Be water, my friend.” – Bruce Lee. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. Far TravelerSCAG: A versatile choice, good for most classes. A Monk cannot last through too many encounters without given the opportunity to rest. Spells are unaffected. Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth. Monks have the ability to make the most attacks of any class at low levels and gain even more combat abilities as they advance. Magic Initiate: You don’t want to waste your action on a spell when you would forfeit your many attacks. Mountain Dwarf: Nothing additional for Monks. While magical in nature, the masters of ki are not spellcasters. There is always something that you can do even if you cannot attack an enemy or cast a spell. Monks are a support class and primary combatant rolled into one. Monks carry few possessions, and given their natural abilities, they need few tools to accomplish their goals. Darkness: Stealth becomes your forte. Starting at 13th level, you learn to touch the ki of other minds so that you understand all spoken languages. Open Hand Technique: Extra options for using our Ki in addition to your Flurry of Blows ability. A Monastic Tradition that allows you to effectively tank enemies, the Way of the Long Death sees you become a death-worshipping bodhisattva. River of Hungry Flame: Wall of Fire is a great battlefield control spell for when you want to separate enemies and give them a hard choice for if they want to cross your barrier. Fangs of the Fire Snake: Allows you to attack at reach, and tack on additional elemental damage, circumventing damage resistance for enemies who would otherwise stonewall your nonmagical fists before you gain access to your magic attacks. In this guide, we will be examining the 5e Monk’s Class Features and how you can optimize your Monk through choosing your Race, Ability Score, Spells, and Feats. You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. Deep (Svirfneblin)EEPC/SCAG: Poor choice for Monk. As normal, you can't increase an ability score above 20 using this feature. Tough: Monks need bonus hit points, since they’re on d8 hit die. Mage Slayer: A few options that make it easier for you to put the squeeze on enemy spellcasters. Your unarmored defense has you covered. View wiki source for this page without editing. All features and abilities are from the core rulebook set (Player’s Handbook, Monster Manual, and Dungeon Master’s Guide) unless otherwise attributed. Monk weapons are shortswords and simple melee weapons that don't have the heavy or two-handed property. Something does not work as expected? The other was a warforged Kensei monk modelled after 2B from Nier: Automata. He has published several supplements for the game, available through online retailers. Ki: The Monk’s Ki reserve scales with level and is used to fuel a variety of useful abilities. Click here to edit contents of this page. Hill Dwarf: The Wisdom boost and bit of additional Hit Points. Charger: You’re already fast and want to make many attacks not one big one. Magic Kensei Weapons: Normally you rely on your fists to do the talking. Lightfoot: Charisma isn’t important for Monks. If you put water into a cup, it becomes the cup. A caster with a cantrip can slide through your defenses. Pick off weak enemies with support from your allies and stay in the fight. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat. However, as a primary weapons-based combatant who likely isn’t wearing armor, you should spend your money on a magic weapon. Being able to hit for magic damage with your kensei weapons allows you to overcome both non-magical damage resistance, and also damage type resistance. During that time, you also have resistance to all damage but force damage. They get in, they trash the place, and they get out. Monks’ abilities are based on their use of Ki. Criminal: Another great choice for the Rogue-analog Monk looking to pick up some sneaky skills. It’s a flashy combat style that is the polar opposite of the Way of Shadow and Way of the Open Hand. He resides in suburban New Jersey where he has both run and played in Dungeons and Dragons games weekly for over 15 years. Monks are not proficient with any armor and are only proficient with a very limited pool of weapons. Monk ... You can spend 1 ki point to take the Dodge action as a bonus action on your turn. Elemental Attunement: You get it for free, and it’s mostly for show. Silence: Your best option. Armor: None Weapons: Simple weapons, shortswords Tools: Choose one type of artisan's tools or one musical instrument Made him a nightmare to hit, so kind of, would be my answer, but not in the traditional meaning When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level. Uthgardt Tribe MemberSCAG: Not great for Monk. They are powerful combatants that utilize their bodies as their tool and weapon in most situations. Extra Attack: You can attack four times per round when you use flurry of blows as your bonus action. Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon on the Weapons page. These points are a limited pool and are recovered after a rest. The small Dexterity increase helps, and Surprise Attack gives you a nice damage boost if you have Stealth or other monk-abilities that increase your sneakiness. Through every living body flows magical energy commonly referred to as “ki.” A monk studies this energy, eventually harnessing its power. A typical combat encounter is a clash between two sides, a flurry of weapon swings, feints, parries, footwork, and spellcasting. Dodge: +1 AC. I think so, under specific circunstances. Starting at 5th level, you can interfere with the flow of ki in an opponent's body. Few Proficiencies. Entertainer: Not the best option, but the Acrobatics and tools could come in handy. DMG Dungeon Master’s Guide A round represents about 6 seconds in the game world. Now, water can flow or it can crash. Monks are united in their ability to magically harness the energy that flows in their bodies. InheritorSCAG: Not great for Monk, unless your Kensei weapon is your heirloom. Clench of the North: Paralysis allows your allies to beat an enemy down more easily. Intoxicated Frenzy: This combines with Drunken Technique to net you a total of five attacks during your bonus action, ten feet of additional movement, and the benefits of disengage while you do it. In addition, you no longer need food or water. Sentinel: A great feat for Monks. SmugglerGoS: Good for a sneaky Monk, but Criminal and Urchin are probably better. Your unarmed attacks will steadily increase in damage die but start at 1d4. As a monk, you gain the following class features. You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons. Monk: Way of the Open Hand. The saving throw DC is calculated as follows: Ki save DC = 8 + your proficiency bonus + your Wisdom modifier. Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level. GoliathVGtM/EEPC: Entirely Strength-based. However, on a monk it increases their Ki points (which is nothing to sneeze at) and works in conjuntion with Patient Defense. I've started him as a SB as I wanted to try Rogue out and SB was the less complex option. Also at 4th level, as an action, you can spend 2 ki points and roll a Martial Arts die. Step of the Wind 5E:- With this, your bonus action is the Dash or Disengage action, for which you need to spend one ki point. Monks don’t get a whole lot of magic. Skilled: Monks don’t do skills well, but if you feel like you’re lacking this is your best bet. Hit Points. Additionally, you can spend 8 ki points to cast the Astral Projection spell, without needing material components. Cleric: You won’t benefit from the weapon and armor proficiencies, and low-level spells pale in comparison to your Monk attacks. View and manage file attachments for this page. They seek physical perfection through rigorous study and discipline. This is especially important given your role as a secondary front-liner. And who doesn't like misty stepping past a line of fighters to stun the mage and then go into bullet-time to dodge the inevitable counter-attack. Simic HybridGGTR: An excellent all-around pick. It grants a handful of flexible proficiencies, and a ton of flavorful abilities that will allow you to fight like a Monk or a Fighter. Flames of the Phoenix: Good long-range damage on a classic spell. As a monk, you gain the following class features. At 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. (Fighter 11/Monk 6/Warlock 3 comes to mind: Darkness + Devil’s Sight + 3 Attacks + Shadow Teleportation) Rogue 3+ – Really this is if you want to play a Rogue that’s fast, can stun with their hands and can teleport in shadows. Ki Edit. Laser monk! Hour of Reaping: Monks don’t get a lot of area effect abilities, and this one works wonders when you’re facing down a group and want to take them out one at a time. Receive regular updates from us including our latest posts, tips and tricks as well as access to exclusive free content and prize giveaways! Gong of the Summit: You don’t want to destroy enemy gear, you want to loot the body. AquaticSACG: Only worthwhile in an aquatic campaign. When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. Check out how this page has evolved in the past. “The ability bonuses granted by the Elf race are strong, and proficiency in perception aids in combat awareness.”. Common coins come in several different denominations based on the relative worth of the metal from which they are made. MM Monster Manual This video explains and demonstrates how the monk's evasion works in the game of Dungeons & Dragons 5e. Dual Wielder: You basically get this for free when attacking with your martial arts. Unarmored Movement: Monks don’t have a lot of options for ranged combat, so the extra movement is important for ensuring you always have targets available. eval(ez_write_tag([[250,250],'gameoutonline_com-medrectangle-4','ezslot_5',125,'0','0']));Strength: Monks have abilities that remove the need for a high strength stat at all. Savage Attacker: This feat isn’t good if you consider the math behind it. Martial Arts: This is why you play a Monk. Sharpshooter: Not useful for Monks, except possibly a Kensei using a Longbow. Can you say Crowd Control? Kensei Weapons: At 3rd level, you will gain proficiency with two weapons. Water: Wisdom increase and Fire resistance. This monastic tradition gives you serious fire power (pun intended) at range, and a few spell-like abilities that grant area of effect options great for crowd control. Lucky: A great feat for Monks especially, given your high number of attacks. Deflect Missiles. Mounted Combat: Redundant with monk mobility options. Da curse of da Monk (5e Optimized Character Build) Kung Fu Fury: Barbarian/Monk Multiclass (5e Optimized Character Build) Monastic Traditions for non-Monks (5e … You might have heard of this one as the method for playing Ryu in 5e, and it is. The 8-hour duration means you can have it going all day. Cloistered ScholarSCAG: Not great for Monk. Hermit: Medicine and Herbalism are in your wheelhouse if you are focusing on topping out your Wisdom. Gaining Deception isn’t the most