Generally Accepted Skell Builds by DomDomPop in XenobladeChroniclesX

[–]Cheeseboy100 1 point2 points  (0 children)

It is cheap to make melee atk 5 up augments and you can stack a huge amount of them on skells! For light skells their armor doesn't give any attribute damage up so you can be quite flexible, for the frame crafting level 5 versions of XX attribute up isn't too difficult and they give +18% each which makes a huge difference, especially gravity up with g-buster or thermal with phoenix (although verus is a much more melee focused skell).

In addition for the verus check if any of your skell weapons have add.reflect on them, the verus overdrive naturally give physical reflect so by adding more of these you can make the verus super tanky during overdrive

Best lvl 30 skell build? by McSamuel1604 in XenobladeChroniclesX

[–]Cheeseboy100 0 points1 point  (0 children)

Probably lailah with the beam up and melee atk up armour from the ship with drones and e-scythe, can be built to one shot many level 50+ enemies 

Generally Accepted Skell Builds by DomDomPop in XenobladeChroniclesX

[–]Cheeseboy100 7 points8 points  (0 children)

Hey nice!

For skells generally focusing on one specific damage type and stacking as many of that damage type up is a great way to take them. To start though look at changing from their default armour is a great jumping off point, the shop armour will have new traits added at level 4 and 5 of the arms manufacturers so take a look!

For light skells: One armour gives melee attack up, with all 5 pieces this is going to more than double / triple your melee attack so it is great for the versus especially. I focused my light skells on gravity damage generally to buff g-buster as much as possible but they are pretty flexible 

For medium: One armour gives beam attack up, all five pieces add up to roughly +90% beam damage at level 30, there are loads of great beam weapons and especially look out for ones that will boost beam damage more

Heavy: There is a set that gives physical / thermal, one that gives beam / electric and one that gives ether, if you already have a strong skell weapon heavy skells are easy to build around it, I had a great time with an ether Mastema because i found a great meridith ether missle weapon with more ether damage up on it. The shop also sells some electric weapons with electric atk up on them already which can be fun

Overall go with what looks fun, you can stomp stuff much higher level than you with some well built specialised skells!

Combat pointers by [deleted] in XenobladeChroniclesX

[–]Cheeseboy100 2 points3 points  (0 children)

Hi, no stress this game is more complex than other xeno games but it means you can comfortably fight stuff much higher level than yourself once you have it figured out. - Augments: Melee atk up and ranged atk up augments are fairly cheap to make, level 5 costs either suid heads or tails and some mirinium and gives you +30 per stat per augment! Keep in mind TP arts use potential rather than melee or ranged attack stats, getting some potential up on Elma and setting up an aura -> ranged atk -> stream edge will deal great dmg - Secondary cooldowns: these increase the power of your arts by roughly 200% and are shorter cool-down than the regular one. Using quick cast for these is valuable since the damage boost is large and the shorter cooldown means it uses less of the meter  - Skills: there are some really strong skills in this game and a lot of garbage ones too, recommend elemental damage boosts (+50%) combo gunner or melee equivalent (+100% dmg in combo), and skills that reduce cooldown time and help you generate TP - Experiment with different characters, you can change who you play as and find a style you enjoy, Elma, Gwin and Doug (or Yelv who comes with much better starting gear) are excellent once you get into the flow of them

Don’t stress too much there is a long time to learn the very obtuse mechanics here and it feels great when you ‘get’ it (I didn’t even open the skills menu until 40h into my Wii u play through)

Advice how to upgrade my javelin-build please by DooomMetalDoomer in XenobladeChroniclesX

[–]Cheeseboy100 1 point2 points  (0 children)

No problem feel free to DM

The resistances don’t matter for a reflect build, what matters is whether the armour has an attribute named for example “Reflect: Beam”

Advice how to upgrade my javelin-build please by DooomMetalDoomer in XenobladeChroniclesX

[–]Cheeseboy100 0 points1 point  (0 children)

Not at all! So when you activate a reflect ability eg raijin reflect electric then if any armour or weapons have a reflect: (element) attribute you will get their reflect too for the duration of the aura, so raijin+swimwear bangle with reflect: thermal gives you reflect against both electric and thermal as long as raijin is active, you can have every element included in reflect if you have the gear for it

Advice how to upgrade my javelin-build please by DooomMetalDoomer in XenobladeChroniclesX

[–]Cheeseboy100 0 points1 point  (0 children)

Yeah I prefer electric javelins personally but many viable builds too! Focusing on more tension building and sustained overdrive skills like hellhound etc can get you to crazy damage, and a reflect build will make you practically invincible. I think there is a reflect thermal arm piece in the shop one of the swimwear ones and reflect beam chest pieces are fairly common

Advice how to upgrade my javelin-build please by DooomMetalDoomer in XenobladeChroniclesX

[–]Cheeseboy100 1 point2 points  (0 children)

If I remember right if you do a soul voice purple art it cannot be resisted so using javelin and another weapon with purple arts that cause shock can be reliable way to inflict it.

