Been toying with a Four Elements Monk build that has the magic initiate (Druid) feat to add a little more elemental depth to the character. And Druid version lets me use wisdom. Also considered the High Half-Elf variant and taking Firebolt cantrip for a fire based ranged option, although it’s intelligence based so not great.
For cantrips I was considering Frostbite and Resistance. And Absorb Elements for the 1st level spell. But I’m not sure if Resistance would be a waste or not. I can see it being handy if you know you are going to be making a saving throw and can use it up front (not a good in-combat use). But I could take Produce Flame In its place for a 30’ ranges attack if I don’t go high half-elf for firebolt.
Any thoughts if Resistance is a decent pick or should be a pass? What other cantrip from Druid would be better. Thought about Mold Earth or Shape Water but they seem just as situational.
I don’t even have a game to play this character at the moment but just planning for the future (along with my other 50 characters on DDB 😂)
And I’m already aware of most peoples take on the 4E monk so this isn’t what the thread is about. Just some brainstorming on ways to maximize the concept of a 4E monk.
I feel Gust is a underrated spell. The pushback effect can be used to create an escape opportunity without triggering a Opportunity Attack and you would be surprised the amount of objects you can push with it that weigh 5 pounds or less.
Also wear if you wear a cape you can use it to make your cloak billow for the 'hero cape' effect :D
I like thorn whip since its a 30 melee attack role vs a con saving throw (which all monsters seem to make).
Resistance is ok, but it takes your full action and is concentration. If you expect to use it primarily on yourself as a pre combat buff then take it. If you're thinking of using it for party support, you've got more important stuff to do with your action.
I like thorn whip since its a 30 melee attack role vs a con saving throw (which all monsters seem to make).
Resistance is ok, but it takes your full action and is concentration. If you expect to use it primarily on yourself as a pre combat buff then take it. If you're thinking of using it for party support, you've got more important stuff to do with your action.
Would generally agree with this....I find it more valuable on Cleric when I can use it as an action while still attacking with my BA Spiritual Weapon and Spiritual Guardians is up.
I thought about thorn whip, but doesn’t quite fit the “elemental” theme of 4E so bypassed it. Although it could be reflavored as an elemental look instead of thorns, but keep the same damage type etc so there is no mechanical change.
Originally thought Resistance might be good during exploration when you know or suspect a trap or something of the like. You can use it and if you have to make a save to avoid getting sprayed by fire or something you get the bonus. But even that isn’t necessarily elemental based, it’s just any saving throw.
Also thought of getting shillelagh since I would probably focus on wisdom first so I could have a magic quarterstaff and use my wisdom for attack and damage. But dropped it as eventually would plan to have Dex to 20 so it would be unnecessary then.
I thought about thorn whip, but doesn’t quite fit the “elemental” theme of 4E so bypassed it. Although it could be reflavored as an elemental look instead of thorns, but keep the same damage type etc so there is no mechanical change.
Originally thought Resistance might be good during exploration when you know or suspect a trap or something of the like. You can use it and if you have to make a save to avoid getting sprayed by fire or something you get the bonus. But even that isn’t necessarily elemental based, it’s just any saving throw.
Also thought of getting shillelagh since I would probably focus on wisdom first so I could have a magic quarterstaff and use my wisdom for attack and damage. But dropped it as eventually would plan to have Dex to 20 so it would be unnecessary then.
Both of those are fair based on the theme you present...resistance is good if you are looking at getting to a fight soon I would agree. Especially if your DM likes traps.
Thorn Whip is a straight attack roll, not a saving throw, so its better than most other options that require a saving throw IMO. You could talk to your DM about flavoring thorn whip from a physical plant to a watery vine for flavor text. There obviously wouldn't be a change in properties outside of RP.
Resistance is generally a very crappy cantrip, as it takes an action to cast, and is applicable to only a single saving roll for 1d4 bonus. You'd have better luck grabbing Bless from something else and concentrating on that for a duration.
If you would like a tanky roadblock monk, i have seen a high-elf monk who took the Blade Ward cantrip use that plus Patient Defence to basically tank the front line against multiple opponents. He also had sentinel, so was able to lock down a large number of opponents while his ranged teammates pummeled on them. However, this guy wasnt built for doing damage and it showed. Blade Ward is unfortunately not a Druid Cantrip though.
Resistance is generally a very crappy cantrip, as it takes an action to cast, and is applicable to only a single saving roll for 1d4 bonus. You'd have better luck grabbing Bless from something else and concentrating on that for a duration.
I don't think Resistance is a bad cantrip; yes it takes an action, but keep in mind that it lasts for a minute (with concentration) and it costs nothing else to cast. If you're expecting danger all you need to do is let your DM know that you're casting it, so if any traps are triggered, enemies attack etc. then you're ready for it. I prefer Guidance overall, but you could always take both from Druid?
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If your deadset on choosing from the druid spell list, I think I’d pick resistance and guidance as the cantrips, so long as there are no clerics around. They aren’t elementally themed, but their effects can be described as such. Resistance could Perhaps be described like the following: “the explosion from a trap goes off catching the rogue off guard. As the flames spill forth you quickly form a protective layer of frost over your colleagues body in an attempt to protect them from the heats intensity.”. Guidance could be described in other ways too.
as for the first level spell choice, since you can only use it once a day, I kind of like the idea of the jump spell. It has a decent duration of an hour, no concentration, and it sunergizes well with your step of the wind ability and high amount of monk movement. Running up walls and then subsequently jumping a 50 or 60 foot gap could be pretty cool. Bypassing difficult terrain and enemies is easier if you can jump over it all.