important skill for you, but adding Sleight of Hand to your already available Stealth proficiency turns you into the B&E Rogue your party might be sorely missing. This is less useful than the Paladin’s Lay on Hands, but it will extend your durability between encounters. Monk Hit Points. You can combo it with some of the Four Elements skills, but it’s not enough to make it worth it. I was curious if I should as Open Palm or as Way of the Four Elements (revised) to help the group out the most. The Sun Soul lets you go full Dragon Ball Z, charging up and firing blasts of energy at your opponents. This subclass reborn makes a monk the undisputed master of air, earth, fire and water. Monk Class Features Edit Devotions- Optional Character details Edit. LoxodonGGTR: Constitution and Wisdom ability score increases are a good combination. They did a good job. Also at 3rd level, if you spend 1 ki point or more as part of your action on your turn, you can make one attack with an unarmed strike or a monk weapon as a bonus action before the end of the turn. Eternal Mountain Defense: Resistance to damage with a long duration, and you eschew the material component making it more economic to cast. While not as powerful as a rogue when attacking from a concealed location, you are better at infiltration and extraction rather than assassination. Starting at 2nd level, your access to the mystic energy Ki is represented by a number of ki points. Follow this guide to discover how to best optimize the skills, weapons, features, and abilities for a D&D 5e Monk class character build. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You must have a Dexterity score and a Wisdom score of 13 or higher in order to multiclass in or out of this class. Waterdhavian NobleSCAG: Not great for Monk. You put water into a bottle and it becomes the bottle. The Drunken Master is a chaotic, whirling force of fists and fury. Elf: The ability bonuses granted by the Elf race are strong, and proficiency in perception aids in combat awareness. Fist of the Four Thunders: An AoE that scales well with level and gets you out of close combat if it succeeds. Acolyte: Thematically appropriate, but functionally less than helpful. They start out weaker than every other class, but slowly grow into a consistent and reliable source of damage coupled with tons of support abilities and skills to help the party in a pinch. As a monk, you gain the following class features. 5th Edition. It’s not actually all that strong, but it sure is awesome and the range does make some combats easier to navigate. Battlefield control is perfect for a melee monster. It’s a save for half ability, so it’s guaranteed damage. Also, this is an attack, so you get an additional shot at 5th level when you pick up Extra Attack. Granted I had to sacrifice str, int, and charisma which are -1 -1 and -2 respectively. Stealth for yourself, and a way to shut down enemy casters while you pummel them into the dirt. Hit Dice: 1d8 per monk level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per monk level after 1st. Having high AC and other protection abilities is crucial. This bonus increases when you reach certain monk levels, as shown in the Monk table. Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. When you take the Dodge action, you focus entirely on avoiding attacks. Access to the Elven Accuracy feat from Xanathar’s Guide to Everything goes a long way with your considerable number of attacks. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat. Your Ki points are better served granting you more attacks. One was a sprite Sun Soul that got to level 20, great for strafing runs. Constitution: Constitution is important since you only have 1d8 hit dice. In 5E D&D a Way of the Four Elements monk harnesses the power of primal forces. They unite mind, body, and soul to attaint heir most perfect self. The game organizes the chaos of combat into a cycle of rounds and turns. As levels increase, you have a choice to make. Also, it does not carry the minimum Dex requirement that defensive duelist does. Whether channeled as a striking display of combat prowess or a subtler focus of defensive ability and speed, this energy infuses all that a monk does. You basically get to do all your monk attacks at range as your punches turn into beams of searing light. Artificial Intelligence: DM of the Future? At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. To be considered an attack, the effect must have an attack roll (debatable exception, Magic Missile). The guide that follows uses a color-coding system to rank the abilities granted. ; Way of the Four Elements: Turn your Ki into powerful elemental spells and abilities. Good times. You gain more martial arts abilities than any other subclass and will be able to beat up anyone who is foolish enough to challenge you in single combat. Taking a whip as a proficient weapon allows you to gain a reach attach, grapple/control options, and a better base damage as your martial arts die damage increases. Unless otherwise stated, the content of this page is licensed under. You put it in a teapot, it becomes the teapot. Watch headings for an "edit" link when available. Shadow Arts: The ability to use your Ki to cast spells is difficult to justify at low levels, when you only get one per short rest, but as you level up you’ll be able to drop a bunch of spells and still fuel your Flurry of Blows. How does one Monk? The Ultimate Guide to the Monk 5E Class In D&D What's the best build for a monk in 5e? 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