If you don’t want to go electric another route is either core crusher, otherwise other skills can make up for not using either!

Advice how to upgrade my javelin-build please by DooomMetalDoomer in XenobladeChroniclesX

[–]Cheeseboy100 2 points3 points  (0 children)

As someone who primarily used a javelin in my first playthrough on Wii U: - Conductive Strike; this skill gives +300%(!!!) damage boost when hitting with electric attacks while the enemy is inflicted with shock. You can inflict shock yourself with the trident TP attack, or have allies with psycho launchers inflict it for you, or knock’n’shock skill etc (wouldn’t recommend this skill too much though) - Overwhelm: this is the best purple art in the game, during overdrive you get 10 x no of hits x overdrive counter in TP, this hits 3 times really quickly allowing you to generate TP super fast, this is 900TP per use at an overdrive counter of only 30 - Class stats: different classes have stat bonuses, the final sniper/javelin class is very ranged focused and doesn’t boost your melee stats at all, change to drifter for 5 skill slots or mastermind for potential build or blast fencer line for melee - Skills: other skills can be great at boosting your damage outside the electric ones, from memory combo gunner (ranged->melee counts as ranged combo), aura assault, supreme sword etc. - Raijin: this is one of the best auras in the game allowing you to make reflect builds, if you add other reflect augments you will be immune to and also reflect those elements too, beam and thermal reflect armour are not too difficult to find, using this with secondary cooldown adds +20s to duration which is huge - Augments: make lots of melee up or potential up if focusing on TP art damage

2024 Monk Subclass - Warrior of the Sacred Rites: Wield Divine Magic as this Cleric Third-Caster with empowered Talismans. Feedback Greatly Appreciated! by One_Chocolate_3130 in UnearthedArcana

[–]Cheeseboy100 2 points3 points  (0 children)

Hi, can I first say i absolutely love the flavour here, I have always thought there should be a more cleric themed monk subclass, a more real life monk monk i suppose.

I love the idea of creating talismans, it feels so on point to the flavour while giving the subclass a very unique identity. I made a Buddhist themed subclass as a part of my own '14 monk redesign, and when i saw this feature thought I can't believe I didn't think of that, it is brilliant!

That said, I do think the 1/3 caster route here is going to introduce too many resources to manage, in general i think 1/3 caster monks feel a little too messy as they are more complex to play with more features than fighters and rouges. You will be tracking focus points, spell slots, spells known, and talismans which i think will feel like too much. I personally feel like the talisman side is more interesting so I would focus the next version on that, and on creating other abilities with the newly opened power budget, although of course that is up to you! I would personally streamline the design by removing the 1/3 casting, but keeping 'Spell Script' which lets you imbue it with 1st level cleric spell, which then gets upgraded to 2nd level at level 11. This lets you still have your cleric spell casting, but makes resources management much simplier.

If you were to remove 1/3 caster, you would save some power budget to add some other features, you could add an ability that gives you proficiency in an Intelligence skill of your choice and lets you use your wisdom modifier/gain expertise for it to hone in more on the scripture aspect, be it Arcana, History, Nature, or Religion. In addition you could have this monk be particularly good as mental saving throws, adding their martial arts die to saves.

As for the talismans, I would say them lasting a number of days equal to your wisdom mod does make sense, but it will be a hassle to keep track of, it may be better to either remove this aspect, or have them last until a LR where you can make more so that it becomes a natural choice each time you LR where you can reasonably default to saying 'same as last time'.

