Nobody's saying it isn't a capable build. It's just a much harder build to pull off well, due to being dependent on 3 attribute scores (plus Con), without high rolled stats.
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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.
You can take the mobile feat for that free disengage.
As for warlock multiclass, did I mention sun soul, radiant bolt is basically eldritch blast with agonizing blast that starts with 3 beams at level 3 and goes to 4 beams at level 5. And instead of getting more beams as it levels up, the damaged dice slowly increases, but either way the damage output stays higher than agonizing blast and is less MAD.
Wow I had remembered Mobile as giving a free disengage when you dash, not when you attack... that's really quite excellent on a character with a fly speed!
But as for Sun Soul, a ranged 30 blast is a very very different thing from a ranged 150 blast. And instead of being a dope ninja with S-rank thievery utility right from level 3 who learns to teleport at level 6, a sun soul is good at.... well I guess maybe you might toast a swarm with Burning Hands every once in a blue moon after 6th level? Being able to use the same stat (Dex) for punches and lasers isn't that much better than using the same stat (Cha) for punches and lasers as a hexblade if your DM allows that, but even if they don't and you have to split Dex for punches/Cha for lasers isn't that much of a MAD burden, because a Shadow Monk (especially a flying one) should rarely be able to be attacked at all, let alone attacked without disadvantage, so you don't really need maxed Wisdom or too many hit points. Or, you can just leave Cha at 14 and max your Dex and Wis as usual, because your lasers will almost always be attacking from advantage, so being a little less accurate is still okay!
But I do concede, a single-classed Sun Soul is a more straightforward way to turn an aarakocra monk into a flying laser than a warlock multiclass dip is.
I think straightforward is key here. Remember Champ, the guy is new enough that he's asking for monk tips. An advanced multiclass with a ton of features may be asking a bit much. Sun Soul is easier. That and I don't actually know if Martial Arts interacts with Hex Weapon the way we might think it does. I'd have to go reread the feature, but it may require Dexterity if you want the scaling damage dice, ne?
You can take the mobile feat for that free disengage.
True & valid, but it's not quite as good (IMO) as Drunken Technique depending on the circumstances.
Drunken Technique is a rider on Flurry of Blows--using an active resource in the process, yet something most Monks are going to be doing a lot anyway--and applies a straight-up Disengage which applies to movement around all creatures. This provides the freedom to move around the battlefield unhindered no matter how many enemies are present.
Mobile requires no active resources, but only applies to creatures that you make an attack against during your turn. It'll definitely reduce the risk of provoking OAs, but not entirely. It also comes at the cost of an ASI, which is a very significant investment for Monks. Food for thought.
[edit]
Addressing Hex Warrior and Monk: Unarmed Strikes are not weapons, and never count as weapons. Natural Weapons do not ever count as weapons either, and only the PC racial Natural Weapons carry the exception of counting as an Unarmed Strike. Hex Warrior does not ever apply to Unarmed Strikes. It would apply to attacks made with a Monk Weapon (all Monk Weapons are valid for Hex Warrior as neither can have the Two-Handed property), but not to any Unarmed Strikes made as a follow up bonus action.
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.
Hey, "new to monk" doesn't mean "new to 5E," I don't like to assume! And the answer to "what monk is best monk?" will always be "Shadow Monk!" in my book!!! But I've already conceded, OP doesn't wanna play a multi character and passed on it, I was just defending against these other comments because it isn't as MAD/complicated as you all are claiming it is.
The question of which of two very specific exceptions replaces the other with martial arts and hex weapon is one for another thread, but the short version is... martial arts provides that your Unarmed Strikes "can use Dexterity instead of Strength" instead of "use Dexterity...", and the damage benefit is an entirely different bullet point from that independent of that choice. You can attack with Dexterity, Strength, or really any other stat you're allowed to use, while still doing the scaling damage that's described seperately. The bigger question for Hex Weapon is whether "one weapon you are proficient with" includes your own Unarmed Strikes (probably not) or your natural weapons that just call themselves Unarmed Strikes like Aarakocra's Talons (still probably not), or your natural weapons that call themselves natural weapons like Lizardfolk's Bite (very possibly yes!).
