Session 1: He was a valuable part of the team, despite being lower level than the rest of the party. We fought a necrotic caterpillar, which damaged anything that touched/melee-ed it, and that’s when I started to realize the blind spot in the build: ranged attacks. I had some darts to chuck when my HP got worrisome, but they’re just 1d4, so I wasn’t contributing much...
Session 2: Facing off against a Beholder (who wore a Phantom of the Opera mask—it was hilarious!), he Shadow Stepped behind “Phantathar” and... missed with both Monk weapon attacks. 😔 Before he could get another turn, the Beholder nailed him with a disintegration ray. I started thinking about a new character until the DM’s omnipotent NPC appeared and brought him back to life.
The party also leveled up after this session. I’m thinking getting Ranger is best at this point. It moves me toward Gloom Stalker, gives me Favored Enemy for the foreshadowed dragons we’ll be facing soon, and gives me proficiency with Martial weapons— no more darts for me!
What do you think? Otherwise I’m getting Evasion and Stillness of mind. I’m thinking a Rogue multiclass might be in the cards too, so that’s worth considering as well...
For the session 1 with the caterpillar, thats a huge shortcoming with beings that damage when you get hit. We fought a Remorhaz and I had the same problem with the darts doing crap amounts of damage. I still threw them, but was mostly useless during that fight. So I ended up buying like 6-8 daggers the next time I was in town because those, when thrown, actually act as monk weapons and use their monk dice. However, it is not quite the most optimal way to fight when you cant actually melee anything. If you find that you're going to start fighting things that damage you on melee attacks, then going gloom is a good counter to that.
The beholder thing too, is a bum wrap getting hit by that ray specifically. Sucks that you got targeted by that, but good that you got saved from it :) And as before, I think whether you go straight monk or go ranger will depend entirely on how you want the character to progress in a RP and/or mechanically. Having dragons as your favored enemy can be good as you can now have a better chance at tracking them and potentially knowing their weaknesses. Getting Evasion is amazing (in my experience), but it doesnt work for all dragons breath weapons, i.e. any that dont have dex as their save. Like white dragons save is a con save and that skill does jack for that save (found that out the hard way). However, it saved my bacon 2-3 times on the Black dragon we went up against a few months back. So, up to you whether or not its worth it.
Rogue (as was mentioned before) can definitely be a contender depending on the subclass that you pick and what you want out of it. You can sneak around, use your sneak attack after you shadow step due to the advantage, and still have an extra attack afterwards.
Also keep in mind, if you meet the requirements of a Sorcerer, Shadow sorc's get darkvision at level 1 as well. Something to consider if you wanted to go more of a melee/caster route.
As an aside, a Beholder at level 6/7? Thats rough! CR 13 creatures are nothing to sneer at when you're not of a sufficient level to survive their damage output. Sounds like its a bit of a meat grinder!
edit: 2 things. First, sounds like you had a good time in your session! Thats good to hear :) Second, the Disintegration Ray is a Dex save, and if you were level 7 even if you failed the save, you'd have only taken half damage on it! Just FYI, heh
For the session 1 with the caterpillar, thats a huge shortcoming with beings that damage when you get hit. We fought a Remorhaz and I had the same problem with the darts doing crap amounts of damage. I still threw them, but was mostly useless during that fight. So I ended up buying like 6-8 daggers the next time I was in town because those, when thrown, actually act as monk weapons and use their monk dice. However, it is not quite the most optimal way to fight when you cant actually melee anything. If you find that you're going to start fighting things that damage you on melee attacks, then going gloom is a good counter to that.
Ooh, daggers! More common/portable than the longbow I was thinking about. Longbows do 1d8, which is nice, but daggers fit the character's flavor a bit better.
The DM used a Remorhaz mini for the monster we fought. Dunno if "necrotic caterpillar" is a published thing or a homebrew, but it was great fun!
The beholder thing too, is a bum wrap getting hit by that ray specifically. Sucks that you got targeted by that, but good that you got saved from it :) And as before, I think whether you go straight monk or go ranger will depend entirely on how you want the character to progress in a RP and/or mechanically. Having dragons as your favored enemy can be good as you can now have a better chance at tracking them and potentially knowing their weaknesses. Getting Evasion is amazing (in my experience), but it doesnt work for all dragons breath weapons, i.e. any that dont have dex as their save. Like white dragons save is a con save and that skill does jack for that save (found that out the hard way). However, it saved my bacon 2-3 times on the Black dragon we went up against a few months back. So, up to you whether or not its worth it.
