacks with its primary limb, which prevents that hand from being used for a natural attack such as a claw or slam. It uses its full base attack bonus for the natural attack, gaining additional attacks as normal for a high base attack bonus, and adds its full Strength bonus on damage rolls. Of course, each of these attacks provokes an attack of opportunity if the target is unarmed (unless the creature has Improved Unarmed Strike). However, its natural weapons all become secondary attacks, taking the -5 penalty on attack rolls (or -2 with the Multiattack feat) and adding only half the monster's Strength bonus on damage rolls.

A simpler method is to treat the creature's unarmed attack as an off-hand attack. (After all, an unarmed strike is rarely as effective as a weapon attack would be, so it doesn't really merit the same level of priority in the average monster's attack array.) Instead of using its primary limb to deliver the unarmed attack, it uses a kick, head butt, or other appendage that isn't otherwise used to deliver a natural attack. The creature gains one unarmed strike, which deals damage appropriate to its size plus half its Strength bonus (since it's an off-hand attack). A creature using this method suffers a -4 penalty on all attacks (since it's effectively fighting with two weapons and its off-hand weapon is light). The damage for its natural attacks is unchanged. This method requires fewer calculations on the fly, so it's probably easier to use in play.

Let's look at the nalfeshnee for an example of how each of these methods would work in play.

A nalfeshnee using the first method would have three unarmed attacks (thanks to its base attack bonus of +14). Applying its size modifier, and Strength modifier, the nalfeshnee's total attack modifiers for its three natural attacks are +19, +14, and +9. These natural attacks each deal 1d6+7 points of nonlethal damage. Each of the nalfeshnee's natural weapons takes a -2 penalty for a secondary natural weapon (thanks to the nalfeshnee's Multiattack feat) and gains only half the nalfeshnee's Strength modifier to damage, which gives it two secondary attacks, as follows: one bite +18 (2d8+3) and one claw +17 (1d8+3); it loses one claw attack in order to make unarmed attacks with its primary limb.

Using the second method, the nalfeshnee's natural attacks are made at a -4 penalty (bite +16, 2 claws +13) but deal normal damage. It then makes one unarmed attack at +15 (+14 for base attack bonus, -2 for size, +7 for Strength, -4 for off-hand light weapon) that deals 1d6+3 points of nonlethal damage.

What's Next?

We're out of time for this week. Next week, we'll look at a few special situations that arise when monks combine weapon attacks with unarmed attacks and other odds and ends regarding unarmed attacks.

About the Author

Skip Williams keeps busy with freelance projects for several different game companies and was the Sage of Dragon Magazine for many years. Skip is a co-designer of the D&D 3rd Edition game and the chief architect of the Monster Manual. When not devising swift and cruel deaths for player characters, Skip putters in his kitchen or garden (rabbits and deer are not Skip's friends) or works on repairing and improving the century-old farmhouse that he shares with his wife, Penny, and a growing menagerie of pets.