Monks don't benefit from subclasses until then so complaining that I'm using a subclasses when you picked the level is .... Something I guess
hmm, I didn't complain about you using a subclass. I criticized your complaint about the Monk using ki.
I simply clarified a point about baseline damage as you both got it incorrect.
We can go into the weeds of DPR but I would suspect we don't want to sit here for hours going over exact scenarios so I felt like baseline damage was a fair comparison especially at 2nd level when resources are at a minimum.
Monk can only flurry twice per short rest tho and then they are out of everything.
Warlock can get multiple rounds out of one casting of Hex and Hexblade Curse so it would be down to number of rounds, AC of opponent and how many short rests.
However overall the warlock is ahead in AC, HP, Ranged damage, ranged range, Mobility (you conceded that earlier)
So even if they manage to pull ahead for overall damage (which I doubt) then the warlock can instead use a halberd instead of a spear sacrificing AC (but funny enough its the same as the monk) to do more damage with a d10 weapon.
So you would be saying that pure damage would be the decider even with the above all true?
Monk can only flurry twice per short rest tho and then they are out of everything.
Warlock can get multiple rounds out of one casting of Hex and Hexblade Curse so it would be down to number of rounds, AC of opponent and how many short rests.
1.) Hex is dependent on Concentration. You'd have to make multiple Concentration checks per round, not including the odds of getting stunned
2.) At 2nd level, you can use the Hexblade against a single target per short rest. Against the majority of your opponents, Hexblade's Curse won't be available.
However overall the warlock is ahead in AC, HP, Ranged damage, ranged range, Mobility (you conceded that earlier)
I conceded AC and HP. The Monk has better mobility (the Warlock can only, for a tiny fraction of a percentage of the day, move faster on flat ground). The Monk can jump, climb, run across uneven ground, etc. better even in that small amount of time the Warlock has ER. As for ranged damage, the Warlock does two more points of damage.
So even if they manage to pull ahead for overall damage (which I doubt) then the warlock can instead use a halberd instead of a spear sacrificing AC (but funny enough its the same as the monk) to do more damage with a d10 weapon.
Feel free to switch to a halberd, just keep in mind that it can't be your Hexblade.
Monk can only flurry twice per short rest tho and then they are out of everything.
Warlock can get multiple rounds out of one casting of Hex and Hexblade Curse so it would be down to number of rounds, AC of opponent and how many short rests.
1.) Hex is dependent on Concentration. You'd have to make multiple Concentration checks per round, not including the odds of getting stunned
2.) At 2nd level, you can use the Hexblade against a single target per short rest. Against the majority of your opponents, Hexblade's Curse won't be available.
However overall the warlock is ahead in AC, HP, Ranged damage, ranged range, Mobility (you conceded that earlier)
I conceded AC and HP. The Monk has better mobility (the Warlock can only, for a tiny fraction of a percentage of the day, move faster on flat ground). The Monk can jump, climb, run across uneven ground, etc. better even in that small amount of time the Warlock has ER. As for ranged damage, the Warlock does two more points of damage.
So even if they manage to pull ahead for overall damage (which I doubt) then the warlock can instead use a halberd instead of a spear sacrificing AC (but funny enough its the same as the monk) to do more damage with a d10 weapon.
Feel free to switch to a halberd, just keep in mind that it can't be your Hexblade.
It cant at level 2 but one level later it can use halberd no problem.
Monk can dash twice as a BA per short rest.... And that's the only time they can ignore difficult terrain.
Warlock can dash as a BA for 10 min or 100 rounds
Overall who is better at moving?
It's pretty clear you want the monk to win but so many factors are in the warlocks favor...
I don't think I'll change your mind as it's pretty clear your dead set to make the monk something it's just not but if you have fun playing it more power to you.
At this point, I really need to see your new version of your character.
It's there but to be honest I'm just going to let it go at this point....I feel the warlock is easily better and I no longer feel the need to prove it to you as you will not accept anything at this point.
At this point, I really need to see your new version of your character.
It's there but to be honest I'm just going to let it go at this point....I feel the warlock is easily better and I no longer feel the need to prove it to you as you will not accept anything at this point.
Monk can only flurry twice per short rest tho and then they are out of everything.
