My way of the open hand Wood Elf monk has just turned level 5 in my campaign. I've been rattling my brain to try and find the most fun way for my monk to progress as he levels up but I'm having trouble coming up with ideas.
Here are my current stats which luckily are quite high due to high start rolls at the table in session 1 and taking the ASI at level 4.
Str: 14. Dex: 20. Con: 15
Wis: 18. Int: 12. Cha: 12.
I've been very much enjoying the battlefield control aspect of the monk an ld being able to manipulate the enemy and penalise them for being in combat with me.
However, I'm not too sure where to take my monk going forward or how to improve him.
Looking at my options:
Mobility just pretty allows me to do what I already can do, just a little bit better so it doesn't seem too appealing.
Sentinel and Mage slayer seem like good options which allow me to do more with my reactions so they seem interesting.
At some point I'll be taking at least 1 more ASI to bump my wisdom to 20 but I'm not too sure if that should be at level 8 or 12.
Resilience could be an option and I could bump Con to 16 for that extra survivability but when I get diamond soul(?) I get proficiencies in all saving throws anyway and I don't think they stack.
I have also been eyeing up the feat which gives me access to maneuvers which could come in handy if I wanted to disarm enemies.
At the moment the party consists of 2 clerics, a fighter, warlock, a druid and a monk (me).
What are your guys thoughts? Any suggestions? I want to avoid multiclassing of possible but it doesn't have to be an optimised build, just as long as it's fun.
Here are my current stats which luckily are quite high due to high start rolls at the table in session 1 and taking the ASI at level 4.
Str: 14. Dex: 20. Con: 15
Wis: 18. Int: 12. Cha: 12.
You know it's funny, I can't count the times I heard someone say that (my high stats are from lucky rolls). But I've NEVER heard anybody say "these low stats are from unlucky rolls".
Anyway, I'd take another look at Mobile. If you take it you get your bonus action back to use to make more attacks and, if you flurry, apply more effects to more enemies. Very very nice, imo.
Alert is also very nice. Huge initiative bonus, can't be surprised, and prevent a lot of sneak attack damage.
Here are my current stats which luckily are quite high due to high start rolls at the table in session 1 and taking the ASI at level 4.
Str: 14. Dex: 20. Con: 15
Wis: 18. Int: 12. Cha: 12.
You know it's funny, I can't count the times I heard someone say that (my high stats are from lucky rolls). But I've NEVER heard anybody say "these low stats are from unlucky rolls".
Anyway, I'd take another look at Mobile. If you take it you get your bonus action back to use to make more attacks and, if you flurry, apply more effects to more enemies. Very very nice, imo.
Alert is also very nice. Huge initiative bonus, can't be surprised, and prevent a lot of sneak attack damage.
Mobility would free up my ki for other stuff which would be nice.
Alert does add some nice benefits tbh.
Would you suggest getting a feat at 8 or take the ASI?
Your CON is your only odd score. I'd go for a feat that mixes in +1 CON for sure. Durable could be handy for maximizing your short rests (6-8 HP per hit die spent instead of 1-8), which you probably like to push for getting your ki back anyway.
You know it's funny, I can't count the times I heard someone say that (my high stats are from lucky rolls). But I've NEVER heard anybody say "these low stats are from unlucky rolls".
I have a character with high stats from lucky rolls and low stats from unlucky rolls. Does that count?
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"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Durable could be handy for maximizing your short rests (6-8 HP per hit die spent instead of 1-8)
The feat doesn't make twice your CON mod the minimum for the die, it's the minimum for the total. In other words, it makes your CON mod the minimum for the hit die.
The numbers are 6-11 with an expected value of 7.875 instead of 3-10 with an EV of 6.5. That's roughly a 21% increase.
Durable could be handy for maximizing your short rests (6-8 HP per hit die spent instead of 1-8)
The feat doesn't make twice your CON mod the minimum for the die, it's the minimum for the total. In other words, it makes your CON mod the minimum for the hit die.
The numbers are 6-11 with an expected value of 7.875 instead of 3-10 with an EV of 6.5. That's roughly a 21% increase.
I just re-read the short rest section and found out for the first time that you get your CON mod as a bonus on the hit dice roll. Learn something new every day.
Hey guys!
My way of the open hand Wood Elf monk has just turned level 5 in my campaign. I've been rattling my brain to try and find the most fun way for my monk to progress as he levels up but I'm having trouble coming up with ideas.
Here are my current stats which luckily are quite high due to high start rolls at the table in session 1 and taking the ASI at level 4.
Str: 14. Dex: 20. Con: 15
Wis: 18. Int: 12. Cha: 12.
I've been very much enjoying the battlefield control aspect of the monk an ld being able to manipulate the enemy and penalise them for being in combat with me.
However, I'm not too sure where to take my monk going forward or how to improve him.
Looking at my options:
Mobility just pretty allows me to do what I already can do, just a little bit better so it doesn't seem too appealing.
Sentinel and Mage slayer seem like good options which allow me to do more with my reactions so they seem interesting.
At some point I'll be taking at least 1 more ASI to bump my wisdom to 20 but I'm not too sure if that should be at level 8 or 12.
Resilience could be an option and I could bump Con to 16 for that extra survivability but when I get diamond soul(?) I get proficiencies in all saving throws anyway and I don't think they stack.
I have also been eyeing up the feat which gives me access to maneuvers which could come in handy if I wanted to disarm enemies.
At the moment the party consists of 2 clerics, a fighter, warlock, a druid and a monk (me).
What are your guys thoughts? Any suggestions? I want to avoid multiclassing of possible but it doesn't have to be an optimised build, just as long as it's fun.
Mobility would free up my ki for other stuff which would be nice.
Alert does add some nice benefits tbh.
Would you suggest getting a feat at 8 or take the ASI?
Definitely take ASI.
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Your CON is your only odd score. I'd go for a feat that mixes in +1 CON for sure. Durable could be handy for maximizing your short rests (6-8 HP per hit die spent instead of 1-8), which you probably like to push for getting your ki back anyway.
Even a blind squirrel finds a nut once in awhile.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
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Even a blind squirrel finds a nut once in awhile.