The Evasion against breath weapons is a concern at this point. Ideally, i'd get to both Gloom Stalker and manage another Monk level by the time we're in the thick of it. It's hard to tell if he'll throw dragons at us sooner than later, or wait until we're higher level so he can toss in more adults or ancients, and that's not something he'll tell me so I can plan for it. ;) Nor will he give any hints toward specific dragon types, since the island magically contains all terrain types.
RP wise, my PC has lived on this island of dragons for most of his life, and would know the land and dangers well. Being able to spot/track/know dragons would be useful.
As an aside, a Beholder at level 6/7? Thats rough! CR 13 creatures are nothing to sneer at when you're not of a sufficient level to survive their damage output. Sounds like its a bit of a meat grinder!
edit: 2 things. First, sounds like you had a good time in your session! Thats good to hear :) Second, the Disintegration Ray is a Dex save, and if you were level 7 even if you failed the save, you'd have only taken half damage on it! Just FYI, heh
First, my PC is low level compared to the rest of the party. There are two at Level 8, three at Level 7, and then mine. We're all a level higher now, but the Beholder-- even in his lair-- only shows up as a Medium encounter on Kobold Fight Club for that kind of party. Second, the DM gave us the choice of having kid gloves or not before the encounter. It was his first time running a Beholder, and wanted to see how it would do, but that could potentially end in TPK, so he didn't want to throw it at us blind. He also said that we'd level up if we beat him. We all agreed to not have kid gloves, so things went the way they went.
On the save for the Disintegration Ray, he rolled really high for damage; even Evasion wouldn't have saved me in that case. My guy was toast, and it wasn't him picking on me or anything. It was all random. The only real down side is all my items-- including the Gem of Seeing and the Vicious Blade-- got disintegrated too. My character came back, but not my stuff.
Rogue (as was mentioned before) can definitely be a contender depending on the subclass that you pick and what you want out of it. You can sneak around, use your sneak attack after you shadow step due to the advantage, and still have an extra attack afterwards.
Also keep in mind, if you meet the requirements of a Sorcerer, Shadow sorc's get darkvision at level 1 as well. Something to consider if you wanted to go more of a melee/caster route.
Charisma ended up a dump stat for this guy. He's a bit of a grouch. :)
Assassin has obvious benefits, but I've also considered the Inquisitive, given his high Wisdom and overall disciplined, cerebral nature, and Sneak Attack would be great in any case. I dunno, though. Once I get to Gloom Stalker, I might just go straight Monk from there. A triple multiclass can get dicey...
First a quick question on the level. Is there a reason you're 6 and some of the party is 7 or 8 (no judgement, just asking)? We use a homebrew rule in our own games where all characters will level at the same time with milestone (group goals) and if anyone dies, their new character is the same level as the party. If someone chooses to play a new character they're one level behind the group. I ask the question because in general having a level disparity in a group makes encounter design much harder and those that are behind are punished much more due to lack of HP, abilities and other stuff (RP aside).
For instance, if you were lvl 8 and fought the Beholder, and the thing did max damage (10d8) if you failed the save you would have taken 40 damage. At level 8 if you had the average health of a monk with a +2 con you'd have 59 health. So if you'd taken no damage at all at that point, you'd be fine, otherwise, sadly, dust... But either way, you were at the level you were and what happened happened. Although I will mention that theres a passage in the spell Disintegrate that says that magic items are untouched by that spell/ability. But again, it could be something the DM took because you were able to live. So the trade-off would definitely be worth it at that point.
And a point about the Longbow, Gith dont get it as a proficient weapon so without adding a level of ranger, you'd attack with it without your proficiency bonus, which is kind of a bummer. The dagger, while 1 less average damage, would have the additional +3/+4 to hit, which is nice. Though it does have a shorter range which does suck compared to the super range on the longbow. If you go Gloom you'd be able to use the longbow no problem, so either way you are good I think.