Warlock can get multiple rounds out of one casting of Hex and Hexblade Curse so it would be down to number of rounds, AC of opponent and how many short rests.
1.) Hex is dependent on Concentration. You'd have to make multiple Concentration checks per round, not including the odds of getting stunned
2.) At 2nd level, you can use the Hexblade against a single target per short rest. Against the majority of your opponents, Hexblade's Curse won't be available.
However overall the warlock is ahead in AC, HP, Ranged damage, ranged range, Mobility (you conceded that earlier)
I conceded AC and HP. The Monk has better mobility (the Warlock can only, for a tiny fraction of a percentage of the day, move faster on flat ground). The Monk can jump, climb, run across uneven ground, etc. better even in that small amount of time the Warlock has ER. As for ranged damage, the Warlock does two more points of damage.
So even if they manage to pull ahead for overall damage (which I doubt) then the warlock can instead use a halberd instead of a spear sacrificing AC (but funny enough its the same as the monk) to do more damage with a d10 weapon.
Feel free to switch to a halberd, just keep in mind that it can't be your Hexblade.
It cant at level 2 but one level later it can use halberd no problem.
Monk can dash twice as a BA per short rest.... And that's the only time they can ignore difficult terrain.
Warlock can dash as a BA for 10 min or 100 rounds
Overall who is better at moving?
It's pretty clear you want the monk to win but so many factors are in the warlocks favor...
I don't think I'll change your mind as it's pretty clear your dead set to make the monk something it's just not but if you have fun playing it more power to you.
Your Making Heavy Assumptions that you will always have the spell slots to cast Expiditious retreat even if you know it. And that is not how spells work.
Would you like to try again? Or are you going to make more anecdotal misrepresentations like this one that are great under optimal white room theory crafting but don't hold up under realism.
Because the Reality is that if you do save that slot to be able to move around more. Or use it to move around the battlefield and then lose it because it's a concentration spell meaning that it and hex cannot be used at the same time. Then you do not have the ability to dash that your professing to have. Particularly if your using that Dashing ability in one scenario, That which you can safely run in without danger. When many people actually use their dash action, particularly bonus actions to Dash when they are in dangerous areas to help them to get in and out of danger. Your just white rooming optimal conditions to make it seem like you have it. it also doesn't address the fact that even in those white room conditions the movement speed is larger for the monk and so innately it's dash movement is farther and so then it doesn't have to dash nearly as many times to end up covering the same amount of distance. At level 2. That Warlock needs at least 4 rounds before it even equals the same distance the Monk traveled on just 2 ki (this is the point they would both hit 240 ft using just move actions and bonus action dashes when they have them).
To carry out the speed example further. By level 10. If a monk were to use it's 10 ki only on bonus action Dashes. It would go 1000ft. The Expeditious retreat casting Warlock is only going to make it 600 feet in that time and it's going to take that Warlock another 4 minutes to break even with the Monk. And the Monk hasn't been dashing for those entire 4 minutes. They end up reaching parity at about 3000 feet. And by level 18 or any time from level 10 on that the Monk picks up the mobile feat? The Monk is basically in permanent expiditious retreat mode without spending a single resource. The Warlock on the other hand is spending a 5th level slot from 9th on to compete however.
That's kind of the thing with Expiditious retreat too. It's not really faster. it's just a dash. It's nothing special on most builds. it sounds great when you list these large numbers attached to it, or talk about it in terms of stringing multiple dashes together in the same turn or multiple turns. When you compare it under just the right perameters But the Reality the character isn't really getting that much farther for the effort unless they are finding ways to use it constantly in that very short period of time except when comparing certain characters going all out. And in Going all Out, as an example, It actually means that it takes longer for the caster of Expeditious Retreat to catch up compared to the Monk using Ki before it over takes them, Despite the fact of moving even farther than just with the move and bonus action. having Both the Monk and the Warlock use all 3 actions. The Monk is going to move 120' a turn compared to the Warlock's 90 for 2 turns. The Warlock will not catch up on the 4th turn now because even without the bonus action the Monk is still moving at a speed of 80'. This means the Warlock will catch up to the Monk after 8 turns at 720'. The Level 10 comparison isn't worth doing when it comes to going all out because the Warlock will get left behind and can never catch up because just with it's action and movement the level 10 monk is capable of 100' a turn so even the 90' from an additional dash for the warlock does not get enough extra movement to ever equal yet alone over take the level 10 monk in these conditions. (for those curious. The monk moved 1500' in those ten rounds compared to the Warlocks 900'. If the monk were to stop using it's action to Dash and let the Warlock catch up while still using his movement to move forward. It would take 1 1/2 minutes for the Warlock to do so while Still using all 3 actions.)
