I am playing a Variant human monk in a westmarches style campaign at the flgs... he has the mobile feat, as well as 15s modified to 16s in dex and wis (point buy and standard array are the choices for ability gen). I was pplanning on making him a drunken master but I’m also considering way of the shadow (because darkvision) and way of the Kensei. I really do like some of he drunken master abilities but the most recent adventure had my character in some caves and he seemed hamstrung by having to roll with disadvantage because no one in the group could be bothered to cast a light spell.... I also end up in groups who make choices that result me me getting attacked a lot so the agile parry of the Kensei is appealing.
are there any pros and cons of these traditions that I am missing?
Way of the Long Death in Sword coasts is amazing. Can’t die figuratively if you have good Ki management, but doesn’t do as much damage as other monk subclasses.
I homebrewed my own monastic tradition. I like a few of the official traditions, but I liked mine better. Lol. It's called The Way of the Southern Mantis.
Beginning at 3rd level, upon choosing this monastic tradition, the monk's body hardens to withstand heavy blows. He has gained the passive ability of Iron Body. This technique allows the monk to shrug off the first 10pts(+monk level + Dex Mod) of damage. This increases to 15pts(+monk level + Dex Mod) at 8th level, 20pts(+monk level + Dex Mod) at 13th level, and 25pts(+monk level + Dex Mod) at 20th level. This ability is passive and resets after a short/long rest.
Heavenly Leap
At 3rd level, the monk of this monastic tradition has honed their legs to a point where they can jump many times their own height in a single bound; this technique is called Heavenly Leap. At the expense of 1 ki point, the monk can leap into the air in height equal to 10 feet(+monk level). This increases to 15 feet(+monk level) at 10th level, and 20 feet(+monk level) at 20th level. This ability can only be used twice per day per short/long rest.
Chin Na
At 6th level, the monk is now able to trap and parry and opponent's attack. This technique is called Chin Na. At the expense of 2 ki points, the monk can grab the opponent's attack and make an attack of their own. This can only be done as a reaction, and only if the opponent misses an attack. This ability can only be used twice per combat per short/long rest.
Devestating Barrage
At 11th level, the monk can now focus their attack on a single point on the opponent. This technique is called Devestating Barrage. At the expense of 3 ki points, the monk makes 3 consecutive attacks to the same exact spot. This attack hits automatically, but is subject to a constitution save against a DC8(+proficiency mod +wisdom mod). The opponent only takes 1/2 damage on a successful save. Each blow hits for 1 HD higher than the previous blow; starting at 1d8(1d8/2d8/3d8). These increase by 1 at 15th level(2d8/3d8/4d8), and again at 20th level(3d8/4d8/5d8). This ability can only be used once per day per short/long rest.
Dim Mak
At 17th level, the monk knows every aspect of the physical body, and can pinpoint the deadly pressure points. This technique is called Dim Mak(Death Touch). At the expense of 3 ki points, the monk can make a single deadly attack on and opponent's pressure point. Upon being struck by this attack, the opponent must succeed on a constitution save against a DC8(+proficiency mod + wisdom mod) or die. Upon a successful save, the opponent takes 10d10 necrotic damage. This ability can only be used once per short/long rest.
Darkvision is a deficit that can be overcome in many ways. Including some magical items. However, holding a torch or lantern isnt the inconvenience for monks that it is for every other class. By Raw your feet are also weapons so technically your hands being full doesn't impose problems or improvised weapons attacks on the monk. Being the only class in the game that can hold a sandwich in one hand, a mug in the other (or your chosen light source), and be unhindered in kicking butt can have a lot of implications.
Yeah I'm also looking for ideas on what to do with my monk at lvl 3 as we have 1 mystic, 1 warlock and 1 barbarian in our group. I was thinking kensai but also really like the idea of the long death just being an absolute tank. I'm open to any ideas but it's non homebrew.