I will say though that going Ranger for 3 levels would definitely give you some improvements RP wise to go with the dragon theme of this part of the campaign, especially given your characters background and where they grew up. That and you would get a d10 for your health for those 3 levels before you jump back to monk. So some of the tradeoffs to give yourself some mechanical benefits plus some cool RP clout is great. And man, my Cha is a dump stat as well. I cant lie or deceive my way out of a wet paper bag :(
Our table rules are similar to your own. We finished Dragon Heist, and there were players who, whether dissatisfied with their PCs or just interested in something different, wanted to have a new PC. The DM didn't want us swapping around willy nilly, so he said there needs to be a cost for switching: lose a level. We felt that seemed fair, and agreed to it. Three players set aside their level 5 PCs for new level 4 characters. I later did the same at 6th level, with a new level 5 PC. Two players have had the same character from the beginning, so they're highest level; the rest of us were just a level behind them.
When that second character of mine died (prompting this thread) it was during a milestone "boss battle" encounter. He considered letting my new PC being a level higher than the one I'd just lost, but he felt that death should have a price. It seems fair, even though it means that I'm trailing behind the rest of the party by one or two levels. Ultimately, we're there for the story, so I'm not competing with the players in any way, but perhaps we're seeing that my guy might be a little squishy compared to the others. If I had stayed dead during this last Beholder milestone battle, and my new character had again been held back a level, I think I would have said something about it. But my Gith came back to life and leveled up.
He's got a +1 Con mod, which had him at 39 hp. I failed to mention that the Beholder took an opportunity chomp out of him as he backed away, dropping him to 20. I don't know what the DM rolled, but he said it was high; even if I'd had Evasion, I failed the save. Perhaps it was the opportunity attack that really did me in, but what happened happened. Made for a great story! I imagine he decided to take even the magical objects as a tradeoff for the resurrection, because I saw him considering that for a while.
Yeah, I think I'll do daggers rather than longbow no matter what, because that's more his style. I just saw our other monk character able to pull out her longbow (not sure how she had proficiency since she's a Human; maybe she doesn't... just looked it up, she's got a shortbow. Must have been misspeaking when she said she was using a longbow...) I could tote a longbow with Gloom Stalker, which makes range in most of our encounters a nonissue, but the imagery of throwing daggers is compelling...
Oh, it's usually easier to punch you way out of a wet paper bag in the first place, so who needs Cha? My character isn't built to be the face, and I like him that way. :)
Thanks for the explanation of your groups level rules. They do sound similar to ours and it makes sense why people are the level they are. It does make things harder from a DM perspective and you are squishier, but not too much so.
And man, do I feel your pain with the +1 con and low HPs. My 10 monk has the same +1 and only has 60hp at lvl 10. So ultimately I understand how that happened, especially with the way that eyebeam works. Although I will say, that very scenario is exactly why I went with Mobile on my monk, as you can make your attacks and back off without having taken an opportunity attack. Although in this case it seems like even that wouldn't have saved you if you'd made your saving throw, but it is what it is now.
I'm with you on the daggers thing though too. Thematically it makes more sense for the monk to use small throwing implements rather than a bow, even if it is a short bow. Although I checked and it looks like because Short Bows are considered simple weapons, we do get to add our proficiency to it, which is a good thing to know!
I am also with you on the punching our way out of the bag too, heh. Much more satisfying rather than trying to lie to someone!
For now though, you may want to get to 7 in monk, get the evasion and stillness of mind, then see where the game goes from there. If you find you want to focus on the ranger/dragon thing, then go for it. Otherwise keep on with the monk and get the cool crap like running up walls and over water, etc. Also, if you go to 8 in monk you get your next ASI/Feat there And hell, if you get to 10 you'll be immune to green dragons breath :D
Its not for everyone and every group comp, but I will tell you that its served me exceptionally well since I got it at 4. Hit and run tactics work amazing, the extra 10 feet of movement is great and if you dash, rough terrain is a non-issue. Most often ill shadow step in, take 2 shots at the bad guy, or 2 guys depending on who's there then move away from them and either behind something else, or just out of range of their normal movement (if possible). Or move up, 3-4 hit something or somethings and then move away to force them to move to me if they want to attack me.
At 9 I was able to solo a CR6/7 creature because I was able to hit and move away and force it to chase me. Was almost unfair in that specific situation. I think I even had like 12 hps for the whole fight, heh.
See, that’s the thing: it frees up a bonus action and Ki. No longer do you need to consider Step of the Wind or Shadow Step. I could have popped up behind that Beholder, swiped at it, then scooted away without any concern for opportunity attacks...