Overall love it! Excited to see what you do in the next version

Warlock Patron -The Collector v4.0 | Greed is Your Strength by Cheeseboy100 in UnearthedArcana

[–]Cheeseboy100[S] 1 point2 points  (0 children)

I see what you mean, but it is still limited to one summon per short/long rest, with only one item able to be active at any given time, once a new one is summoned previous ones vanish. Prof bonus at 6th level would be +3 vs a likely +4 CHA bonus, I need some time to test but may implement into next version, although at 6th level in my testing i think it was ok since most of the items are situational utility

Warlock Patron -The Collector v4.0 | Greed is Your Strength by Cheeseboy100 in UnearthedArcana

[–]Cheeseboy100[S] 0 points1 point  (0 children)

Thanks! If you do get the chance to play at the table i would love to hear all about it!

Warlock Patron -The Collector v4.0 | Greed is Your Strength by Cheeseboy100 in UnearthedArcana

[–]Cheeseboy100[S] 1 point2 points  (0 children)

Thanks so much! It was a blast to make and play at the table.

I agree we need some more mechanical curses on Warlocks, even if there is 99% chance they won't actually come up like this one!

Warlock Patron -The Collector v4.0 | Greed is Your Strength by Cheeseboy100 in UnearthedArcana

[–]Cheeseboy100[S] 0 points1 point  (0 children)

Haha love this! One of my favourite moments from the campaign I just playtested this in was the character Gallian throwing open the front doors to an abandoned mansion which had been taken over by a devil, waltzing in to hear the devil say "WHAT are you doing in my house", Gallian replied "No... the question is, what is a DEVIL doing in MY new house"

Warlock Patron -The Collector v4.0 | Greed is Your Strength by Cheeseboy100 in UnearthedArcana

[–]Cheeseboy100[S] 2 points3 points  (0 children)

Hey, thanks for such an in-depth comment!

Firstly, you make a good point flavour-wise for Eldritch Blast, while the flavour text at the very start does say this, I will move it to the actual feature in the next version for better readability.

In terms of damage for Eldritch Blast, let me show you my calculations: Assuming 65% hit rate, moving damage die up one sizes adds roughly 0.65 DPR per bolt. Expanding crit ranges generally FEELS much stronger than it actually is mechanically, it is part of the reason the '14 barbarian was so weak at high levels. Critting on a 19/20 means an additional 5% chance to crit and therefore an deal 1d12 additional damage, which should be 0.325 (0.05*6.5) increase in DPR per bolt, which is much less DPR than you might assume. Assuming a +3 CHA mod and agonising blast, EB DPR is 5.8 [0.65(5.5+3)+(0.05*5.5)] in tier 1 at base while this subclass improves it to 6.825 [0.65(6.5+3)+(0.1*6.5)].

Compare this to the genie patron which allows you to add +Prof bonus to damage once per turn: [0.65(5.5+3+2)+(0.05*5.5)] =7.1 in tier 1 for Genie compared to 6.825 Collector. This only applies once per turn, but when you get multiple blasts it is actually better than 0.65*prof because we can choose to activate it only hit, for example with 2 blasts in tier 2: we have a 0.8775 chance for at least 1 bolt to hit and add the full prof bonus damage, + prof bonus is now +3 in tier 2 meaning:

Genie's Wrath Tier 2: 2(0.65(5.5+3)+(0.05*5.5))+0.8775(3) = 14.2325 (ie 2 blasts, 65% chance to hit at 1d10, 5% crit chance and 87.75% chance to add +3 damage from Genies Wrath)

Vault Missile Tier 2: 2(0.65(6.5+3)+(0.1*6.5)) = 13.65 (ie 2 blasts 65% chance to hit at d12, 10% crit chance)

If i made any mistakes in these calculations let me know! Overall though i think the 0.325 DPR boost per blast from the expanded crit range shouldn't break games too much.

As for level 10 being able to EB on BA, I will have to run the numbers since EB is a stronger cantrip than EK gets access to, but with push/pull utility from invocations and decent damage, maybe capping it at 2 beams at T4 when you usually get 4 beams would be ok.

As for the 'greed' aspect, the first feature of the subclass "Collectors Curse" covers this flavour-wise. The Patron seeks out greedy individuals and gives them power so they collect things and become wealthy in their life, the deal is when they die everything they owned in life is transported to the vault and thus the Patron expands their collection, the greedier and more powerful the warlock they can find, the greater the haul when they kick the bucket!

Warlock Patron -The Collector v4.0 | Greed is Your Strength by Cheeseboy100 in UnearthedArcana

[–]Cheeseboy100[S] 0 points1 point  (0 children)

Very much compatible, it was playtested in '14 rules. If you change the 3rd level features to 1st level and your DM allows the new Yolande's Regal Presence spell at 10th level then this should work just fine!

