Unarmed Strike Improvements (v 1.6)

by Grandvon

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Improved Unarmed Fighting

Identify the Issue

It is a known issue that using unarmed fighting as a core play style is heavily disadvantageous. With no items to boost unarmed attack or damage rolls similar to that of magical weapons, and unarmed strikes not being considered weapons to benefit from spells like Magic Weapon, Elemental Weapon, or any other spell that effects weapons, there is a stark lack of love for using the tools and weapons you were inherently born with. With the introduciton of the 'Unarmed Fighting' fighting style, they tried to patch this issue, but I think while it does a great job fixing some things like damage output, it doesn't quite resolve other issues that I personally have. Therefor I have taken a stab at trying to fix these issues in the way I think works at my table while maintaining a degree a balance I'm sure many DMs/GMs will be happy with.

Key Changes

While all creatures are proficient with their unarmed strikes (via PHB; Pg 195), there are a select few who deal higher amounts of damage or possess damage die with their unarmed strikes in place of the normal 1 + Strength modifier bludgeoning damage. The change I advise making is already done for races such as Aarakocra, Centaur, and Lizardfolk. When a creature possesses a damage die for their unarmed strikes via a feature (racial or otherwise), consider the unarmed strike a natural melee weapon. This weapon does not possess a monetary value, lacks any weapon properties, and deals bludgeoning unless the feature that grants the damage die states otherwise. This benefit does not apply if the feature, spell, or effect provides a temporary alteration to your unarmed strike that would grant you a damage die and does not explicitly call the unarmed strike a natural weapon.

Below are examples of these changes on crucial features and class abilities. Said features and class abilities may come with other alterations that more fluidly assist in the transition of these changes.

Martial Arts

Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property.

You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield.

  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons. Your unarmed strikes and monk weapons gain the finesse property.
  • You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. Additionally your unarmed strikes are considered natural melee weapons. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. At 6th level your unarmed strikes are considered simple weapons with the finesse property for any feature that would require a simple or martial weapon.
  • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.
Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama).

'Unarmed Fighting' Fighting Style

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. Additionally your unarmed strikes are considered natural melee weapons. If you aren't wielding any weapons , other than natural weapons, or a shield when you make the attack roll, the d6 becomes a d8.

At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Tavern Brawler

accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:

  • Increase your Strength or Constitution by 1, to a maximum of 20.
  • You are proficient with improvised weapons.
  • Your unarmed strike uses a d4 for damage.
  • Your unarmed strikes are considered natural melee weapons.
  • When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.

The Gist

You all understand now the general ideal behind these changes in terms of mechanics. This does not alter much in the important balancing ways. The risk of the unarmed strikes needing to be made in close proximity still exists. The change is not given to every class, thus it requires dedication such as taking feats, fighting styles, races, or class levels to receive the benefit allowing classes like the Monk to remain superior for the use of unarmed strikes.

PART II

Items

Why Items?

I'm not the type to half the work and leave the rest for others to do especially when I have a vision planned with changes I want to make to 5e. I want to give you all the information and tools for a quick plug in to your campaigns. That includes items that work with this new change. This section will more than likely see more update than the first so please be on the look out for new items! The way that item system works is that there are Base items, Enhancements, and Endings. They are defined below:

  • Base. These are the first layers and the required material for to have Enhancements or Endings worn.
  • Enhancements These add properties to your unarmed strikes and you can possess any number of enhancements on a base as you would like.
  • Endings These are the ends that exist determining the damage type of your unarmed strikes. By default your unarmed strikes are bludgeoning damage if you possess no endings.

Fighting Claws (Endings)

Wondrous item, common, 2 gp

Then metallic claw like extensions can be placed on your hands and/or feet to augment the damage type you deal when utilizing your unarmed strikes. Unarmed strikes using an apendage equipped with this item deal slashing damage in place of bludgeoning.

Fighting Blades (Endings)

Wondrous item, common, 2 gp

This blade, usually strapped to the bottom of ones shoe or top of one's hand can be used to augment the damage type you deal when utilizing your unarmed strikes. Unarmed strikes using an apendage equipped with this item deal piercing damage in place of bludgeoning.

Weighted Extensions (Enhancements)

Wondrous item, common, 3 gp

These are one of the custom items that are not weapons, but instead items that enhance your unarmed strike. These can be added as additions to the armor you wear for the listed price. While wearing the extensions, your unarmed strikes gain the 'Heavy' property. This item can be used in combination with items like fighting claws and fighting blades that alter the damage type of your unarmed strikes or martial extensions that provide the reach property.

Reach Extensions (Enhancements)

Wondrous item, rare, 30 gp

These are one of the custom items that are not weapons, but instead items that enhance your unarmed strike. These, typically mechanical, pieces of equipment either are oversized or provide some type of reaching impliment that allow you to strike further than you typically would be able to. While equipped your unarmed strikes gain the reach property. This item can be used in combination with items like fighting claws and fighting blades that alter the damage type of your unarmed strikes or weighted implements that provide the heavy property.

