First campaign, I let DnD roll up a character for me and decided I would roll with it until I figured things out. Being new I expected to die pretty soon, but it would get me some xp in the game so I could at least figure out what i'm doing. The character roll up was Monk, Way of the open hand. Research I have done has left me with a few extra questions in relation to how it works in relation to other classes. For example,
Extra attacks. It seems like the monk can take an extra attack as a bonus action so long as it is using fists or a monk weapon. I think other classes can do this to a degree as well, but stronger. Monk Fist punch is only a d4. My staff is a d6 unless I duel wield it for d8 but I think that takes away the extra attack option as a result of being a monk, right? I keep hearing of monks having a high damage output but I don't understand how when their damage tends on a low dice and using a higher dice for a different weapon takes away a dice for damage.
Friend has a barbarian that can hit like, 3 times or something, as a result of rage at the same level (4 I think) while duel wielding a battle axe or something similar. I'd imagine that weapon has a pretty high damage output. Barbarian having high damage output makes sense because, barbarian. But i'm not making any sense out of the monk.
I have also read some stuff about martial arts die but haven't been able to figure out what that is or where/when to use it. What is a martial arts die???
Also, just in general, what are some key rules I should stay aware of while leveling up that the books don't make obvious? Realized pretty quick that I wasn't using my extra attacks but i'm pretty sure I am missing a few other things related to combat. Not a big fan of not actually being able to participate at all when it comes to a fight. 3 sessions in and I have already been knocked out more then everyone else. Thinking that monk isn't for me, but I want to understand the class first before I switch.
Extra attacks. It seems like the monk can take an extra attack as a bonus action so long as it is using fists or a monk weapon.
Unarmed strikes don't have to use your fists. Any blow with your body is fine.
I think other classes can do this to a degree as well, but stronger.
The normal way to get a bonus attack is to use two-weapon fighting, which doesn't let you add your ability modifier to the bonus attack unless you have the TWF fighting style. So monks have it pretty good.
Monk Fist punch is only a d4. My staff is a d6 unless I duel wield it for d8 but I think that takes away the extra attack option as a result of being a monk, right?
Using a quarterstaff two-handed increases the damage to d8, yes. Dual wielding refers to using two weapons, which you can't normally do with quarterstaffs.
Holding a quarterstaff with two hands doesn't stop you from taking a hand off for a punch or simply kicking your opponent.
I keep hearing of monks having a high damage output but I don't understand how when their damage tends on a low dice and using a higher dice for a different weapon takes away a dice for damage.
Let's do the math for 1st level melee classes starting with 16 DEX or STR:
A monk with a quarterstaff will deal an average of 4.5 (weapon) + 3 (DEX) + 2.5 (unarmed strike) + 3 (DEX) = 13.
A fighter with two shortswords and the TWF fighting style will deal 3.5 (weapon) + 3 (DEX) + 3.5 (1d6) + 3 (DEX) = 13.
A fighter with a greatsword and GWF fighting style will do 8.33 (weapon + GWF) + 3 (STR) = 11.33.
A rogue with two shortswords will deal 3.5 (weapon) + 3.5 (Sneak Attack) + 3 (DEX) + 3.5 (weapon) = 13.5.
A barbarian a greatsword will deal 7 (weapon) + 3 (STR) = 10, or 12 with rage.
A barbarian with two hand axes will deal 3.5 (weapon) + 3 (STR) + 3.5 (weapon) = 10, or 14 with rage.
Paladins and Rangers are strictly worse at attacking than fighters at 1st level.
So you can see monks start with solid baseline damage. Yes, those numbers will change as each class gains features and subclasses get involved but monks generally keep up in the damage department.
I have also read some stuff about martial arts die but haven't been able to figure out what that is or where/when to use it. What is a martial arts die???
The Martial Arts class feature explains what it is: it's a die you can use instead of the normal damage of your monk weapons or unarmed strikes. It starts as a d4 and goes up as you gain monk levels.
Also, just in general, what are some key rules I should stay aware of while leveling up that the books don't make obvious? Realized pretty quick that I wasn't using my extra attacks but i'm pretty sure I am missing a few other things related to combat. Not a big fan of not actually being able to participate at all when it comes to a fight. 3 sessions in and I have already been knocked out more then everyone else. Thinking that monk isn't for me, but I want to understand the class first before I switch.