Just max your dex and wisdom, and middle your strength and constitution, and play an Open Hand or Long Death or Drunken Master. Take Mobile if you aren't a Drunken Master. Other feats are largely pointless for you and you'll need your ASI, unless you want to take Tavern Brawler to be able to snatch people up and drag them screaming into the sky or something :p
Id have to agree with most here. Playing my second campaign with my group (my turn to DM) and its a long campaign but wanting to try a Aarokocra monk since a friend brought his goliath monk into our first campaign.
I would have to warn you straight up if you're going to want your DM to allow bird boy you're going to have to nix all the shenanigans that bird boy is susceptible to.
I plan on telling my DM I really only plan on taking advantage of the speed and will keep it ground bound as much as possible especially during combat. I really hope I'll be allowed to especially since I preemptively had a sick figure printed.
I would say the most 'synergistic' subclasses are as mentioned; sun soul for the range and drunk for the free disengage. 4 elements is also top cuz of the ranged attacks but read up on all the reviews. It can be TOO ki heavy. There are homebrewed fixes but your DM may or may not want to allow it especially if they're werent keen on Aarokocra to begin with.
I personally plan on going open hand. You can stop a target from using their reaction which is an alternative to disenagaging then zip to the next one with my 80' move. If I have the ASI to spare mobile is definitely something I'd consider. 10' more ft movement & free disengage on attack is great.
Someone above also pointed out that going kensei with a long bow is also a great build and after reading that id definitely agree.
Consider your own play style - whether you want the flight+movement to get the he'll out of there and attack from range or just the massive movement and zip through combat on the ground. I would definitely then discuss this with the DM first. Make sure that they're fine with it because it can be cheesy (as in very exploitative not corny) and whether you're a new group or not a DM can not want to deal with it. If there are any specific concerns try to work with your DM (like I plan on staying on the ground like said above). (Or discuss that even so, you can still br a target. It's not a video game. The DM can allow the enemies to grow and learn. Start bringing anti air artillery and ballistas. Hire other Aarokocra or flying beasts to specifically hunt YOU... Where your group is fighting a fair 3v3 orcs you now have an entire legion of wyverns on your tail feathers).
Depending on your group and their composition even discuss it with the other players. They may find it really cheap and unfair that you're 300+ feet in the air sniping dudes in relative safety never risking yourself.
Have fun but make sure everyone else is having fun too
And not to hate on Champ's build. Shadow monk is indeed a sick subclass for multiple reasons but perosnally I feel that it's a bit redundant on an Aarokocra with or without MCing into warlock.
6th level shadow step (only in dark or dim light) seems underwhelming when you can fly. Only addition is that it frees you from a bind/restrain without provoking OAs... Which in itself isn't bad.
17th level opportunitist will be completely missed as you're always in range....
It's worth noting, Noxx, that the fifty-foot speed on the Aarakocra is specifically "flight" speed. I don't recall where it is, but there's rules in the DMG that demand you move a certain distance while flying or you start to fall, unless your flight speed has the "can hover" callout. An aarakocra that's trying to remain ground-bound is using its 25-foot walking speed, not its 50-foot flying speed. Plus whatever level of Unarmored Movement you have.
It's worth noting, Noxx, that the fifty-foot speed on the Aarakocra is specifically "flight" speed. I don't recall where it is, but there's rules in the DMG that demand you move a certain distance while flying or you start to fall, unless your flight speed has the "can hover" callout. An aarakocra that's trying to remain ground-bound is using its 25-foot walking speed, not its 50-foot flying speed. Plus whatever level of Unarmored Movement you have.
The DMG doesn't make any reference to movement rules that I can find. The PHB has rules for fly speeds and explains what hover does. It does not require a certain amount of movement (it think that is from an older edition).
Well, it’s sort of there between the lines that one must BE ABLE to move in order to fly, though they don’t necessarily need to EXERCISE that option.
On a phone so ability to link/format is limited, but the PHB says “If a flying creature is knocked prone, has its speed reduced to 0, or is otherwise deprived of the ability to move, the creature falls, unless it has the ability to hover or it is being held aloft by magic, such as by the fly spell.”
