Hi, As the title says, I'm not use to melee characters cause When I first started playing (mostly on roll20) I couldn't roll to hit to save my life (literally one of my first characters died cause of it). So I started playing nothing but spellcasters with DC save spells so I didn't need to roll. But lately I got some good dice that don't betray me and Roll20 has been more merciful than normal and My cleric was able to hit most of his attacks. And now my GM wants me to play a kingdom Hearts-ques game with disney-ques characters (I messed with him saying I'm going to be kung fu panda). Even though it's dreamworks and not disney, he's letting me play as it. (I have another character idea if he does shoot it down last minute).
But, as I've never played as a monk before (had one in a party with me once); What tips do you have for me? I know they're very glasscannony and such, plus going drunken master adds some more 'interesting' parts as a martial artist.
Monks rely on a lot of ability scores so I'd recommend using point buy instead of the standard array. You need:
high DEX for AC, attack rolls, and damage
high WIS for AC and Ki saving throw DC
average STR for athletics (grappling, jumping, climbing and swimming)
average CON for HP
Since you want to get DEX and WIS to 20 quickly you want to go easy on the feats and pick them carefully. Good candidates are Mobile since it helps you stay alive, and any feat that gives +1 DEX or WIS if your score is at an odd number.
My other bit of advice is not to approach Monk as a pure damage-dealing class; other classes arguably handle that better. Monk's strengths are their mobility and ability to stun. Focus on reaching distant ranged attackers to impose disadvantage on them or distant allies that are in trouble, stunning dangerous monsters (e.g. spellcasters), or chasing fleeing enemies. Stunning on demand is mostly unique to monks and has a ton of fantastic uses:
It breaks concentration
Forces the monster to let go of anyone they're grappling
Lets your friends move away from the enemy without disengaging
Gives everyone advantage on attack rolls against that monster which helps the wizard cast Scorching Ray
Makes the monster fail DEX or STR saves which is great when the party wants to cast spells like Entangle or Flaming Sphere
Also, Stunning Strike stuns creatures until the end of your next turn so it's easier for you to hit and stun enemies next round.
Don't forget that as a Drunken Master you can use Flurry of Blows to disengage instead of Step of the Wind.
Also keep in mind drunken master monks are better in settings where they're fighting multiple opponents.
they have all those cool abilities of disngaging and attacking multiple dudes. Also keep in mind when you're fighting against ranged attackers you can go prone to give them disadvantage on attack rolls, move over to them, and then go crazy. Overall I think you'll have a fun time playing
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Hi,
As the title says, I'm not use to melee characters cause When I first started playing (mostly on roll20) I couldn't roll to hit to save my life (literally one of my first characters died cause of it). So I started playing nothing but spellcasters with DC save spells so I didn't need to roll. But lately I got some good dice that don't betray me and Roll20 has been more merciful than normal and My cleric was able to hit most of his attacks. And now my GM wants me to play a kingdom Hearts-ques game with disney-ques characters (I messed with him saying I'm going to be kung fu panda). Even though it's dreamworks and not disney, he's letting me play as it. (I have another character idea if he does shoot it down last minute).
But, as I've never played as a monk before (had one in a party with me once); What tips do you have for me? I know they're very glasscannony and such, plus going drunken master adds some more 'interesting' parts as a martial artist.
I'm no expert, but there's a great guide over on the monk class forum.
https://www.dndbeyond.com/forums/class-forums/monk/2382-a-monkeys-monk-guide-for-the-monk-monkeys
Monks rely on a lot of ability scores so I'd recommend using point buy instead of the standard array. You need:
Since you want to get DEX and WIS to 20 quickly you want to go easy on the feats and pick them carefully. Good candidates are Mobile since it helps you stay alive, and any feat that gives +1 DEX or WIS if your score is at an odd number.
My other bit of advice is not to approach Monk as a pure damage-dealing class; other classes arguably handle that better. Monk's strengths are their mobility and ability to stun. Focus on reaching distant ranged attackers to impose disadvantage on them or distant allies that are in trouble, stunning dangerous monsters (e.g. spellcasters), or chasing fleeing enemies. Stunning on demand is mostly unique to monks and has a ton of fantastic uses:
Also, Stunning Strike stuns creatures until the end of your next turn so it's easier for you to hit and stun enemies next round.
Don't forget that as a Drunken Master you can use Flurry of Blows to disengage instead of Step of the Wind.
The Forum Infestation (TM)
Also keep in mind drunken master monks are better in settings where they're fighting multiple opponents.
they have all those cool abilities of disngaging and attacking multiple dudes. Also keep in mind when you're fighting against ranged attackers you can go prone to give them disadvantage on attack rolls, move over to them, and then go crazy. Overall I think you'll have a fun time playing