See, that’s the thing: it frees up a bonus action and Ki. No longer do you need to consider Step of the Wind or Shadow Step. I could have popped up behind that Beholder, swiped at it, then scooted away without any concern for opportunity attacks...
...and then been disintegrated. 😉
Lol, basically ;) But at least you give yourself a chance to make the saving throw and have the DM roll crappy and not take the AOO. But ya, I really did pick it for all those reasons. And now that I have a 22 in Dex, I have a +10 to my Dex saving throws as well as evasion to reduce damage taken!
Similar to the Manual of Quickness of Action, my DM has created a group of magical tattoos that can be applied through various techniques that will grant permanent bonuses that mimic many of the magic items available. In my case I got one that gave me a +2 to my Dex and increased my max dex to 22. Its a pretty cool process and still has limits while also being rare and very expensive, so as to keep everyone from simply getting one :) Super fun concept he came up with for sure.
I'll also throw in my support for Mobile, I just snagged it at Monk 4 and it's been fantastic for rushing in smacking up folks then dipping back out of their range. Makes my HP deficit not nearly as big a deal.
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Session 1: He was a valuable part of the team, despite being lower level than the rest of the party. We fought a necrotic caterpillar, which damaged anything that touched/melee-ed it, and that’s when I started to realize the blind spot in the build: ranged attacks. I had some darts to chuck when my HP got worrisome, but they’re just 1d4, so I wasn’t contributing much...
Session 2: Facing off against a Beholder (who wore a Phantom of the Opera mask—it was hilarious!), he Shadow Stepped behind “Phantathar” and... missed with both Monk weapon attacks. 😔 Before he could get another turn, the Beholder nailed him with a disintegration ray. I started thinking about a new character until the DM’s omnipotent NPC appeared and brought him back to life.
The party also leveled up after this session. I’m thinking getting Ranger is best at this point. It moves me toward Gloom Stalker, gives me Favored Enemy for the foreshadowed dragons we’ll be facing soon, and gives me proficiency with Martial weapons— no more darts for me!
What do you think? Otherwise I’m getting Evasion and Stillness of mind. I’m thinking a Rogue multiclass might be in the cards too, so that’s worth considering as well...
For the session 1 with the caterpillar, thats a huge shortcoming with beings that damage when you get hit. We fought a Remorhaz and I had the same problem with the darts doing crap amounts of damage. I still threw them, but was mostly useless during that fight. So I ended up buying like 6-8 daggers the next time I was in town because those, when thrown, actually act as monk weapons and use their monk dice. However, it is not quite the most optimal way to fight when you cant actually melee anything. If you find that you're going to start fighting things that damage you on melee attacks, then going gloom is a good counter to that.
The beholder thing too, is a bum wrap getting hit by that ray specifically. Sucks that you got targeted by that, but good that you got saved from it :) And as before, I think whether you go straight monk or go ranger will depend entirely on how you want the character to progress in a RP and/or mechanically. Having dragons as your favored enemy can be good as you can now have a better chance at tracking them and potentially knowing their weaknesses. Getting Evasion is amazing (in my experience), but it doesnt work for all dragons breath weapons, i.e. any that dont have dex as their save. Like white dragons save is a con save and that skill does jack for that save (found that out the hard way). However, it saved my bacon 2-3 times on the Black dragon we went up against a few months back. So, up to you whether or not its worth it.
Rogue (as was mentioned before) can definitely be a contender depending on the subclass that you pick and what you want out of it. You can sneak around, use your sneak attack after you shadow step due to the advantage, and still have an extra attack afterwards.
Also keep in mind, if you meet the requirements of a Sorcerer, Shadow sorc's get darkvision at level 1 as well. Something to consider if you wanted to go more of a melee/caster route.
As an aside, a Beholder at level 6/7? Thats rough! CR 13 creatures are nothing to sneer at when you're not of a sufficient level to survive their damage output. Sounds like its a bit of a meat grinder!
edit: 2 things. First, sounds like you had a good time in your session! Thats good to hear :) Second, the Disintegration Ray is a Dex save, and if you were level 7 even if you failed the save, you'd have only taken half damage on it! Just FYI, heh
Ooh, daggers! More common/portable than the longbow I was thinking about. Longbows do 1d8, which is nice, but daggers fit the character's flavor a bit better.
The DM used a Remorhaz mini for the monster we fought. Dunno if "necrotic caterpillar" is a published thing or a homebrew, but it was great fun!