Light Extensions (Enhancements)

Wondrous item, rare, 30 gp

These are one of the custom items that are not weapons, but instead items that enhance your unarmed strike. These, typically mechanical, pieces of equipment either are oversized or provide some type of reaching impliment that allow you to strike further than you typically would be able to. While equipped your unarmed strikes gain the light property. This item can be used in combination with items like fighting claws and fighting blades that alter the damage type of your unarmed strikes but not weighted implements that provide the heavy property.

Handwraps (Base)

Wondrous item, common, 5 cp

These cloth wrappings combined with padding allow individuals to protect their hands and arms when utilizing them for battle. They additionally act as the necessary foundation for any augments added to assist unarmed strikes.

Elegant Handwraps (Base)

Wondrous item, common, 5 sp

These satin wrappings combined with exquisite padding and enchantments for comfort, allow individuals to protect their hands and arms when utilizing them for battle. They additionally act as the necessary foundation for any augments added to assist unarmed strikes.

If your unarmed strikes are considered natural weapons, they become melee natural weapons worth 1 sp

+1 Handwraps (Base)

Wondrous item, uncommon

These cloth wrappings combined with padding allow individuals to protect their hands and arms when utilizing them for battle. They additionally act as the necessary foundation for any augments added to assist unarmed strikes.

While wearing these magical wraps you have a +1 bonus to attack and damage rolls (which does not stack with other magical bonuses to attack and damage rolls) made with your unarmed strikes.

+2 Handwraps (Base)

Wondrous item, rare

These cloth wrappings combined with padding allow individuals to protect their hands and arms when utilizing them for battle. They additionally act as the necessary foundation for any augments added to assist unarmed strikes.

While wearing these magical wraps you have a +2 bonus to attack and damage rolls (which does not stack with other magical bonuses to attack and damage rolls) made with your unarmed strikes.

+3 Handwraps (Base)

Wondrous item, very rare

These cloth wrappings combined with padding allow individuals to protect their hands and arms when utilizing them for battle. They additionally act as the necessary foundation for any augments added to assist unarmed strikes.

While wearing these magical wraps you have a +3 bonus to attack and damage rolls (which does not stack with other magical bonuses to attack and damage rolls) made with your unarmed strikes.

Silver Lacing (Enhancements)

Wondrous item, common, 100 gp

These are one of the custom items that are not weapons, but instead items that enhance your unarmed strike. They are typically interlaced around the contact points you use for your unarmed strikes. They can be silver caps for claws, or even silver blades. While possessing this silver lacing your unarmed strikes gain the silvered property for overcoming resistances and immunities.

Beads of Delayed Force (Enhancements)

Wondrous item, rare (requires attunement by a creature with natural weapons)

These magical beads store energy that increase the force of your unarmed strikes after the initial impact. While they are attuned and equipped, your unarmed strikes go up a die size from what they currently are (to a maximum of a d12).

Ring of Vicious Striking (Enhancements)

Wondrous item, rare

When you roll a 20 on your attack roll with unarmed strikes, the target takes an extra 7 damage of your unarmed strikes damage type.

Slumbering Dragon's Wrath Wraps (Base)

Wondrous item, uncommon (requires attunement by a creature with natural weapons)

These wraps are decorated with dragon heads, claws, wings, scales, or Draconic letters. When it steeps in a dragon's hoard, it absorbs the energy of the dragon's breath weapon and deals damage of that type with its special properties.

Whenever you roll a 20 on your attack roll with your unarmed strikes, each creature of your choice within 5 feet of the target takes 5 damage of the type dealt by the dragon's breath weapon.

*In all places it refers to the dragon's breath weapon, it is referring to the breath weapon of the dragon who's hoard the item comes from.

Stirring Dragon's Wrath Wraps (Base)

Wondrous item, rare (requires attunement by a creature with natural weapons)

These wraps are decorated with dragon heads, claws, wings, scales, or Draconic letters. When it steeps in a dragon's hoard, it absorbs the energy of the dragon's breath weapon and deals damage of that type with its special properties.

Whenever you roll a 20 on your attack roll with your unarmed strikes, each creature of your choice within 5 feet of the target takes 5 damage of the type dealt by the dragon's breath weapon.

You gain a +1 bonus to attack and damage rolls (which does not stack with other magical bonuses to attack and damage rolls) made your unarmed strikes. On a hit, your unarmed strike deals an extra 1d6 damage of the type dealt by the dragon's breath weapon.

*In all places it refers to the dragon's breath weapon, it is referring to the breath weapon of the dragon who's hoard the item comes from.

Wakened Dragon's Wrath Wraps (Base)

Wondrous item, very rare (requires attunement by a creature with natural weapons)

These wraps are decorated with dragon heads, claws, wings, scales, or Draconic letters. When it steeps in a dragon's hoard, it absorbs the energy of the dragon's breath weapon and deals damage of that type with its special properties.