And An Extra little side note. While the Hexblade is a good starting platform for bigger damage later on at higher levels as you go. The combination of eldritch blast(with Agonizing Blast)+ 1d8 tentacle of Fathomless as a bonus action actually does slightly more damage than the hexblade at level 2. It's just 1 more damage overall in gains but it's at a range of 60'. it doesn't have the turn where you have to give up damage setting it up. And it doesn't just affect one person. Though it's downsides are that it's number of uses is Proficiency per long rest. So you start out only 2 uses to the potential 3 of the hexblades curse.
Your build might be as effective as a monk for this scenario (I'd want to see the entire build to say for sure). But, I will also note that the scenario is one my monk actually faced. It was part of one of four encounters faced by the party that day. Two of the subsequent encounters were successful in large part because of my monk's stealth. Your build would fail that test because of the armor that your warlock is wearing.
As far as the dash ability of a monk. The party I was with was able to take a short rest after each encounter, so I could have used the dash up to 8 times that day (I didn't, I chose to use other monk abilities in my encounters). Your warlock would only have been able to use his fast speed in one more encounter that day, or use a different spell.
So, this is my challenge. The monk I used in that campaign was human: str: 12, dex: 16, con: 15, Int: 14, wis: 16, cha: 9 (we rolled for scores, and I believe were allowed to reroll 1s).
That creates at 1st level, an AC of 16, to hit of +5, stealth of +5 (took proficiency in stealth), average damage per turn (assuming both the quarterstaff and unarmed strike hit): 13.
Can you create a tier 1 character that:
(1) Has a minimum AC of 16
(2) Does not have disadvantage on stealth checks
(3) minimum stealth modifier of +5
(4) A minimum to hit modifier of +5
(5) for the majority of its turns, the character will administer an average of 13 points of damage per turn (assuming all attacks hit). I'll allow the rogue's sneak attack to count for this, because most people playing rogues try to attack someone who is within 5 feet of another pc.
(6) By level 3, be able to maintain an average speed of 40 feet per turn through a minimum of 3 encounters (without sacrificing other abilities to do this)
(6) No magic items allowed
With the exception of speed, all of those qualities are available to a monk straight out of the box. Is there another build that can duplicate these traits? I want to see ability scores (if you are going to roll dice, do the dice rolls here. You can even reroll 1s), and equipment using either starting equipment or gold available at startup (with total spent if you go this route).
Any character with the Urchin or Criminal background (or a customized background as I usually run) has proficiency in stealth, and what character doesn't start with 16 dexterity?
Variant human with +1 to dex and cha, elvish, perception, and polearm master. Points buy so 8,16,14,8,10,16
At level 2 Warlocks get the Armor of Shadows which allows them to cast Mage Armor without limit so they're AC16, and Hexblade can use a shield to get up to AC18, if you happen to have 10 gold in a town, or find one on a body on your travels. That's AC18 without penalties to stealth BTW. If they really need to save themselves they can spike their AC to 23 with the shield spell, although they really don't want to.
Taking polearm master as a feat for variant human does allow a weaponized bonus action, and I'll admit, I didn't realize that you can still use the ability while using a quarterstaff or spear one handed. That's either 1d8+3 and 1d4+3 if two-handed for an average of 11 damage (4.5+2.5+6) or 1d6+3 and 1d4+3 for an average of 10 damage if you want the extra AC. I'm rounding down where you're rounding up, so it could be a couple of points higher read the other way.
He can also reach out and touch someone at 120 feet doing an average of 8.5 damage (1d10+3) with eldritch blast and agonizing blast.
Retreat into shell for 26 AC make paladin feel bad
Different AC calculations don’t stack. Picking one and adding relevant modifiers does.
the turtles natural AC of 17 is a replacement for the AC calculation of 10+Dex mod, and also the damage calculations given by armors. the monks version of unarmored defense is another AC calculation of 10+Dex mod+Wis mod.