If you want to perform you can't be too stingy with your ki. Patient Defense and Step of the Wind will help with staying alive while Stunning Strike is great at shutting down enemies and opening them up to big damage.
Remember that since your a monk way of the open hand you should consider yourself a support/dps class rather than a main dps (even if you'll get opportunity to deal a good amount of damage).
Your fury of blows and stunning strike are two very efficient tools to impose debuffs on targets (stunt / prone / pushback / no reaction => meaning no attack of opportunity). You main goal in combat will be to harass backliners (with high movement) / help player gain advantage on attacks / control the battlefield. See yourself as a skirmisher you'll run around bashing enemies and help take advantage in battles.
As InquisitiveCoder mentioned you can still use your quaterstaff 2handed as you can do unarmed strikes on your bonus action (so kick / knee / elbow /headbutt / whaterver you can think of). When your still on low levels this attack is a 1d4 (which is fine for a starting character) and if you look on the monk table (from the player Handbook) you can see that this dice is actually scaling up as you level up (1d6 at lvl5, 1d8 at lvl 11, 1d10 at lvl17)
So coming up at level 5 you could technically do: 1attack (1d6) + extra attack from lvl 5 (1d6) + fury of blows (2x 1d6)+ impose one condition from open-hand, all of it without even wearing a weapon.
Be wary though and this is the most important thing, as you seem low level you should use your Ki points with care (as you probably don't have much of them). Ki is a very useful tool (for offense and defense) and should be use when necessary and not whenever you can. I know it can be frustrating at time not being the one killing all the monsters (or the big bad boss) but in the end your playing as a party and if you fellow players succeed you do as well :P
I suggest you should have a look around here you'll find tons of posts that will give you more information about the monk and you'll probably pick some good possible tactics to learn how to play your monk efficiently (don't limit your reading to the "open hand posts" as some others could give you good insight on the class)
All that being said welcome to DND and even more welcome to the monk club :)
Remember that since your a monk way of the open hand you should consider yourself a support/dps class rather than a main dps (even if you'll get opportunity to deal a good amount of damage).
...You main goal in combat will be to harass backliners (with high movement) / help player gain advantage on attacks / control the battlefield.
Just wanted to say that this is spot on. I overlooked the bit about Way of the Open Hand so I didn't bring up Flurry of Blows. Open Hand Technique gets you a lot of bang for your buck since not only are you getting the extra hit of Flurry of Blows, you're getting two chances to apply additional effects and the one that takes away their reaction doesn't even require a saving throw.
And yeah, monks are best at keeping the enemies using ranged attacks under control or helping out your party's ranged attackers out of a pinch. Monks have amazing movement and simply standing next to a ranged attacker imposes disadvantage on their attacks. You don't want to stand next to the strongest enemies unless you plan on burning ki; your HP and AC just isn't up to the task.
I though the description of open hand furry of blows only let you impose a condition only on one of your connecting strike ? (which already makes it amazing in any fight )
And if can't escape the baddies then you can still dash / dodge / disengage / deflect missile. That's the reason any low level monks have a need to be cautionary with their ki spending specially early levels (tends to disappear afterward so you really feel a progression on power)
First campaign, I let DnD roll up a character for me and decided I would roll with it until I figured things out. Being new I expected to die pretty soon, but it would get me some xp in the game so I could at least figure out what i'm doing. The character roll up was Monk, Way of the open hand. Research I have done has left me with a few extra questions in relation to how it works in relation to other classes. For example,
Extra attacks. It seems like the monk can take an extra attack as a bonus action so long as it is using fists or a monk weapon. I think other classes can do this to a degree as well, but stronger. Monk Fist punch is only a d4. My staff is a d6 unless I duel wield it for d8 but I think that takes away the extra attack option as a result of being a monk, right? I keep hearing of monks having a high damage output but I don't understand how when their damage tends on a low dice and using a higher dice for a different weapon takes away a dice for damage.
Friend has a barbarian that can hit like, 3 times or something, as a result of rage at the same level (4 I think) while duel wielding a battle axe or something similar. I'd imagine that weapon has a pretty high damage output. Barbarian having high damage output makes sense because, barbarian. But i'm not making any sense out of the monk.
I have also read some stuff about martial arts die but haven't been able to figure out what that is or where/when to use it. What is a martial arts die???
