I have a shadow monk/rogue that i am planning out to level 20. I'm satisfied with what i have now but how could i further expand on this build through skills and items?
I don't see any reason to not make it Monk 14/Rogue 6 so you can get Expertise again. Do you really want Timeless Body, or is it about the 1 extra Ki? I would also start as a Rogue first to increase the number of Skills you have Proficiency with. You can't really plan items unless your DM is starting you off at a high level.
Okay, if that is true then I agree this is the best limit, any lower and you'll lose Uncanny Dodge and a d6 of Sneak Attack.
If your not going to be the main talker, Acrobatics, Athletics, Perception, Sleight of Hand, and Stealth would be good skills to make sure you have. I'd make sure to have Expertise in Stealth to fit this build idea. The other Expertise selection can pretty much be anything, but if you don't have a Rogue it might be best to have it in Thieves' Tools.
This is all super helpful, thanks! Also about items my dm lets me homebrew magic items that can be found in game later down the line, so if you know of any that would complement this build or make for good inspiration that would help.
How about a pair of bracers of defense, but super-charged? In addition to the bonus to AC that doesn't conflict with Unarmored Defense, it also allows you to reroll any 1s or 2s on Damage Rolls made with Unarmed Strikes.
I'm inclined to agree with SladeTracey. The 2 extra expertise is probably better than the 1 ki point (it is only 7% more ki, but 100% more expertise). And you should start as rogue for the extra skill and starting tools.
That homebrew feat doesn't do anything the alert or observant feats or even normal passive perception wouldn't.
I agree that 15 Monk/5 Rogue is not a great break point. I agree that 14 Monk/6 Rogue is a better break point if you value the skill bonuses from your dip in Rogue as more important than your Monk abilities.
Since you want to focus on the Monk aspects, I would suggest 17 Monk/3 Rogue as the best break point for you. Uncanny Dodge is frankly not that good; there are much better ways to use your reaction. You do lose 1 Sneak Attack die, but honestly that's a trap. Going up to 17 in Monk gives you the maximum Martial Arts damage (all your unarmed/monk weapons, all the time), and that more than makes up for a measly 1d6 that only applies to sneak attacks. Going to 17 in Monk also gives you the level 17 feature of Way of the Shadow: Opportunist. This gives you the same reaction attack as Sentinel, and using your reaction in this way gives you the possibility of adding Sneak Attack damage an additional time in the same round.
You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
I think this is the first time I've seen the opinion that Uncanny Dodge is "not that good." What's the thinking on that? Taking half damage seems pretty good to me.
I think this is the first time I've seen the opinion that Uncanny Dodge is "not that good." What's the thinking on that? Taking half damage seems pretty good to me.
Probably on account of the lost reaction. Attacks of opportunity are one of the only ways to get more sneak attacks per round. Plus the monk has reaction based features as well like catching projectiles.
I think this is the first time I've seen the opinion that Uncanny Dodge is "not that good." What's the thinking on that? Taking half damage seems pretty good to me.
Probably on account of the lost reaction. Attacks of opportunity are one of the only ways to get more sneak attacks per round. Plus the monk has reaction based features as well like catching projectiles.
Yup, it's the lost reaction. Uncanny Dodge is one of those features that's really only useful if you don't have a better way to use your reaction in the round, and it's incredibly underwhelming as something you'd be going out of your way for.
Seeing as the OP is going Inquisitive, I assume the focal point for that decision is the ability to not need advantage for sneak attack via Insightful Fighting. That synergizes well with Opportunist.
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You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
Does opportunist work well with hit and run tactics?
Your asking if the ability to attack a nearby creature that was hit by an attack other than yours is useful for hit and run?
No, it useful for the opposite of hit and run. It is useful in brawl situations.
[Edit]Sorry. That was probably more passive aggressive than it ahould have been. But no, it would take some weird circumstance to use it in hit and run.
In general, reaction abilities aren't going to be good for "hit & run" tactics. They all rely on something specific being done by a creature other than yourself. Would you rather mitigate some (not all) damage from one attack, or deal more damage to a creature attacking your allies (possibly adding sneak attack an extra time in the round)?
