I've never played a Monk before and I keep reading that they're terrible, but I want to make one.
After a lot of reading and consideration I wanna try something new and I've decided to over abuse UA material and try and utilize the Class Feature Variants and make an Astral Self Monk.
I was thinking about being a Loxodon. Their ability score bonuses are perfect match to combo their Natural Armor trait and the Astral Monk's switch to Wisdom over Strength or Dex.
I just run into issues with what to do? I'm considering the Shield Training and Tracker Feats to boost damage and defense. I'm just not certain they work because of funny wording.
Would using a Shield stop his Astral Arms from dealing damage and since the Astral Arms are Monk Weapons do the count as weapon attacks for Hunter's Mark?
Any other pointers or advice is appreciated. Thanks.
It seems Monks are a bit MAD with a "low" hit die and they spread themselves a little thin if they try to be best at any one thing. At least that's what I've been reading.
Arms of the Astral Self doesn't define it's damage die. It just implies it uses the Martial Arts die as a Monk Weapon, so I'm afraid if I use a shield the Astral Arms would only deal 0 + Wis damage. The extra attacks are highjacked by the Astral Arms and it uses Wisdom instead of Dexterity or Strength. So, I'm ok with losing most of the Martial Arts abilities.
I know I'd lose Unarmored Defense too for using a Shield, but I'm already prepared for that with a Loxodon's Natural Armor. 13+Con+Shield.
So, it looks like Hunter's Mark will work with the Astral Arms. That's good.
The other thing I was looking into was a grapple build using the Practiced Expert feat to boost Wisdom and get Expertise with Athletics... But too few feat opportunities to get all the ones I want.
Monks only need Wisdom and Dexterity, and it is possible to only have to focus on one if you get both to 16, which is very possible, even with Standard Array. And the MAD applies even more to Barbarians who would need Dex, Con and Str. At my table I would rule that the Arms count as weapons, not anything to do with Martial Arts, since the wording doesn't specify you have to not be wielding a shield. For the feats, Practiced Expert is your best bet if you want both of those.
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I've never played a Monk before and I keep reading that they're terrible, but I want to make one.
After a lot of reading and consideration I wanna try something new and I've decided to over abuse UA material and try and utilize the Class Feature Variants and make an Astral Self Monk.
I was thinking about being a Loxodon. Their ability score bonuses are perfect match to combo their Natural Armor trait and the Astral Monk's switch to Wisdom over Strength or Dex.
I just run into issues with what to do? I'm considering the Shield Training and Tracker Feats to boost damage and defense. I'm just not certain they work because of funny wording.
Would using a Shield stop his Astral Arms from dealing damage and since the Astral Arms are Monk Weapons do the count as weapon attacks for Hunter's Mark?
Any other pointers or advice is appreciated. Thanks.
First of all who told you monks are terrible? They're very wrong.
Second, using a shield removes your Martial Arts abilities and Unarmoured Defense, but I don't think they do anything to stuff like Astral Arms.
Thirdly, yes they count as 'weapon attacks'. What they don't count as is 'melee weapons'
Hope this helps!
It seems Monks are a bit MAD with a "low" hit die and they spread themselves a little thin if they try to be best at any one thing. At least that's what I've been reading.
Arms of the Astral Self doesn't define it's damage die. It just implies it uses the Martial Arts die as a Monk Weapon, so I'm afraid if I use a shield the Astral Arms would only deal 0 + Wis damage. The extra attacks are highjacked by the Astral Arms and it uses Wisdom instead of Dexterity or Strength. So, I'm ok with losing most of the Martial Arts abilities.
I know I'd lose Unarmored Defense too for using a Shield, but I'm already prepared for that with a Loxodon's Natural Armor. 13+Con+Shield.
So, it looks like Hunter's Mark will work with the Astral Arms. That's good.
The other thing I was looking into was a grapple build using the Practiced Expert feat to boost Wisdom and get Expertise with Athletics... But too few feat opportunities to get all the ones I want.
Monks only need Wisdom and Dexterity, and it is possible to only have to focus on one if you get both to 16, which is very possible, even with Standard Array. And the MAD applies even more to Barbarians who would need Dex, Con and Str. At my table I would rule that the Arms count as weapons, not anything to do with Martial Arts, since the wording doesn't specify you have to not be wielding a shield. For the feats, Practiced Expert is your best bet if you want both of those.