I think what that means is essentially
- fly speed 0 is equivalent to not having a fly speed at all
- one cannot “crawl” while flying (unlike walking, swimming, and burrowing), and if crawling is all you can do, disregard your fly speed
- other effects that prevent movement but don’t inflict prone or drop speed to 0 also cause you to fall (including being subjected to a Command spell telling you to “halt “?)
Theres at least those three implications, possibly more, all jammed into a pretty brief and non-technical sentence. But what I DONT see is a requirement that you move any minimum amount of distance to fly without being able to hover, I believe Giant Eagles can flap in place just fine.
Whoops, Command tells you specifically it doesn’t cause flying creature to fall, even though it prevents them from moving, but DOES call out that certain creatures must move to fly...
confising. Anyone have an example of a creature that describes needing to move in its block, or is this evidence that the fly speed section was TRYING to say that flying creatures generally need to move?
Whoops, Command tells you specifically it doesn’t cause flying creature to fall, even though it prevents them from moving, but DOES call out that certain creatures must move to fly...
confising. Anyone have an example of a creature that describes needing to move in its block, or is this evidence that the fly speed section was TRYING to say that flying creatures generally need to move?
Paralyzed, petrified, and stunned prevent movement, but doesn't drop speed. Stuff like this is probably what that line was for.
It's worth noting, Noxx, that the fifty-foot speed on the Aarakocra is specifically "flight" speed. I don't recall where it is, but there's rules in the DMG that demand you move a certain distance while flying or you start to fall, unless your flight speed has the "can hover" callout. An aarakocra that's trying to remain ground-bound is using its 25-foot walking speed, not its 50-foot flying speed. Plus whatever level of Unarmored Movement you have.
By ground bound I meant fly skimming over the ground (or even 5-10ft in the air then use the remaining speed to zip around the battlefield then land again at the end of the turn) this way I'm not cheesing all the way out in safety of even the ranged characters (and even if im still airborne I can still be hit 5' in the air).
Just a way for me to utilize the speed but not turn off my DM or other players
Nobody's saying it isn't a capable build. It's just a much harder build to pull off well, due to being dependent on 3 attribute scores (plus Con), without high rolled stats.
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.
You can take the mobile feat for that free disengage.
As for warlock multiclass, did I mention sun soul, radiant bolt is basically eldritch blast with agonizing blast that starts with 3 beams at level 3 and goes to 4 beams at level 5. And instead of getting more beams as it levels up, the damaged dice slowly increases, but either way the damage output stays higher than agonizing blast and is less MAD.
Wow I had remembered Mobile as giving a free disengage when you dash, not when you attack... that's really quite excellent on a character with a fly speed!
But as for Sun Soul, a ranged 30 blast is a very very different thing from a ranged 150 blast. And instead of being a dope ninja with S-rank thievery utility right from level 3 who learns to teleport at level 6, a sun soul is good at.... well I guess maybe you might toast a swarm with Burning Hands every once in a blue moon after 6th level? Being able to use the same stat (Dex) for punches and lasers isn't that much better than using the same stat (Cha) for punches and lasers as a hexblade if your DM allows that, but even if they don't and you have to split Dex for punches/Cha for lasers isn't that much of a MAD burden, because a Shadow Monk (especially a flying one) should rarely be able to be attacked at all, let alone attacked without disadvantage, so you don't really need maxed Wisdom or too many hit points. Or, you can just leave Cha at 14 and max your Dex and Wis as usual, because your lasers will almost always be attacking from advantage, so being a little less accurate is still okay!
But I do concede, a single-classed Sun Soul is a more straightforward way to turn an aarakocra monk into a flying laser than a warlock multiclass dip is.
dndbeyond.com forum tags
I'm going to make this way harder than it needs to be.
I think straightforward is key here. Remember Champ, the guy is new enough that he's asking for monk tips. An advanced multiclass with a ton of features may be asking a bit much. Sun Soul is easier. That and I don't actually know if Martial Arts interacts with Hex Weapon the way we might think it does. I'd have to go reread the feature, but it may require Dexterity if you want the scaling damage dice, ne?