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You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
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I have a shadow monk/rogue that i am planning out to level 20. I'm satisfied with what i have now but how could i further expand on this build through skills and items?
https://ddb.ac/characters/3256453/b5Ce2T
I don't see any reason to not make it Monk 14/Rogue 6 so you can get Expertise again. Do you really want Timeless Body, or is it about the 1 extra Ki? I would also start as a Rogue first to increase the number of Skills you have Proficiency with. You can't really plan items unless your DM is starting you off at a high level.
It's definitely about having more ki as i want to focus on the monk aspect of this class
Okay, if that is true then I agree this is the best limit, any lower and you'll lose Uncanny Dodge and a d6 of Sneak Attack.
If your not going to be the main talker, Acrobatics, Athletics, Perception, Sleight of Hand, and Stealth would be good skills to make sure you have. I'd make sure to have Expertise in Stealth to fit this build idea. The other Expertise selection can pretty much be anything, but if you don't have a Rogue it might be best to have it in Thieves' Tools.
This is all super helpful, thanks! Also about items my dm lets me homebrew magic items that can be found in game later down the line, so if you know of any that would complement this build or make for good inspiration that would help.
How about a pair of bracers of defense, but super-charged? In addition to the bonus to AC that doesn't conflict with Unarmored Defense, it also allows you to reroll any 1s or 2s on Damage Rolls made with Unarmed Strikes.
First, don't post the same thread to 3 forums.
I'm inclined to agree with SladeTracey. The 2 extra expertise is probably better than the 1 ki point (it is only 7% more ki, but 100% more expertise). And you should start as rogue for the extra skill and starting tools.
That homebrew feat doesn't do anything the alert or observant feats or even normal passive perception wouldn't.
I agree that 15 Monk/5 Rogue is not a great break point. I agree that 14 Monk/6 Rogue is a better break point if you value the skill bonuses from your dip in Rogue as more important than your Monk abilities.
Since you want to focus on the Monk aspects, I would suggest 17 Monk/3 Rogue as the best break point for you. Uncanny Dodge is frankly not that good; there are much better ways to use your reaction. You do lose 1 Sneak Attack die, but honestly that's a trap. Going up to 17 in Monk gives you the maximum Martial Arts damage (all your unarmed/monk weapons, all the time), and that more than makes up for a measly 1d6 that only applies to sneak attacks. Going to 17 in Monk also gives you the level 17 feature of Way of the Shadow: Opportunist. This gives you the same reaction attack as Sentinel, and using your reaction in this way gives you the possibility of adding Sneak Attack damage an additional time in the same round.
You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
I think this is the first time I've seen the opinion that Uncanny Dodge is "not that good." What's the thinking on that? Taking half damage seems pretty good to me.
I also think 17/3 is a good split to focus on the monk abilities.
Probably on account of the lost reaction. Attacks of opportunity are one of the only ways to get more sneak attacks per round. Plus the monk has reaction based features as well like catching projectiles.
Yup, it's the lost reaction. Uncanny Dodge is one of those features that's really only useful if you don't have a better way to use your reaction in the round, and it's incredibly underwhelming as something you'd be going out of your way for.
Seeing as the OP is going Inquisitive, I assume the focal point for that decision is the ability to not need advantage for sneak attack via Insightful Fighting. That synergizes well with Opportunist.
You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
Does opportunist work well with hit and run tactics?
Your asking if the ability to attack a nearby creature that was hit by an attack other than yours is useful for hit and run?
No, it useful for the opposite of hit and run. It is useful in brawl situations.
[Edit]Sorry. That was probably more passive aggressive than it ahould have been. But no, it would take some weird circumstance to use it in hit and run.
In general, reaction abilities aren't going to be good for "hit & run" tactics. They all rely on something specific being done by a creature other than yourself. Would you rather mitigate some (not all) damage from one attack, or deal more damage to a creature attacking your allies (possibly adding sneak attack an extra time in the round)?
You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.