Just don't get hit. Easy if you use monk movement and "mobile" feat. Attack and run at the end of your turn. Enemies will hit the nearest opponent and will not go after you if they have to pass between a barbarian and a fighter. On the other hand, if it is a spellcaster or archer, look for a cover; your movements allow you to move almost anywhere.
Depends. How many combats do you typically get into within 1 hour game time. You can only cast it at level 1 (with 1 hour duration), unless you multiclass into a spellcasting class for more slots.
Usually, In our game we may have one or two combats in a 3 hour playing session, but in game more hours may pass due to exploration, searching areas, short rests, NPC interactions, etc. it varies session to session but in my case it might be a 1 combat spell then it’s done until a long rest. Is that worth taking the feat (with Misty Step included) over an asi or other feat. Only you can decide.
Just don't get hit. Easy if you use monk movement and "mobile" feat. Attack and run at the end of your turn. Enemies will hit the nearest opponent and will not go after you if they have to pass between a barbarian and a fighter. On the other hand, if it is a spellcaster or archer, look for a cover; your movements allow you to move almost anywhere.
Just don't get hit. Easy if you use monk movement and "mobile" feat. Attack and run at the end of your turn. Enemies will hit the nearest opponent and will not go after you if they have to pass between a barbarian and a fighter. On the other hand, if it is a spellcaster or archer, look for a cover; your movements allow you to move almost anywhere.
The problem is, I am the main melee one in our party, we have twilight cleric, wild sorceress and a lore bard.
Then avoid taking hunter's mark, at least until the 14th level. If you must tank, you need to take tanking feats. The "Tough" feat can be a good option, and using "Patient Defense" and "Quickened Healing" features often are the strategy for tanking. This is clearly at the expense of your damage.
Just don't get hit. Easy if you use monk movement and "mobile" feat. Attack and run at the end of your turn. Enemies will hit the nearest opponent and will not go after you if they have to pass between a barbarian and a fighter. On the other hand, if it is a spellcaster or archer, look for a cover; your movements allow you to move almost anywhere.
Just don't get hit. Easy if you use monk movement and "mobile" feat. Attack and run at the end of your turn. Enemies will hit the nearest opponent and will not go after you if they have to pass between a barbarian and a fighter. On the other hand, if it is a spellcaster or archer, look for a cover; your movements allow you to move almost anywhere.
The problem is, I am the main melee one in our party, we have twilight cleric, wild sorceress and a lore bard.
Read that a bit late. That's a rough party composition. As Monk you are as unsuited to be the main melee the same way as a Rogue would be unsuited to be the main melee. Your job is to go in and out, not to stand there and take hits. Neither your AC nor your hit points allow for such a playstyle. The Twilight Cleric in your party has to do that job to be honest. They got heavy armor proficiency a super strong tempHP aura and great spells like spirit guardians and such.
An option, especially if the Twilight Cleric doesn't have the STR for heavy armor, is the both of you work in tandem. The temp HP will help you out and you can take Mobile, to move around while the cleric tanks, or use Patient Defense and both of you tank. Tough feat is another good option, but boosting your DEX and WIS would be priority for AC/DC
What's your subclass and level?
Edit: With you and cleric as front line, spirit guardians, spiritual weapon, and your attacks, plus hopefully cleric higher AC and your dodge (and possibly Sentinel feat to keep baddies from escaping the spirit guardians) you can keep yourselves from going down and keep the bard and sorcerer safe to control, buff, debuf, and damage.
Concentration can be broken.
Take warcaster and a high constitution... If you take flurry, an extra 4d6 per round is nice.
Just don't get hit. Easy if you use monk movement and "mobile" feat. Attack and run at the end of your turn. Enemies will hit the nearest opponent and will not go after you if they have to pass between a barbarian and a fighter. On the other hand, if it is a spellcaster or archer, look for a cover; your movements allow you to move almost anywhere.
Depends. How many combats do you typically get into within 1 hour game time. You can only cast it at level 1 (with 1 hour duration), unless you multiclass into a spellcasting class for more slots.
Usually, In our game we may have one or two combats in a 3 hour playing session, but in game more hours may pass due to exploration, searching areas, short rests, NPC interactions, etc. it varies session to session but in my case it might be a 1 combat spell then it’s done until a long rest. Is that worth taking the feat (with Misty Step included) over an asi or other feat. Only you can decide.
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
The problem is, I am the main melee one in our party, we have twilight cleric, wild sorceress and a lore bard.
Then avoid taking hunter's mark, at least until the 14th level. If you must tank, you need to take tanking feats. The "Tough" feat can be a good option, and using "Patient Defense" and "Quickened Healing" features often are the strategy for tanking. This is clearly at the expense of your damage.
An option, especially if the Twilight Cleric doesn't have the STR for heavy armor, is the both of you work in tandem. The temp HP will help you out and you can take Mobile, to move around while the cleric tanks, or use Patient Defense and both of you tank. Tough feat is another good option, but boosting your DEX and WIS would be priority for AC/DC
What's your subclass and level?
Edit: With you and cleric as front line, spirit guardians, spiritual weapon, and your attacks, plus hopefully cleric higher AC and your dodge (and possibly Sentinel feat to keep baddies from escaping the spirit guardians) you can keep yourselves from going down and keep the bard and sorcerer safe to control, buff, debuf, and damage.
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
Nee UA Ranger HM does not require concentration. If it was a trap, it is no longer.