Please do not contact or message me.
True & valid, but it's not quite as good (IMO) as Drunken Technique depending on the circumstances.
Drunken Technique is a rider on Flurry of Blows--using an active resource in the process, yet something most Monks are going to be doing a lot anyway--and applies a straight-up Disengage which applies to movement around all creatures. This provides the freedom to move around the battlefield unhindered no matter how many enemies are present.
Mobile requires no active resources, but only applies to creatures that you make an attack against during your turn. It'll definitely reduce the risk of provoking OAs, but not entirely. It also comes at the cost of an ASI, which is a very significant investment for Monks. Food for thought.
[edit]
Addressing Hex Warrior and Monk: Unarmed Strikes are not weapons, and never count as weapons. Natural Weapons do not ever count as weapons either, and only the PC racial Natural Weapons carry the exception of counting as an Unarmed Strike. Hex Warrior does not ever apply to Unarmed Strikes. It would apply to attacks made with a Monk Weapon (all Monk Weapons are valid for Hex Warrior as neither can have the Two-Handed property), but not to any Unarmed Strikes made as a follow up bonus action.
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.
Hey, "new to monk" doesn't mean "new to 5E," I don't like to assume! And the answer to "what monk is best monk?" will always be "Shadow Monk!" in my book!!! But I've already conceded, OP doesn't wanna play a multi character and passed on it, I was just defending against these other comments because it isn't as MAD/complicated as you all are claiming it is.
The question of which of two very specific exceptions replaces the other with martial arts and hex weapon is one for another thread, but the short version is... martial arts provides that your Unarmed Strikes "can use Dexterity instead of Strength" instead of "use Dexterity...", and the damage benefit is an entirely different bullet point from that independent of that choice. You can attack with Dexterity, Strength, or really any other stat you're allowed to use, while still doing the scaling damage that's described seperately. The bigger question for Hex Weapon is whether "one weapon you are proficient with" includes your own Unarmed Strikes (probably not) or your natural weapons that just call themselves Unarmed Strikes like Aarakocra's Talons (still probably not), or your natural weapons that call themselves natural weapons like Lizardfolk's Bite (very possibly yes!).
dndbeyond.com forum tags
I'm going to make this way harder than it needs to be.
Have I gone too far into the deep end here?
Sorry, they're right, it isn't complicated.
Just max your dex and wisdom, and middle your strength and constitution, and play an Open Hand or Long Death or Drunken Master. Take Mobile if you aren't a Drunken Master. Other feats are largely pointless for you and you'll need your ASI, unless you want to take Tavern Brawler to be able to snatch people up and drag them screaming into the sky or something :p
dndbeyond.com forum tags
I'm going to make this way harder than it needs to be.
Okay thank you for your help.
I would go with Drunken Master for the flyby. But that’s personal preference.
For simplicity, do Open Hand Monk, but Drunken Master is also easy and good, but Sun Soul is fairly easy, and also pretty good.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Id have to agree with most here. Playing my second campaign with my group (my turn to DM) and its a long campaign but wanting to try a Aarokocra monk since a friend brought his goliath monk into our first campaign.
I would have to warn you straight up if you're going to want your DM to allow bird boy you're going to have to nix all the shenanigans that bird boy is susceptible to.
I plan on telling my DM I really only plan on taking advantage of the speed and will keep it ground bound as much as possible especially during combat. I really hope I'll be allowed to especially since I preemptively had a sick figure printed.
I would say the most 'synergistic' subclasses are as mentioned; sun soul for the range and drunk for the free disengage. 4 elements is also top cuz of the ranged attacks but read up on all the reviews. It can be TOO ki heavy. There are homebrewed fixes but your DM may or may not want to allow it especially if they're werent keen on Aarokocra to begin with.
I personally plan on going open hand. You can stop a target from using their reaction which is an alternative to disenagaging then zip to the next one with my 80' move. If I have the ASI to spare mobile is definitely something I'd consider. 10' more ft movement & free disengage on attack is great.