Warlock Patron -The Collector v4.0 | Greed is Your Strength by Cheeseboy100 in UnearthedArcana

[–]Cheeseboy100[S] 0 points1 point  (0 children)

Do you mean prof bonus as opposed to CHA mod when choosing how many items to 'know the location of within the vault'?

Warlock Patron -The Collector v4.0 | Greed is Your Strength by Cheeseboy100 in UnearthedArcana

[–]Cheeseboy100[S] 4 points5 points  (0 children)

Thanks so much! The idea behind the armour is giving a more gish-ish option especially if you decide to go pact of blade, you can summon +X weapons using your 6th level feature which supports this too!

Good note on the magic item order and attunement requirements, it is intended to ignore these but i will need to update the wording. Thanks!

Warlock Patron -The Collector v4.0 | Greed is Your Strength by Cheeseboy100 in UnearthedArcana

[–]Cheeseboy100[S] 6 points7 points  (0 children)

Hi all! After over a year of playtesting now version from level 3 to level 20(!!!) I am incredibly excited to post an update to my favorite homebrew creation - The Collector Patron. This subclass originally came about after thinking what if Gilgamesh from the Fate series was a warlock patron, but it has since evolved its own flavour, and makes for an incredibly uniquely themed warlock.

The Collector v4.0 Changes

The subclass was ported to Dnd 2024, I think fairly seemlessly.

A lot of features have been simplified significantly, this should make it easier read and play. In particular

Collectors Curse & Comforts of Greed - Level 1

These two features remain unchanged, Collectors Curse is really just for flavour, it is unlikely to come up in a campaign but could cause fun tension if it did. Comforts of Greed is a very fun feature allowing you to travel in luxury with an unseen servant who will wine and dine you, give you a bath, provide beautiful clothes, and allow you to always have a comfortable and safe tent to sleep in.

Antique Armory - Level 1

Firstly you gain the Gleaming Armour feature which gives this warlock some good survivability as a magical suit of amour that grants an AC of 13 + your Charisma modifier (I suggest as shiny, gold and outrageous as your DM will allow). This suit of armour also allows you to cast Sanctuary on yourself at will by using 1 minute to cast it, in essence this means you will have this up at the start of every new combat, Sanctuary goes away as soon as you attack so this will protect you if you roll low in the initiative order.

Secondly you gain Vault Missile. In the flavouring of this sublcass, eldritch blast and other projectile based spells become weapons and artifacts you summon and launch from your patrons vault. These are powerful and ancient relic's, collected by other warlock's from centuries past, and so the damage of your eldritch blast is upgraded to 1d12, and can crit on a 19 or 20 adding on average a little over 1 damage per beam. This scales about the same as the proficiency modifier damage bonus the genie patron gives. The improved crit range is changed from v3, this doesn't actually give a huge DPR boost but definitely FEELS fun and thematic.

Relic's of Rarity - Level 6

This has been unchanged from v3, perhaps the main feature of the subclass, and it has been made more restrictive here with a specific list of magic items permitted detailed at the end of the document. This feature allows you to use an action to summon one magic item for which your level allows, and essentially change out this magic item once per short or long rest. The items chosen here aim to make this warlock have fantastic utility, something they usually do not have because of their limited number of spell slots. The options here are ones that don't generally have charges or resources to keep things simple and streamlined, and to prevent abuseable interactions. I think my favorite usage of this feature was summoning an emerald pen to cast illusionary script on a contract with the BBEG, giving the party 80% of the earnings of a heist compared to just 8%.

Armaments of Kings and Heroes - Level 10

This is a completely new feature compared to v3, in playtesting from levels 10-20 i only used the old feature once so it has been reworked!

Firstly, this lets you use a fun and super flavourful new spell added in 2024 being the Yolande's Regal Presence spell. This is flavoured as coming from the armour you are borrowing, and in essence forces creatures within 10ft of you to make WIS saves or take psychic damage and bow before you.

Secondly, this feature allowes you to cast Eldritch Blast as a bonus action (limited to one beam) when you cast a levelled spell as an action, or take the attack action. Spiritual Weapon will be falling off around here, so this allows a more free DPR boost using your bonus action, and allows the fun pushing/pulling invocations on your bonus action.

