Starting a new game from level 1, still not sure which campaign our DM is picking, but I'm going to be playing as a Monk. My question is whether or not to go V Human or Assimar? Basically they'd be the same either way, but one gives me an extra feat (either tavern brawler or tough) which I like to boost my effectiveness while the other gives built in healing and a flight speed (eventually).
Both honestly could work and both have the feeling of being overused, but what do you think?
Which do you think would come in handier for an overall build? Probably going warrior of elements if that means anything?
Honestly it is a hard choice, since historically Monks could only be humans and Aasimars could only have human lineage.
I made two: One Human and one Aasimar:
With Human you at least get an extra Origin feat, so I chose both Tavern Brawler and Magic Initiate (Wizard).
For the Aasimar, I just chose Tavern Brawler as an Origin Feat. At least with the Aasimar you are naturally resistant to Necro and Radiant energies, as well as having the ability the heal yourself or someone else. Plus those additional abilities at level 3.
It's a tough choice, but I went with Aasimar. If he dies or I need to start a new adventure/campaign at some point, I might use the Human next time.
I'm actually loving Resourceful on my human monk (i.e. Heroic Inspiration whenever you finish a Long Rest). A reroll after failing any d20 roll is amazing.
Just to complicate the decision even further: I took Toughness as my bonus human feat to help with MAD issues. No regrets!
100% Aasimar for me. The extra 2 radiant damage during Celestial Revelation ended so many goblins’ lives that had 1 HP remaining. And that’s not even to mention Fear, which turned a group of killer Zhent mercs into a harmless group of cowards. And then flight… That one time I wanted to save a falling NPC from a 100-foot fall, gosh. Flight + monk speed is crazy. Oh yeah, and flying is pretty handy if you want to kick a giant in the head.
Darkvision. And the light cantrip is actually SO useful. You usually want to have your two hands for something else (for me it’s unarmed + staff). I just needed it twice, but it was so useful.
The resistances aren’t super useful, but when they are… well. I got hit by a Moonbeam right in the face and failed my DEX save. At level 3, it made a huge difference.
Resourceful is amazing, but Lucky is… for me, it’s a feat I can’t live without now. When I really don’t want to miss a save or when I really want a foe to fail their grappling save.
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Starting a new game from level 1, still not sure which campaign our DM is picking, but I'm going to be playing as a Monk. My question is whether or not to go V Human or Assimar? Basically they'd be the same either way, but one gives me an extra feat (either tavern brawler or tough) which I like to boost my effectiveness while the other gives built in healing and a flight speed (eventually).
Both honestly could work and both have the feeling of being overused, but what do you think?
Which do you think would come in handier for an overall build? Probably going warrior of elements if that means anything?
Honestly it is a hard choice, since historically Monks could only be humans and Aasimars could only have human lineage.
I made two: One Human and one Aasimar:
With Human you at least get an extra Origin feat, so I chose both Tavern Brawler and Magic Initiate (Wizard).
For the Aasimar, I just chose Tavern Brawler as an Origin Feat. At least with the Aasimar you are naturally resistant to Necro and Radiant energies, as well as having the ability the heal yourself or someone else. Plus those additional abilities at level 3.
It's a tough choice, but I went with Aasimar. If he dies or I need to start a new adventure/campaign at some point, I might use the Human next time.
I would also be torn about this choice, but don't forget that the Aasimar has Darkvision.
I'm actually loving Resourceful on my human monk (i.e. Heroic Inspiration whenever you finish a Long Rest). A reroll after failing any d20 roll is amazing.
Just to complicate the decision even further: I took Toughness as my bonus human feat to help with MAD issues. No regrets!
100% Aasimar for me.
The extra 2 radiant damage during Celestial Revelation ended so many goblins’ lives that had 1 HP remaining. And that’s not even to mention Fear, which turned a group of killer Zhent mercs into a harmless group of cowards. And then flight… That one time I wanted to save a falling NPC from a 100-foot fall, gosh. Flight + monk speed is crazy. Oh yeah, and flying is pretty handy if you want to kick a giant in the head.
Darkvision. And the light cantrip is actually SO useful. You usually want to have your two hands for something else (for me it’s unarmed + staff). I just needed it twice, but it was so useful.
The resistances aren’t super useful, but when they are… well. I got hit by a Moonbeam right in the face and failed my DEX save. At level 3, it made a huge difference.
Resourceful is amazing, but Lucky is… for me, it’s a feat I can’t live without now. When I really don’t want to miss a save or when I really want a foe to fail their grappling save.