So I am newish to the game and in an upcoming very aquatic campaign and I think playing a grung monk would be cool since the inflict poison on skin contact. I Have never played a monk before any tips for me?
Check out YouTube. Type in what you are looking for. Grung monk. How to play monk etc There are at least two vids that cover the benefits to monk class, the downsides, and how to overcome the downsides. Some go into role playing while there is 1 vid I think by "dnd shorts" that gives examples on how to play a grung monk.
Reread the monk rules. There is a way to score high damage early on. With the poison touch, you will be doing extra damage with each unarmed strike.
For monks, if you want to start with high ac, put highest points into wisdom. Unless it's still dex, which can still go well. Put 13 at least into strength so you can grapple. But monk ability allows dex to be used instead of strength so that 13 doesn't need to be used for dice roll.
talk to gm about being able to grapple without needing strength requirement or to confirm how the poison will work. Some may not allow the poison effect on every punch though it should. This may help for low level monk.
If you multi class, I say maybe do fighter after 2nd level. Extending the time to choose what monastery to use (way of mercy seems logical or homebrew with way of the living weapon.
http://dnd5e.*******.com/monk:living-weapon ) . Plus fighter gives you extra attack per turn earlier on. You should gain proficiency in more weapons without needing "the way of kensai" which means if you really want to use bow and arrow you could. Or choose higher damage weapon while keeping ability to do martial arts.
This will help you be less squishy I think. Monks really are supposed to be close in fighters. Use ki points to doge if your heath is low and ki for extra attack if you know you can finish a fight. Once you get more ki points though should be easy to manage.
With a "very aquatic" campaign, you might want to look at the Four Elements subclass. I'm aware it's considered particularly weak, but creative use of the water-shaping powers could be a lot of fun.
Monks are difficult art low levels. They are too squishy to stay in melee (like rogues) but disengaging requires ki and at low levels they have very little and they are (mostly) built for melee. The are solutions to that from race (such as goblin or bugbear) or the mobile feat though as a grung you can't get that to level 4 and monks also want to pump up Dex and Wis ASAP.
I wouldn't worry about grappling and strength. You need Dex, Wis and hit points (con) so have little space for dex. Check with your DM but a punch should count as "coming into direct contact with your skin", and you also have the option of using a shortsword to produce poison damage.
Be aware that the DC of the poison damage doesn't scale so while at the start of the campaign it will be great later on it will be resisted nearly all the time. Also check with your DM what happens is a party member touches you, if the cleric attempts to cast cure wounds on you will they potentially be poisoned?
Be aware that the DC of the poison damage doesn't scale so while at the start of the campaign it will be great later on it will be resisted nearly all the time. Also check with your DM what happens is a party member touches you, if the cleric attempts to cast cure wounds on you will they potentially be poisoned?
Healing word for the win
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So I am newish to the game and in an upcoming very aquatic campaign and I think playing a grung monk would be cool since the inflict poison on skin contact. I Have never played a monk before any tips for me?
Check out YouTube. Type in what you are looking for. Grung monk. How to play monk etc There are at least two vids that cover the benefits to monk class, the downsides, and how to overcome the downsides. Some go into role playing while there is 1 vid I think by "dnd shorts" that gives examples on how to play a grung monk.
Reread the monk rules. There is a way to score high damage early on. With the poison touch, you will be doing extra damage with each unarmed strike.
For monks, if you want to start with high ac, put highest points into wisdom. Unless it's still dex, which can still go well. Put 13 at least into strength so you can grapple. But monk ability allows dex to be used instead of strength so that 13 doesn't need to be used for dice roll.
talk to gm about being able to grapple without needing strength requirement or to confirm how the poison will work. Some may not allow the poison effect on every punch though it should. This may help for low level monk.
If you multi class, I say maybe do fighter after 2nd level. Extending the time to choose what monastery to use (way of mercy seems logical or homebrew with way of the living weapon.
http://dnd5e.*******.com/monk:living-weapon ) . Plus fighter gives you extra attack per turn earlier on. You should gain proficiency in more weapons without needing "the way of kensai" which means if you really want to use bow and arrow you could. Or choose higher damage weapon while keeping ability to do martial arts.
This will help you be less squishy I think. Monks really are supposed to be close in fighters. Use ki points to doge if your heath is low and ki for extra attack if you know you can finish a fight. Once you get more ki points though should be easy to manage.
Hum...
With a "very aquatic" campaign, you might want to look at the Four Elements subclass. I'm aware it's considered particularly weak, but creative use of the water-shaping powers could be a lot of fun.
Ty for the advice
Monks are difficult art low levels. They are too squishy to stay in melee (like rogues) but disengaging requires ki and at low levels they have very little and they are (mostly) built for melee. The are solutions to that from race (such as goblin or bugbear) or the mobile feat though as a grung you can't get that to level 4 and monks also want to pump up Dex and Wis ASAP.
I wouldn't worry about grappling and strength. You need Dex, Wis and hit points (con) so have little space for dex. Check with your DM but a punch should count as "coming into direct contact with your skin", and you also have the option of using a shortsword to produce poison damage.
Be aware that the DC of the poison damage doesn't scale so while at the start of the campaign it will be great later on it will be resisted nearly all the time. Also check with your DM what happens is a party member touches you, if the cleric attempts to cast cure wounds on you will they potentially be poisoned?
Healing word for the win