Shell Defence is a feature that gives a modifier, so it could be added to the tortle natural AC or the unarmored defense.
Retreat into shell for 26 AC make paladin feel bad
Different AC calculations don’t stack. Picking one and adding relevant modifiers does.
the turtles natural AC of 17 is a replacement for the AC calculation of 10+Dex mod, and also the damage calculations given by armors. the monks version of unarmored defense is another AC calculation of 10+Dex mod+Wis mod.
Shell Defence is a feature that gives a modifier, so it could be added to the tortle natural AC or the unarmored defense.
That can still easily be 24.
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This isn't actually a signature, just something I copy and paste onto the bottom of all my posts. Or is it? Yep, it is. Or is it..? I’m a hobbit, and the master cranial imploder of the "Oops, I Accidently Destroyed Someone's Brain" cult. Extended sig. I'm actually in Limbo, it says I'm in Mechanus because that's where I get my WiFi from. Please don't tell the modrons, they're still angry from the 'Spawning Stone' fiasco. No connection to Dragonslayer8 other than knowing them in real life.
Retreat into shell for 26 AC make paladin feel bad
Different AC calculations don’t stack. Picking one and adding relevant modifiers does.
the turtles natural AC of 17 is a replacement for the AC calculation of 10+Dex mod, and also the damage calculations given by armors. the monks version of unarmored defense is another AC calculation of 10+Dex mod+Wis mod.
Shell Defence is a feature that gives a modifier, so it could be added to the tortle natural AC or the unarmored defense.
That can still easily be 24.
But that's a comment on the OP tortle, not the monk.
Retreat into shell for 26 AC make paladin feel bad
Different AC calculations don’t stack. Picking one and adding relevant modifiers does.
the turtles natural AC of 17 is a replacement for the AC calculation of 10+Dex mod, and also the damage calculations given by armors. the monks version of unarmored defense is another AC calculation of 10+Dex mod+Wis mod.
Shell Defence is a feature that gives a modifier, so it could be added to the tortle natural AC or the unarmored defense.
People complain "Monk is weak... Monk is worthless..."
People see Laura Bailey beating up Talesin Jaffe's Barbarian with a Monk, and they go "Monk is OP, it's so unfair."
The way I see it, Monks require a steady hand (don't spam ki), a clever player (don't eat the poison frog), and they're set up for life. While they are considered "so much weaker than casters" as most Martial Classes are, I'd like to see a caster walk up water without even having any resources such as ki or spell slots left. Like to see a pure spellcaster keep up with a monk when they're out. Wizards may be "OP" (hint: they're really not, that's only Artificers really), but they are only viable while they have spell slots, at the end of which they puff out like a steam train without coal - monks can still continue, especially as even without ki they can make three unarmed attacks for 3d6 damage per round at 5th level and still have other paths open. That's the equivalent of gaining a 1st-level spell for free (also note, as soon as 1st level monks can make two unarmed strikes for 2d4 damage), and while both of these use Actions and Bonus actions instead of just one, as soon as we add in the fact Monks also effectively cast the mage armor permanently without even taking any time or using supplies to cast it, then whoa! We're in a cool place.
Monks are less effective in combat, but at higher levels, you'd better watch out. Monks are utility.
Retreat into shell for 26 AC make paladin feel bad
Different AC calculations don’t stack. Picking one and adding relevant modifiers does.
the turtles natural AC of 17 is a replacement for the AC calculation of 10+Dex mod, and also the damage calculations given by armors. the monks version of unarmored defense is another AC calculation of 10+Dex mod+Wis mod.
Shell Defence is a feature that gives a modifier, so it could be added to the tortle natural AC or the unarmored defense.
That can still easily be 24.
How?
20 dexterity, 20 wisdom, shell defense (I don’t have the tortle package, but it looks like it gives you a +4 to AC). Maybe not ‘easy’ but achievable by level 4 with incredible luck and level 16 with point buy. Naturally that’s with Tasha’s rules.
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Seems like you believe you made some sort of relevant point?