The Evasion against breath weapons is a concern at this point. Ideally, i'd get to both Gloom Stalker and manage another Monk level by the time we're in the thick of it. It's hard to tell if he'll throw dragons at us sooner than later, or wait until we're higher level so he can toss in more adults or ancients, and that's not something he'll tell me so I can plan for it. ;) Nor will he give any hints toward specific dragon types, since the island magically contains all terrain types.
RP wise, my PC has lived on this island of dragons for most of his life, and would know the land and dangers well. Being able to spot/track/know dragons would be useful.
First, my PC is low level compared to the rest of the party. There are two at Level 8, three at Level 7, and then mine. We're all a level higher now, but the Beholder-- even in his lair-- only shows up as a Medium encounter on Kobold Fight Club for that kind of party. Second, the DM gave us the choice of having kid gloves or not before the encounter. It was his first time running a Beholder, and wanted to see how it would do, but that could potentially end in TPK, so he didn't want to throw it at us blind. He also said that we'd level up if we beat him. We all agreed to not have kid gloves, so things went the way they went.
On the save for the Disintegration Ray, he rolled really high for damage; even Evasion wouldn't have saved me in that case. My guy was toast, and it wasn't him picking on me or anything. It was all random. The only real down side is all my items-- including the Gem of Seeing and the Vicious Blade-- got disintegrated too. My character came back, but not my stuff.
Charisma ended up a dump stat for this guy. He's a bit of a grouch. :)
Assassin has obvious benefits, but I've also considered the Inquisitive, given his high Wisdom and overall disciplined, cerebral nature, and Sneak Attack would be great in any case. I dunno, though. Once I get to Gloom Stalker, I might just go straight Monk from there. A triple multiclass can get dicey...
First a quick question on the level. Is there a reason you're 6 and some of the party is 7 or 8 (no judgement, just asking)? We use a homebrew rule in our own games where all characters will level at the same time with milestone (group goals) and if anyone dies, their new character is the same level as the party. If someone chooses to play a new character they're one level behind the group. I ask the question because in general having a level disparity in a group makes encounter design much harder and those that are behind are punished much more due to lack of HP, abilities and other stuff (RP aside).
For instance, if you were lvl 8 and fought the Beholder, and the thing did max damage (10d8) if you failed the save you would have taken 40 damage. At level 8 if you had the average health of a monk with a +2 con you'd have 59 health. So if you'd taken no damage at all at that point, you'd be fine, otherwise, sadly, dust... But either way, you were at the level you were and what happened happened. Although I will mention that theres a passage in the spell Disintegrate that says that magic items are untouched by that spell/ability. But again, it could be something the DM took because you were able to live. So the trade-off would definitely be worth it at that point.
And a point about the Longbow, Gith dont get it as a proficient weapon so without adding a level of ranger, you'd attack with it without your proficiency bonus, which is kind of a bummer. The dagger, while 1 less average damage, would have the additional +3/+4 to hit, which is nice. Though it does have a shorter range which does suck compared to the super range on the longbow. If you go Gloom you'd be able to use the longbow no problem, so either way you are good I think.
I will say though that going Ranger for 3 levels would definitely give you some improvements RP wise to go with the dragon theme of this part of the campaign, especially given your characters background and where they grew up. That and you would get a d10 for your health for those 3 levels before you jump back to monk. So some of the tradeoffs to give yourself some mechanical benefits plus some cool RP clout is great. And man, my Cha is a dump stat as well. I cant lie or deceive my way out of a wet paper bag :(
Our table rules are similar to your own. We finished Dragon Heist, and there were players who, whether dissatisfied with their PCs or just interested in something different, wanted to have a new PC. The DM didn't want us swapping around willy nilly, so he said there needs to be a cost for switching: lose a level. We felt that seemed fair, and agreed to it. Three players set aside their level 5 PCs for new level 4 characters. I later did the same at 6th level, with a new level 5 PC. Two players have had the same character from the beginning, so they're highest level; the rest of us were just a level behind them.
When that second character of mine died (prompting this thread) it was during a milestone "boss battle" encounter. He considered letting my new PC being a level higher than the one I'd just lost, but he felt that death should have a price. It seems fair, even though it means that I'm trailing behind the rest of the party by one or two levels. Ultimately, we're there for the story, so I'm not competing with the players in any way, but perhaps we're seeing that my guy might be a little squishy compared to the others. If I had stayed dead during this last Beholder milestone battle, and my new character had again been held back a level, I think I would have said something about it. But my Gith came back to life and leveled up.