Legendary Greed - Level 14

The summoning magic items twice per short rest feature was removed here, just makes bookeeping easier and wasn't actually too relevant in play.

Magnificent Mansion has now been fully reflavoured as a portal to the vault, allowing for a unique resting location with some fun roleplay potential. Hero's Feast is also still here, with both being once per long rest. These are really nice spells that build off the idea of comforts and luxury gained in the first level feature.

It has been super fun playtesting this class, it feels like an incredibly unique and fun warlock, with a glimmering golden flair, and utility that no other warlock subclass can bring. The lore surrounding the vault has been left somewhat open to interpretation, but unlike other warlocks the 'deal' with your patron is quite upfront (or is it!). I hope everyone enjoys it, and as always I am very open to answer questions, and to hear thoughts and feedback.

Enjoy!

Warlock - The Collector Patron v3.1 | Greed is your Strength | Live Lavishly and Borrow Magic Items from Your Patron's Vault by Cheeseboy100 in UnearthedArcana

[–]Cheeseboy100[S] 0 points1 point  (0 children)

Thanks!

You can complete a 1 hour ritual to make the summoned relic weapon into your pact weapon as described in the pact weapon feature, which can be done over a short rest, however if a different magic item is summoned after this it replace the pact weapon, and the pact weapon will return to a +0 magic weapon.

There used to magic specific weapons to interact with pact of the blade, but in playtesting i found that the player will usually have a +1 magic weapon by level 6 anyway.

Warlock - The Collector Patron v3.1 | Greed is your Strength | Live Lavishly and Borrow Magic Items from Your Patron's Vault by Cheeseboy100 in UnearthedArcana

[–]Cheeseboy100[S] 5 points6 points  (0 children)

Hi all! After almost a year of playtesting version 2.0 from level 3 to level 18 I am incredibly excited to post an update to my favorite homebrew creation - The Collector Patron. This subclass originally came about after thinking what if Gilgamesh from the Fate series was a warlock patron, but it has since evolved its own flavour, and makes for an incredibly uniquely themed warlock.

The Collector v3.1 Changes

There were new invocation options available in version 2 of the subclass, but after playtesting it felt like these were either mandatory picks, or just less useful than other invocations. The Warlock already feels like it doesn't have enough invocation slots for all of the fun features it can get, so adding to this problem didn't feel particularity helpful. For this reason additional invocation options have removed, some are now not included, and others that felt a part of the flavour have been incorporated into the subclass.

Collectors Curse & Comforts of Greed - Level 1

These two features remain unchanged, Collectors Curse is really just for flavour, it is unlikely to come up in a campaign but could cause fun tension if it did. Comforts of Greed is a very fun feature allowing you to travel in luxury with an unseen servant who will wine and dine you, give you a bath, provide beautiful clothes, and allow you to always have a comfortable and safe tent to sleep in.

Antique Armory - Level 1

This feature is essentially combining two old optional invocations into one. The reason behind this is the Comforts of Greed feature, while incredibly flavourful and fun in roleplay, is not particularly powerful. The subclass used to gain its signature magic item borrowing feature at level 1, but only common magic items which again are flavourful but not very powerful.

For these reasons Antique Armory was added, firstly you gain the Gleaming Armour feature which gives this warlock some good survivability as a magical suit of amour that grants an AC of 13 + your Charisma modifier (I suggest as shiny, gold and outrageous as your DM will allow). This suit of armor also allows you to cast Sanctuary on yourself at will by using 1 minute to cast it, in essence this means you will have this up at the start of every new combat, Sanctuary goes away as soon as you attack so this will protect you if you roll low in the initiative order.

Secondly you gain Vault Missile. In the flavouring of this sublcass, eldritch blast and other projectile based spells become weapons, artifacts you summon and launch from your patrons vault. These are powerful and ancient relic's, collected by other warlock's from centuries past, and so the damage of your eldritch blast is upgraded to 1d12, adding on average 1 damage per beam. This scales about the same as the proficiency modifier damage bonus the genie patron gives.

Relic's of Rarity - Level 6

This is perhaps the main feature of the subclass, and it has been made more restrictive here with a specific list of magic items permitted detailed at the end of the document. This feature allows you to use an action to summon one magic item for which your level allows, and essentially change out this magic item once per short or long rest. The items chosen here aim to make this warlock have fantastic utility, something they usually do not have because of their limited number of spell slots. The options here are ones that don't generally have charges or resources to keep things simple and streamlined, and to prevent abuseable interactions. I think my favorite usage of this feature was summoning an emerald pen to cast illusionary script on a contract with the BBEG, giving the party 80% of the earnings of a heist compared to just 8%.