Monks don't benefit from subclasses until then so complaining that I'm using a subclasses when you picked the level is .... Something I guess
hmm, I didn't complain about you using a subclass. I criticized your complaint about the Monk using ki.
I simply clarified a point about baseline damage as you both got it incorrect.
We can go into the weeds of DPR but I would suspect we don't want to sit here for hours going over exact scenarios so I felt like baseline damage was a fair comparison especially at 2nd level when resources are at a minimum.
Monk can only flurry twice per short rest tho and then they are out of everything.
Warlock can get multiple rounds out of one casting of Hex and Hexblade Curse so it would be down to number of rounds, AC of opponent and how many short rests.
However overall the warlock is ahead in AC, HP, Ranged damage, ranged range, Mobility (you conceded that earlier)
So even if they manage to pull ahead for overall damage (which I doubt) then the warlock can instead use a halberd instead of a spear sacrificing AC (but funny enough its the same as the monk) to do more damage with a d10 weapon.
So you would be saying that pure damage would be the decider even with the above all true?
1.) Hex is dependent on Concentration. You'd have to make multiple Concentration checks per round, not including the odds of getting stunned
2.) At 2nd level, you can use the Hexblade against a single target per short rest. Against the majority of your opponents, Hexblade's Curse won't be available.
However overall the warlock is ahead in AC, HP, Ranged damage, ranged range, Mobility (you conceded that earlier)
I conceded AC and HP. The Monk has better mobility (the Warlock can only, for a tiny fraction of a percentage of the day, move faster on flat ground). The Monk can jump, climb, run across uneven ground, etc. better even in that small amount of time the Warlock has ER. As for ranged damage, the Warlock does two more points of damage.
Feel free to switch to a halberd, just keep in mind that it can't be your Hexblade.
It cant at level 2 but one level later it can use halberd no problem.
Monk can dash twice as a BA per short rest.... And that's the only time they can ignore difficult terrain.
Warlock can dash as a BA for 10 min or 100 rounds
Overall who is better at moving?
It's pretty clear you want the monk to win but so many factors are in the warlocks favor...
I don't think I'll change your mind as it's pretty clear your dead set to make the monk something it's just not but if you have fun playing it more power to you.
At this point, I really need to see your new version of your character.
It's there but to be honest I'm just going to let it go at this point....I feel the warlock is easily better and I no longer feel the need to prove it to you as you will not accept anything at this point.
I'd accept evidence if you had any.
Your Making Heavy Assumptions that you will always have the spell slots to cast Expiditious retreat even if you know it. And that is not how spells work.
Would you like to try again? Or are you going to make more anecdotal misrepresentations like this one that are great under optimal white room theory crafting but don't hold up under realism.
Because the Reality is that if you do save that slot to be able to move around more. Or use it to move around the battlefield and then lose it because it's a concentration spell meaning that it and hex cannot be used at the same time. Then you do not have the ability to dash that your professing to have. Particularly if your using that Dashing ability in one scenario, That which you can safely run in without danger. When many people actually use their dash action, particularly bonus actions to Dash when they are in dangerous areas to help them to get in and out of danger. Your just white rooming optimal conditions to make it seem like you have it. it also doesn't address the fact that even in those white room conditions the movement speed is larger for the monk and so innately it's dash movement is farther and so then it doesn't have to dash nearly as many times to end up covering the same amount of distance. At level 2. That Warlock needs at least 4 rounds before it even equals the same distance the Monk traveled on just 2 ki (this is the point they would both hit 240 ft using just move actions and bonus action dashes when they have them).
To carry out the speed example further. By level 10. If a monk were to use it's 10 ki only on bonus action Dashes. It would go 1000ft. The Expeditious retreat casting Warlock is only going to make it 600 feet in that time and it's going to take that Warlock another 4 minutes to break even with the Monk. And the Monk hasn't been dashing for those entire 4 minutes. They end up reaching parity at about 3000 feet. And by level 18 or any time from level 10 on that the Monk picks up the mobile feat? The Monk is basically in permanent expiditious retreat mode without spending a single resource. The Warlock on the other hand is spending a 5th level slot from 9th on to compete however.