Whenever you roll a 20 on your attack roll with your unarmed strikes, each creature of your choice within 5 feet of the target takes 5 damage of the type dealt by the dragon's breath weapon.

You gain a +2 bonus to attack and damage rolls (which does not stack with other magical bonuses to attack and damage rolls) made your unarmed strikes. On a hit, your unarmed strike deals an extra 2d6 damage of the type dealt by the dragon's breath weapon.

As an action, you can unleash a 30-foot cone of destructive energy from hands. Each creature in that area must make a DC 16 Dexterity saving throw, taking 8d6 damage of the type dealt by the dragon's breath weapon on a failed save, or half as much damage on a successful one. Once this action is used, it can't be used again until the next dawn.

*In all places it refers to the dragon's breath weapon, it is referring to the breath weapon of the dragon who's hoard the item comes from.

Ascendant Dragon's Wrath Wraps (Base)

Wondrous item, legendary (requires attunement by a creature with natural weapons)

These wraps are decorated with dragon heads, claws, wings, scales, or Draconic letters. When it steeps in a dragon's hoard, it absorbs the energy of the dragon's breath weapon and deals damage of that type with its special properties.

Whenever you roll a 20 on your attack roll with your unarmed strikes, each creature of your choice within 5 feet of the target takes 5 damage of the type dealt by the dragon's breath weapon.

You gain a +3 bonus to attack and damage rolls (which does not stack with other magical bonuses to attack and damage rolls) made your unarmed strikes. On a hit, your unarmed strike deals an extra 3d6 damage of the type dealt by the dragon's breath weapon.

As an action, you can unleash a 60-foot cone of destructive energy from hands. Each creature in that area must make a DC 18 Dexterity saving throw, taking 12d6 damage of the type dealt by the dragon's breath weapon on a failed save, or half as much damage on a successful one. Once this action is used, it can't be used again until the next dawn.

*In all places it refers to the dragon's breath weapon, it is referring to the breath weapon of the dragon who's hoard the item comes from.

Hellfire Medallion (Enhancements)

Wondrous item, uncommon

This medallion is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.

Any humanoid killed by an attack made with your unarmed strikes has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil.

Bracelet of Certain Death (Enhancements)

Wondrous item, rare

When you damage a creature with an attack using your unarmed strikes, the target can't regain hit points until the start of your next turn.

Bracelet of Warning (Enhancements)

Wondrous item, uncommon (requires attunement by a creature with natural weapons)

This bracelet warns you of danger. While the bracelet is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The bracelet magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.

+1 Dragonhide Belt (Base)

Wondrous item, uncommon (requires attunement by a monk)

This finely detailed belt is made of dragonhide. While wearing it, you gain a +1 bonus to unarmed strike attack and damage rolls (which does not stack with other magical bonuses to attack and damage rolls) as well as the saving throw DCs of your ki features. In addition, you can use an action to regain ki points equal to a roll of your Martial Arts die. You can't use this action again until the next dawn.

+2 Dragonhide Belt (Base)

Wondrous item, rare (requires attunement by a monk)

This finely detailed belt is made of dragonhide. While wearing it, you gain a +2 bonus to unarmed strike attack and damage rolls (which does not stack with other magical bonuses to attack and damage rolls) as well as the saving throw DCs of your ki features. In addition, you can use an action to regain ki points equal to a roll of your Martial Arts die. You can't use this action again until the next dawn.

+3 Dragonhide Belt (Base)

Wondrous item, very rare (requires attunement by a monk)

This finely detailed belt is made of dragonhide. While wearing it, you gain a +3 bonus to unarmed strike attack and damage rolls (which does not stack with other magical bonuses to attack and damage rolls) as well as the saving throw DCs of your ki features. In addition, you can use an action to regain ki points equal to a roll of your Martial Arts die. You can't use this action again until the next dawn.

Crystal Fighting Blades/Claws (Ending)

Wondrous item, rare (requires attunement by a creature with natural weapons)

This magic ending is fashioned from a horn or spine from a crystal dragon. When you hit with an attack roll using your unarmed attack, the target takes an extra 1d8 radiant damage.

The ending has 3 charges and regains 1d3 expended charges daily at dawn. When you hit a creature with an attack roll using your unarmed attack, you can expend 1 charge to regain a number of hit points equal to the extra radiant damage the ending dealt.

While you're ending is equipped, you can use a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet, to cause it to shed dim light in a 10-foot radius, or to douse the light.

Defender Fighting Blades/Claws (Ending)

Wondrous item, legendary (requires attunement by a creature with natural weapons)

You gain a +3 bonus to attack and damage rolls made with this magic ending. (which does not stack with other magical bonuses to attack and damage rolls)

The first time you attack with the ending equipped on each of your turns, you can transfer some or all of the ending's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must have the ending equipped to gain a bonus to AC from it.

 

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