If your going that route, I would allow it with their standard attack, but not their extra attacks from flurry or just the bonus action unarmed strike.I allow it - it's in the spirit of the spell, and in the spirit of monk design where their body is their weapon, especially at that level.
...broke 12th level characters? Forgive me, I think I need to go lay down and let my brain reboot.Yeah, but sadly we have no money. The DM is running Avernus like a survival game. We managed to, only now, scrounge enough money to get the material components for a few 'must have' spells: scry, Raise Dead, Greater Restoration.
My DM is allowing me to have the 'small bowl(worth 1kgp) filled with holy water' for scry, double as the material component for heroes feast. But then I don't have the materials for scry anymore.
I’m curious about summon celestial. Seems cool but they only have 40hp.Insect Plague and Summon Celestial can be helpful in the right situations. Insect Plague has a 300 foot range and makes a 20 foot radius difficult terrain. I like to use it as an opener to soften up the enemies or force creatures to leave an area. Summon Celestial gives you range or a second front liner at your discretion. It's mobile, adds damage, and puts another body on the board.
I use Aid every day as a 4th level spell. It’s a great buff especially for my cleric who needs to tank.I would also throw AID into the mix. AID is often underlooked because at 2nd level, its 5 hp....big whoop.
But try it as a 5th level spell, +20 hp for 3 players, it lasts pretty much all day, and NO CONCENTRATION. Its actually a very solid buff spell at higher levels.
We have the ‘basics’: I have full plate and a magic sword, the wizard has a fancy staff etc… we have ‘gear’. But that’s it. No money. I had 300gp for the longest time and nothing to buy spell components....broke 12th level characters? Forgive me, I think I need to go lay down and let my brain reboot.
I used commune once and it was almost hijacked by a devil and I almost got the wrong info. Now I’m not confident to use it.Divination and commune grant information and clues. I've always had some kind of divinatory magic at hand when I've played a high level cleric. Just being able to augury "is the wizard's teleport going to succeed"? has been a literal lifesaver. Although in this edition it has been heavily nerfed.