Also, just in general, what are some key rules I should stay aware of while leveling up that the books don't make obvious? Realized pretty quick that I wasn't using my extra attacks but i'm pretty sure I am missing a few other things related to combat. Not a big fan of not actually being able to participate at all when it comes to a fight. 3 sessions in and I have already been knocked out more then everyone else. Thinking that monk isn't for me, but I want to understand the class first before I switch.
Unarmed strikes don't have to use your fists. Any blow with your body is fine.
The normal way to get a bonus attack is to use two-weapon fighting, which doesn't let you add your ability modifier to the bonus attack unless you have the TWF fighting style. So monks have it pretty good.
Using a quarterstaff two-handed increases the damage to d8, yes. Dual wielding refers to using two weapons, which you can't normally do with quarterstaffs.
Holding a quarterstaff with two hands doesn't stop you from taking a hand off for a punch or simply kicking your opponent.
Let's do the math for 1st level melee classes starting with 16 DEX or STR:
Paladins and Rangers are strictly worse at attacking than fighters at 1st level.
So you can see monks start with solid baseline damage. Yes, those numbers will change as each class gains features and subclasses get involved but monks generally keep up in the damage department.
The Martial Arts class feature explains what it is: it's a die you can use instead of the normal damage of your monk weapons or unarmed strikes. It starts as a d4 and goes up as you gain monk levels.
If you want to perform you can't be too stingy with your ki. Patient Defense and Step of the Wind will help with staying alive while Stunning Strike is great at shutting down enemies and opening them up to big damage.
The Forum Infestation (TM)
Remember that since your a monk way of the open hand you should consider yourself a support/dps class rather than a main dps (even if you'll get opportunity to deal a good amount of damage).
Your fury of blows and stunning strike are two very efficient tools to impose debuffs on targets (stunt / prone / pushback / no reaction => meaning no attack of opportunity). You main goal in combat will be to harass backliners (with high movement) / help player gain advantage on attacks / control the battlefield. See yourself as a skirmisher you'll run around bashing enemies and help take advantage in battles.
As InquisitiveCoder mentioned you can still use your quaterstaff 2handed as you can do unarmed strikes on your bonus action (so kick / knee / elbow /headbutt / whaterver you can think of). When your still on low levels this attack is a 1d4 (which is fine for a starting character) and if you look on the monk table (from the player Handbook) you can see that this dice is actually scaling up as you level up (1d6 at lvl5, 1d8 at lvl 11, 1d10 at lvl17)
So coming up at level 5 you could technically do: 1attack (1d6) + extra attack from lvl 5 (1d6) + fury of blows (2x 1d6)+ impose one condition from open-hand, all of it without even wearing a weapon.
Be wary though and this is the most important thing, as you seem low level you should use your Ki points with care (as you probably don't have much of them). Ki is a very useful tool (for offense and defense) and should be use when necessary and not whenever you can. I know it can be frustrating at time not being the one killing all the monsters (or the big bad boss) but in the end your playing as a party and if you fellow players succeed you do as well :P
I suggest you should have a look around here you'll find tons of posts that will give you more information about the monk and you'll probably pick some good possible tactics to learn how to play your monk efficiently (don't limit your reading to the "open hand posts" as some others could give you good insight on the class)
All that being said welcome to DND and even more welcome to the monk club :)
Just wanted to say that this is spot on. I overlooked the bit about Way of the Open Hand so I didn't bring up Flurry of Blows. Open Hand Technique gets you a lot of bang for your buck since not only are you getting the extra hit of Flurry of Blows, you're getting two chances to apply additional effects and the one that takes away their reaction doesn't even require a saving throw.
And yeah, monks are best at keeping the enemies using ranged attacks under control or helping out your party's ranged attackers out of a pinch. Monks have amazing movement and simply standing next to a ranged attacker imposes disadvantage on their attacks. You don't want to stand next to the strongest enemies unless you plan on burning ki; your HP and AC just isn't up to the task.
The Forum Infestation (TM)
I though the description of open hand furry of blows only let you impose a condition only on one of your connecting strike ? (which already makes it amazing in any fight )
And if can't escape the baddies then you can still dash / dodge / disengage / deflect missile. That's the reason any low level monks have a need to be cautionary with their ki spending specially early levels (tends to disappear afterward so you really feel a progression on power)
You can only apply one Open Hand Technique effect per hit - but both Flurry of Blows hits can apply one effect each.
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