That's kind of the thing with Expiditious retreat too. It's not really faster. it's just a dash. It's nothing special on most builds. it sounds great when you list these large numbers attached to it, or talk about it in terms of stringing multiple dashes together in the same turn or multiple turns. When you compare it under just the right perameters But the Reality the character isn't really getting that much farther for the effort unless they are finding ways to use it constantly in that very short period of time except when comparing certain characters going all out. And in Going all Out, as an example, It actually means that it takes longer for the caster of Expeditious Retreat to catch up compared to the Monk using Ki before it over takes them, Despite the fact of moving even farther than just with the move and bonus action. having Both the Monk and the Warlock use all 3 actions. The Monk is going to move 120' a turn compared to the Warlock's 90 for 2 turns. The Warlock will not catch up on the 4th turn now because even without the bonus action the Monk is still moving at a speed of 80'. This means the Warlock will catch up to the Monk after 8 turns at 720'. The Level 10 comparison isn't worth doing when it comes to going all out because the Warlock will get left behind and can never catch up because just with it's action and movement the level 10 monk is capable of 100' a turn so even the 90' from an additional dash for the warlock does not get enough extra movement to ever equal yet alone over take the level 10 monk in these conditions. (for those curious. The monk moved 1500' in those ten rounds compared to the Warlocks 900'. If the monk were to stop using it's action to Dash and let the Warlock catch up while still using his movement to move forward. It would take 1 1/2 minutes for the Warlock to do so while Still using all 3 actions.)
And An Extra little side note. While the Hexblade is a good starting platform for bigger damage later on at higher levels as you go. The combination of eldritch blast(with Agonizing Blast)+ 1d8 tentacle of Fathomless as a bonus action actually does slightly more damage than the hexblade at level 2. It's just 1 more damage overall in gains but it's at a range of 60'. it doesn't have the turn where you have to give up damage setting it up. And it doesn't just affect one person. Though it's downsides are that it's number of uses is Proficiency per long rest. So you start out only 2 uses to the potential 3 of the hexblades curse.
Your build might be as effective as a monk for this scenario (I'd want to see the entire build to say for sure). But, I will also note that the scenario is one my monk actually faced. It was part of one of four encounters faced by the party that day. Two of the subsequent encounters were successful in large part because of my monk's stealth. Your build would fail that test because of the armor that your warlock is wearing.
As far as the dash ability of a monk. The party I was with was able to take a short rest after each encounter, so I could have used the dash up to 8 times that day (I didn't, I chose to use other monk abilities in my encounters). Your warlock would only have been able to use his fast speed in one more encounter that day, or use a different spell.
So, this is my challenge. The monk I used in that campaign was human: str: 12, dex: 16, con: 15, Int: 14, wis: 16, cha: 9 (we rolled for scores, and I believe were allowed to reroll 1s).
That creates at 1st level, an AC of 16, to hit of +5, stealth of +5 (took proficiency in stealth), average damage per turn (assuming both the quarterstaff and unarmed strike hit): 13.
Can you create a tier 1 character that:
(1) Has a minimum AC of 16
(2) Does not have disadvantage on stealth checks
(3) minimum stealth modifier of +5
(4) A minimum to hit modifier of +5
(5) for the majority of its turns, the character will administer an average of 13 points of damage per turn (assuming all attacks hit). I'll allow the rogue's sneak attack to count for this, because most people playing rogues try to attack someone who is within 5 feet of another pc.
(6) By level 3, be able to maintain an average speed of 40 feet per turn through a minimum of 3 encounters (without sacrificing other abilities to do this)
(6) No magic items allowed
With the exception of speed, all of those qualities are available to a monk straight out of the box. Is there another build that can duplicate these traits? I want to see ability scores (if you are going to roll dice, do the dice rolls here. You can even reroll 1s), and equipment using either starting equipment or gold available at startup (with total spent if you go this route).
Any character with the Urchin or Criminal background (or a customized background as I usually run) has proficiency in stealth, and what character doesn't start with 16 dexterity?
Variant human with +1 to dex and cha, elvish, perception, and polearm master. Points buy so 8,16,14,8,10,16
At level 2 Warlocks get the Armor of Shadows which allows them to cast Mage Armor without limit so they're AC16, and Hexblade can use a shield to get up to AC18, if you happen to have 10 gold in a town, or find one on a body on your travels. That's AC18 without penalties to stealth BTW. If they really need to save themselves they can spike their AC to 23 with the shield spell, although they really don't want to.