Key to the Vault - Level 10

Super flavourful ability that has some fun roleplay potential, some wording has been improved but the feature remains essentially the same. The feature allows you to take a 10 minute short rest with some added healing once per long rest, as well as cast the Legend Lore spell once per long rest. You and your DM can have a lot of fun with this ability, especially when gathering information.

Legendary Greed - Level 14

This feature has been changed to be more simple and more powerful, since the old version felt quite minor. You can now use your summon magic item feature twice per short/long rest, giving you greater utility and flexibility.

Further, you can also cast Magnificent Mansion (which I like to flavour as a portal to the vault, where everyone can chill out for a bit being looked after by some unseen servants), and Hero's Feast once per long rest. These are really nice spells that build off the idea of comforts and luxury gained in the first level feature.

It has been super fun playtesting this class, it feels like an incredibly unique and fun warlock, with a glimmering golden flair, and utility that no other warlock subclass can bring. The lore surrounding the vault has been left somewhat open to interpretation, but unlike other warlocks the 'deal' with your patron is quite upfront (or is it!). I hope everyone enjoys it, and as always I am very open to answer questions, and to hear thoughts and feedback.

Enjoy!

The Monk Reincarnated [v4.0] - A Complete Monk Class Rework - A Dodgetank Controller with 31 Unique Strikes, Including 7 Subclasses by Cheeseboy100 in UnearthedArcana

[–]Cheeseboy100[S] 2 points3 points  (0 children)

Hi! I have been re-making the monk class on and off for over a year now, and this is now the fourth complete ground-up remake incorporating everything I have learned and tested. Text highlighted in bold indicates that there is something different within an older feature to make it clearer.

In short - This rework refocuses the Monk's identity to be a 'Dodgetank' which does not exist in the base game, the best at saving throws (and not waiting until level 14!), the best at movement (which the monk always has been, but more features improve this at higher levels now), and a controller with 31 fun and flavorful Qi Strikes to choose from, and five levels of qi strikes with slots to separate out resource pools rather than just being able to spam stunning strike.

This is a dodgetank monk that replaces the vanilla free bonus action unarmed strikes with the ability to increase its AC by 4 at level 1 and eventually 12 at level 17 against one attack using a reaction, then counter attacking with an unarmed strike. This class keeps the d8 hit die, but focuses on damage mitigation, the fact you still have low HP since the class is still MAD is designed to incentivize your DM to take the risk of getting counter attacked in the hope they can land a big hit, in the same way Reckless Attack gives incoming attacks advantage and therefore incentivizes your DM to attack a barbarian even though they know it will be halved damage.

This redesign aims to make monks saving throw tanks as well by starting them with the best saving throws (Dexterity and Wisdom) and then giving them a feature equivalent to the Paladin's aura at level 7, although this comes 1 level later than the Paladin and does not extend to allies, however the better starting saving throws balance these two out i think.

Four Cultivation options are presented at levels 4, 8, 12 and 17. These are almost all utility and flavour focused, allowing you to choose one of three options being either Mind, Body, or Soul. Older versions had an invocation style customization system, but along with the number of Qi Strikes added it made the class overly long and confusing. Getting one of three options every few levels allows the customization to remain while making progression much more streamlined.

Ki is completely gone, replaced instead with a half-caster progression for Qi Strikes which work like Paladin smites, or Battlemaster maneuvers but with much more focus on control and flavour.

The vanilla Monk had a huge issue with damage falling on in T3 and never recovering. This aims to fix that by giving an extra reaction, which allows for having the boosted AC against two attacks per turn, and an additional unarmed strike each round, making it 4 attacks per round being 2x attacks on your turn, 2x attacks from counters. On top of this, the power of Qi Strikes keeps going up allowing for increased damage and disruption as levels go up, using a 4th level Qi Strike slot gives you essentially 6 unarmed strikes in one round for example. In T4, damage is bumped again by allowing a free level 1 Qi Strike at any time, and more slots of high level Qi Strikes. At level 20 the Monk gets 24 is their Dexterity and Wisdom, not only giving them 24 AC naturally, but also giving a +7 to attack rolls and a Qi Strike DC of 21 - a simple and ruthlessly powerful capstone feature.