Someone above also pointed out that going kensei with a long bow is also a great build and after reading that id definitely agree.
Consider your own play style - whether you want the flight+movement to get the he'll out of there and attack from range or just the massive movement and zip through combat on the ground. I would definitely then discuss this with the DM first. Make sure that they're fine with it because it can be cheesy (as in very exploitative not corny) and whether you're a new group or not a DM can not want to deal with it. If there are any specific concerns try to work with your DM (like I plan on staying on the ground like said above). (Or discuss that even so, you can still br a target. It's not a video game. The DM can allow the enemies to grow and learn. Start bringing anti air artillery and ballistas. Hire other Aarokocra or flying beasts to specifically hunt YOU... Where your group is fighting a fair 3v3 orcs you now have an entire legion of wyverns on your tail feathers).
Depending on your group and their composition even discuss it with the other players. They may find it really cheap and unfair that you're 300+ feet in the air sniping dudes in relative safety never risking yourself.
Have fun but make sure everyone else is having fun too
And not to hate on Champ's build. Shadow monk is indeed a sick subclass for multiple reasons but perosnally I feel that it's a bit redundant on an Aarokocra with or without MCing into warlock.
6th level shadow step (only in dark or dim light) seems underwhelming when you can fly. Only addition is that it frees you from a bind/restrain without provoking OAs... Which in itself isn't bad.
17th level opportunitist will be completely missed as you're always in range....
Everything else is cool for any player
It's worth noting, Noxx, that the fifty-foot speed on the Aarakocra is specifically "flight" speed. I don't recall where it is, but there's rules in the DMG that demand you move a certain distance while flying or you start to fall, unless your flight speed has the "can hover" callout. An aarakocra that's trying to remain ground-bound is using its 25-foot walking speed, not its 50-foot flying speed. Plus whatever level of Unarmored Movement you have.
Please do not contact or message me.
The DMG doesn't make any reference to movement rules that I can find. The PHB has rules for fly speeds and explains what hover does. It does not require a certain amount of movement (it think that is from an older edition).
https://www.dndbeyond.com/sources/phb/combat#FlyingMovement
Well, it’s sort of there between the lines that one must BE ABLE to move in order to fly, though they don’t necessarily need to EXERCISE that option.
On a phone so ability to link/format is limited, but the PHB says “If a flying creature is knocked prone, has its speed reduced to 0, or is otherwise deprived of the ability to move, the creature falls, unless it has the ability to hover or it is being held aloft by magic, such as by the fly spell.”
I think what that means is essentially
- fly speed 0 is equivalent to not having a fly speed at all
- one cannot “crawl” while flying (unlike walking, swimming, and burrowing), and if crawling is all you can do, disregard your fly speed
- other effects that prevent movement but don’t inflict prone or drop speed to 0 also cause you to fall (including being subjected to a Command spell telling you to “halt “?)
Theres at least those three implications, possibly more, all jammed into a pretty brief and non-technical sentence. But what I DONT see is a requirement that you move any minimum amount of distance to fly without being able to hover, I believe Giant Eagles can flap in place just fine.
dndbeyond.com forum tags
I'm going to make this way harder than it needs to be.
Whoops, Command tells you specifically it doesn’t cause flying creature to fall, even though it prevents them from moving, but DOES call out that certain creatures must move to fly...
confising. Anyone have an example of a creature that describes needing to move in its block, or is this evidence that the fly speed section was TRYING to say that flying creatures generally need to move?
dndbeyond.com forum tags
I'm going to make this way harder than it needs to be.
Paralyzed, petrified, and stunned prevent movement, but doesn't drop speed. Stuff like this is probably what that line was for.
By ground bound I meant fly skimming over the ground (or even 5-10ft in the air then use the remaining speed to zip around the battlefield then land again at the end of the turn) this way I'm not cheesing all the way out in safety of even the ranged characters (and even if im still airborne I can still be hit 5' in the air).
Just a way for me to utilize the speed but not turn off my DM or other players
Also
https://rpg.stackexchange.com/questions/148386/can-flying-creatures-choose-to-hover-even-if-they-dont-have-hover-in-their-fly