Taking polearm master as a feat for variant human does allow a weaponized bonus action, and I'll admit, I didn't realize that you can still use the ability while using a quarterstaff or spear one handed. That's either 1d8+3 and 1d4+3 if two-handed for an average of 11 damage (4.5+2.5+6) or 1d6+3 and 1d4+3 for an average of 10 damage if you want the extra AC. I'm rounding down where you're rounding up, so it could be a couple of points higher read the other way.
He can also reach out and touch someone at 120 feet doing an average of 8.5 damage (1d10+3) with eldritch blast and agonizing blast.
https://www.dndbeyond.com/profile/Freman_Bloodglaive/characters/57729049
With pact of the blade he'll generate his own magical weapons at level 3.
The warlock, like the monk, is pretty self reliant, and doesn't need a lot of equipment to do what it does. That's why it's my favorite class.
I'm sure the monk will be better at acrobatics and athletics, but the warlock is likely better in social situations.
Although I could cast expeditious retreat to increase his speed, why bother? I have a 120 foot range gun.
Tortle monk with +5 (20) wisdom
22 AC naked
Retreat into shell for 26 AC make paladin feel bad
[roll]7d6[/roll]
Every post these dice roll increasing my chances of winning the yahtzee thread (I wish (wait not the twist the wish threa-!))
Drummer Generated Title
After having been invited to include both here, I now combine the "PM me CHEESE 🧀 and tomato into PM me "PIZZA🍕"
Different AC calculations don’t stack. Picking one and adding relevant modifiers does.
the turtles natural AC of 17 is a replacement for the AC calculation of 10+Dex mod, and also the damage calculations given by armors. the monks version of unarmored defense is another AC calculation of 10+Dex mod+Wis mod.
Shell Defence is a feature that gives a modifier, so it could be added to the tortle natural AC or the unarmored defense.
That can still easily be 24.
This isn't actually a signature, just something I copy and paste onto the bottom of all my posts. Or is it? Yep, it is. Or is it..? I’m a hobbit, and the master cranial imploder of the "Oops, I Accidently Destroyed Someone's Brain" cult. Extended sig. I'm actually in Limbo, it says I'm in Mechanus because that's where I get my WiFi from. Please don't tell the modrons, they're still angry from the 'Spawning Stone' fiasco.
No connection to Dragonslayer8 other than knowing them in real life.
But that's a comment on the OP tortle, not the monk.
Frequent Eladrin || They/Them, but accept all pronouns
Luz Noceda would like to remind you that you're worth loving!
How?
People complain "Monk is weak... Monk is worthless..."
People see Laura Bailey beating up Talesin Jaffe's Barbarian with a Monk, and they go "Monk is OP, it's so unfair."
The way I see it, Monks require a steady hand (don't spam ki), a clever player (don't eat the poison frog), and they're set up for life. While they are considered "so much weaker than casters" as most Martial Classes are, I'd like to see a caster walk up water without even having any resources such as ki or spell slots left. Like to see a pure spellcaster keep up with a monk when they're out. Wizards may be "OP" (hint: they're really not, that's only Artificers really), but they are only viable while they have spell slots, at the end of which they puff out like a steam train without coal - monks can still continue, especially as even without ki they can make three unarmed attacks for 3d6 damage per round at 5th level and still have other paths open. That's the equivalent of gaining a 1st-level spell for free (also note, as soon as 1st level monks can make two unarmed strikes for 2d4 damage), and while both of these use Actions and Bonus actions instead of just one, as soon as we add in the fact Monks also effectively cast the mage armor permanently without even taking any time or using supplies to cast it, then whoa! We're in a cool place.
Monks are less effective in combat, but at higher levels, you'd better watch out. Monks are utility.
Frequent Eladrin || They/Them, but accept all pronouns
Luz Noceda would like to remind you that you're worth loving!
20 dexterity, 20 wisdom, shell defense (I don’t have the tortle package, but it looks like it gives you a +4 to AC). Maybe not ‘easy’ but achievable by level 4 with incredible luck and level 16 with point buy. Naturally that’s with Tasha’s rules.
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