Unless an enemy is likely to be killed by it, I don’t recommend spending the Ki to return fire. Being able to parkour in later levels is pretty cool though.ĭeflect Missiles 3 – A little niche, but a very nice defense against missile-based ranged attacks. Unarmored Movement 3 – I’ve rated this average because how good it is really depends on your DM: if you play on maps with plenty of space, then you can leverage this nicely if combat usually starts and stays in 30ft, then this is much more lackluster. It likely won’t be used much, but a solid ability. Step of the Wind 3 – Your Get Out of Dodge card as well as the finishing touch to your Flash costume. ![]() Patient Defense 4 – This isn’t commonly used, in my experience, but when things are looking rough or your Monk wants to tank, it’s a fantastic and cheap ability– disadvantage is a powerful defense. You need to be aware of managing your Ki if your party is unable to short rest the recommended amount (1-2 per long rest, depending on the number of encounters).įlurry of Blows 5 – A cheap way to get an additional attack, which will often have other abilities triggered by taking this bonus action. Ki 4 – It fuels most of what you do the pool feels a little small in the early levels but that resolves itself around 5th level. The unarmed strike damage is better than standard 1 point and will scale decently as you level. ![]() This allows you to use Dex instead of Str for your unarmed attacks and Monk weapons Dex is arguably the most powerful stat in 5E, so this is a huge boon. Even with point buy, you can start with an AC of 16, and topping out at 20 is respectable, though not exactly impressive. The Wis you need is tied to some abilities and always a good score to bump regardless. Unarmored Defense 4 – This is pretty good overall, though you can’t use a shield and it’s MAD. ![]() Skills 3 – Nothing special here with only two choices, Stealth and Athletics are standouts. Str is actually a good weaker save to have, due to all of the prone/pull/push effects monsters can have. Saving Throws 4 – Dex is an extremely common saving throw and is usually painful to fail. Tools 3 – Getting a tool choice at all is nice for roleplaying grabbing Herbalism Kit can allow you to make Healing Potions cheaply. Weapons 3 – In practice, all the proficiencies a Monk needs, but if you use TCoE optional rules, you will probably want to pick up additional weapons from elsewhere, like your race. Monk 5E Proficiencies GuideĪrmor 3 – You don’t get any proficiencies, but wearing armor locks you out of abilities anyway. Hit Dice 3 – A d8 is pretty middle of the road, but on a martial it feels a little low. The rating scheme is:Ģ – Below average, this can apply to powerful but very niche abilitiesģ – Average to Good, you won’t go wrong with itĥ – Amazing, a must-have if there is such a thingīe sure to check our other DnD 5E class guides: Artificer 5E guide, Barbarian 5E guide, Fighter 5E guide, Paladin 5E guide, Ranger 5E guide, Rogue 5E guide, Sorcerer 5E guide, and Warlock 5E guide. This can aid you to weigh any choices you might be considering at a glance, helping you know what to expect and make changes accordingly if desired. That said, I will still evaluate everything. This Monk DnD 5E guide will evaluate each option for the Monk on a scale of 1-5– this is a rating of the abilities’ potency and overall usefulness, primarily focusing on combat. Whilst reading through this guide, you may find our articles on DnD terms and list of DnD books (and their common abbreviations) helpful. So, you’re interested in playing a Monk but you’re not really sure how to go about it, what tradition to choose, or perhaps you’re struggling to even pick out a race! Don’t worry, you’re in the right place in this guide, I’ll take you through the Monk class and all of the supporting options you can choose to make sure you have the character you want.
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