I am playing a Variant human monk in a westmarches style campaign at the flgs... he has the mobile feat, as well as 15s modified to 16s in dex and wis (point buy and standard array are the choices for ability gen). I was pplanning on making him a drunken master but I’m also considering way of the shadow (because darkvision) and way of the Kensei. I really do like some of he drunken master abilities but the most recent adventure had my character in some caves and he seemed hamstrung by having to roll with disadvantage because no one in the group could be bothered to cast a light spell.... I also end up in groups who make choices that result me me getting attacked a lot so the agile parry of the Kensei is appealing.
are there any pros and cons of these traditions that I am missing?
If you know your going to be in caves ALOT then yea go Shadow. But honestly i think you'll have fun with all of them.
Way of the Long Death in Sword coasts is amazing. Can’t die figuratively if you have good Ki management, but doesn’t do as much damage as other monk subclasses.
I homebrewed my own monastic tradition. I like a few of the official traditions, but I liked mine better. Lol. It's called The Way of the Southern Mantis.
Beginning at 3rd level, upon choosing this monastic tradition, the monk's body hardens to withstand heavy blows. He has gained the passive ability of Iron Body. This technique allows the monk to shrug off the first 10pts(+monk level + Dex Mod) of damage. This increases to 15pts(+monk level + Dex Mod) at 8th level, 20pts(+monk level + Dex Mod) at 13th level, and 25pts(+monk level + Dex Mod) at 20th level. This ability is passive and resets after a short/long rest.
Heavenly Leap
At 3rd level, the monk of this monastic tradition has honed their legs to a point where they can jump many times their own height in a single bound; this technique is called Heavenly Leap. At the expense of 1 ki point, the monk can leap into the air in height equal to 10 feet(+monk level). This increases to 15 feet(+monk level) at 10th level, and 20 feet(+monk level) at 20th level. This ability can only be used twice per day per short/long rest.
Chin Na
At 6th level, the monk is now able to trap and parry and opponent's attack. This technique is called Chin Na. At the expense of 2 ki points, the monk can grab the opponent's attack and make an attack of their own. This can only be done as a reaction, and only if the opponent misses an attack. This ability can only be used twice per combat per short/long rest.
Devestating Barrage
At 11th level, the monk can now focus their attack on a single point on the opponent. This technique is called Devestating Barrage. At the expense of 3 ki points, the monk makes 3 consecutive attacks to the same exact spot. This attack hits automatically, but is subject to a constitution save against a DC8(+proficiency mod +wisdom mod). The opponent only takes 1/2 damage on a successful save. Each blow hits for 1 HD higher than the previous blow; starting at 1d8(1d8/2d8/3d8). These increase by 1 at 15th level(2d8/3d8/4d8), and again at 20th level(3d8/4d8/5d8). This ability can only be used once per day per short/long rest.
Dim Mak
At 17th level, the monk knows every aspect of the physical body, and can pinpoint the deadly pressure points. This technique is called Dim Mak(Death Touch). At the expense of 3 ki points, the monk can make a single deadly attack on and opponent's pressure point. Upon being struck by this attack, the opponent must succeed on a constitution save against a DC8(+proficiency mod + wisdom mod) or die. Upon a successful save, the opponent takes 10d10 necrotic damage. This ability can only be used once per short/long rest.
R. Hamilton
Open hand.
Darkvision is a deficit that can be overcome in many ways. Including some magical items. However, holding a torch or lantern isnt the inconvenience for monks that it is for every other class. By Raw your feet are also weapons so technically your hands being full doesn't impose problems or improvised weapons attacks on the monk. Being the only class in the game that can hold a sandwich in one hand, a mug in the other (or your chosen light source), and be unhindered in kicking butt can have a lot of implications.
This is the long death monk with modified 11th and 6th level abilities but it seems cool.
Get a Driftglobe. It's a better Light that you don't have to upkeep.
"The Epic Level Handbook wasn't that bad, guys.
Guys, pls."
Yeah I'm also looking for ideas on what to do with my monk at lvl 3 as we have 1 mystic, 1 warlock and 1 barbarian in our group. I was thinking kensai but also really like the idea of the long death just being an absolute tank. I'm open to any ideas but it's non homebrew.