He's got a +1 Con mod, which had him at 39 hp. I failed to mention that the Beholder took an opportunity chomp out of him as he backed away, dropping him to 20. I don't know what the DM rolled, but he said it was high; even if I'd had Evasion, I failed the save. Perhaps it was the opportunity attack that really did me in, but what happened happened. Made for a great story! I imagine he decided to take even the magical objects as a tradeoff for the resurrection, because I saw him considering that for a while.
Yeah, I think I'll do daggers rather than longbow no matter what, because that's more his style. I just saw our other monk character able to pull out her longbow (not sure how she had proficiency since she's a Human; maybe she doesn't... just looked it up, she's got a shortbow. Must have been misspeaking when she said she was using a longbow...) I could tote a longbow with Gloom Stalker, which makes range in most of our encounters a nonissue, but the imagery of throwing daggers is compelling...
Oh, it's usually easier to punch you way out of a wet paper bag in the first place, so who needs Cha? My character isn't built to be the face, and I like him that way. :)
Thanks for the explanation of your groups level rules. They do sound similar to ours and it makes sense why people are the level they are. It does make things harder from a DM perspective and you are squishier, but not too much so.
And man, do I feel your pain with the +1 con and low HPs. My 10 monk has the same +1 and only has 60hp at lvl 10. So ultimately I understand how that happened, especially with the way that eyebeam works. Although I will say, that very scenario is exactly why I went with Mobile on my monk, as you can make your attacks and back off without having taken an opportunity attack. Although in this case it seems like even that wouldn't have saved you if you'd made your saving throw, but it is what it is now.
I'm with you on the daggers thing though too. Thematically it makes more sense for the monk to use small throwing implements rather than a bow, even if it is a short bow. Although I checked and it looks like because Short Bows are considered simple weapons, we do get to add our proficiency to it, which is a good thing to know!
I am also with you on the punching our way out of the bag too, heh. Much more satisfying rather than trying to lie to someone!
For now though, you may want to get to 7 in monk, get the evasion and stillness of mind, then see where the game goes from there. If you find you want to focus on the ranger/dragon thing, then go for it. Otherwise keep on with the monk and get the cool crap like running up walls and over water, etc. Also, if you go to 8 in monk you get your next ASI/Feat there And hell, if you get to 10 you'll be immune to green dragons breath :D
Maybe I'll do Mobile instead of my next ASI...
Its not for everyone and every group comp, but I will tell you that its served me exceptionally well since I got it at 4. Hit and run tactics work amazing, the extra 10 feet of movement is great and if you dash, rough terrain is a non-issue. Most often ill shadow step in, take 2 shots at the bad guy, or 2 guys depending on who's there then move away from them and either behind something else, or just out of range of their normal movement (if possible). Or move up, 3-4 hit something or somethings and then move away to force them to move to me if they want to attack me.
At 9 I was able to solo a CR6/7 creature because I was able to hit and move away and force it to chase me. Was almost unfair in that specific situation. I think I even had like 12 hps for the whole fight, heh.
See, that’s the thing: it frees up a bonus action and Ki. No longer do you need to consider Step of the Wind or Shadow Step. I could have popped up behind that Beholder, swiped at it, then scooted away without any concern for opportunity attacks...
...and then been disintegrated. 😉
Lol, basically ;) But at least you give yourself a chance to make the saving throw and have the DM roll crappy and not take the AOO. But ya, I really did pick it for all those reasons. And now that I have a 22 in Dex, I have a +10 to my Dex saving throws as well as evasion to reduce damage taken!
Wow! What's giving you a Dex above 20?
Similar to the Manual of Quickness of Action, my DM has created a group of magical tattoos that can be applied through various techniques that will grant permanent bonuses that mimic many of the magic items available. In my case I got one that gave me a +2 to my Dex and increased my max dex to 22. Its a pretty cool process and still has limits while also being rare and very expensive, so as to keep everyone from simply getting one :) Super fun concept he came up with for sure.
Awesome!
I'll also throw in my support for Mobile, I just snagged it at Monk 4 and it's been fantastic for rushing in smacking up folks then dipping back out of their range. Makes my HP deficit not nearly as big a deal.