If your deadset on choosing from the druid spell list, I think I’d pick resistance and guidance as the cantrips, so long as there are no clerics around. They aren’t elementally themed, but their effects can be described as such. Resistance could Perhaps be described like the following: “the explosion from a trap goes off catching the rogue off guard. As the flames spill forth you quickly form a protective layer of frost over your colleagues body in an attempt to protect them from the heats intensity.”. Guidance could be described in other ways too.
as for the first level spell choice, since you can only use it once a day, I kind of like the idea of the jump spell. It has a decent duration of an hour, no concentration, and it sunergizes well with your step of the wind ability and high amount of monk movement. Running up walls and then subsequently jumping a 50 or 60 foot gap could be pretty cool. Bypassing difficult terrain and enemies is easier if you can jump over it all.
I’m not dead set on Druid, but I picked it as it’s wisdom based and has elemental spells (clerics have radiant damage with sacred flame or word of radiance). I would have gone with something like wizard but my INT for casting wouldn’t be great as MAD as monks are.
I thought the same as you flavoring Resistance, but hadn’t considered guidance or jump. Thought it would be better to have an elemental damage cantrip for ranged situations. But interesting ideas.
The other issue with druid cantrips is they all have a horrible range of 30'. The only exception is magic stone but it doesn't scale and is limited to d6+wis. Although you could use a sling to get 60'.
Keep in mind though, both Guidance and Resistance are NOT ability score based Cantrips. So if you wanted another utility cantrip from another class, then wizard and cleric have a few ither options you can choose from, it just depends on the level 1 spell you want.
Produce flame is also a very cool spell if you want an elemental feel to your build. It has both utility and the option to attack as well
If your deadset on choosing from the druid spell list, I think I’d pick resistance and guidance as the cantrips, so long as there are no clerics around. They aren’t elementally themed, but their effects can be described as such. Resistance could Perhaps be described like the following: “the explosion from a trap goes off catching the rogue off guard. As the flames spill forth you quickly form a protective layer of frost over your colleagues body in an attempt to protect them from the heats intensity.”. Guidance could be described in other ways too.
as for the first level spell choice, since you can only use it once a day, I kind of like the idea of the jump spell. It has a decent duration of an hour, no concentration, and it sunergizes well with your step of the wind ability and high amount of monk movement. Running up walls and then subsequently jumping a 50 or 60 foot gap could be pretty cool. Bypassing difficult terrain and enemies is easier if you can jump over it all.
I’m not dead set on Druid, but I picked it as it’s wisdom based and has elemental spells (clerics have radiant damage with sacred flame or word of radiance). I would have gone with something like wizard but my INT for casting wouldn’t be great as MAD as monks are.
I thought the same as you flavoring Resistance, but hadn’t considered guidance or jump. Thought it would be better to have an elemental damage cantrip for ranged situations. But interesting ideas.
The Tasha’s dedicated weapon feature expand what weapons can be considered monk weapons. A sling or short bow can be made a dedicated monk weapon, and because of this the weapon damage can scale up do to martial arts die replacement. You can use Ki fueled attack and focused aim to somewhat reliably deal ranged damage with 2-3 attacks a round at level 5. The sling and short bow are easy choices since base monk already has proficiency with these weapons.
I’m doing this with my 4 elements monk in a theros themed campaign while making use of a sling and the crusher feat.
Been toying with a Four Elements Monk build that has the magic initiate (Druid) feat to add a little more elemental depth to the character. And Druid version lets me use wisdom. Also considered the High Half-Elf variant and taking Firebolt cantrip for a fire based ranged option, although it’s intelligence based so not great.
For cantrips I was considering Frostbite and Resistance. And Absorb Elements for the 1st level spell. But I’m not sure if Resistance would be a waste or not. I can see it being handy if you know you are going to be making a saving throw and can use it up front (not a good in-combat use). But I could take Produce Flame In its place for a 30’ ranges attack if I don’t go high half-elf for firebolt.
Any thoughts if Resistance is a decent pick or should be a pass? What other cantrip from Druid would be better. Thought about Mold Earth or Shape Water but they seem just as situational.
I don’t even have a game to play this character at the moment but just planning for the future (along with my other 50 characters on DDB 😂)
And I’m already aware of most peoples take on the 4E monk so this isn’t what the thread is about. Just some brainstorming on ways to maximize the concept of a 4E monk.
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
And here’s a level 8 version so far.
https://ddb.ac/characters/62140698/F2GWQj
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
I feel Gust is a underrated spell. The pushback effect can be used to create an escape opportunity without triggering a Opportunity Attack and you would be surprised the amount of objects you can push with it that weigh 5 pounds or less.
Also wear if you wear a cape you can use it to make your cloak billow for the 'hero cape' effect :D
I like thorn whip since its a 30 melee attack role vs a con saving throw (which all monsters seem to make).
Resistance is ok, but it takes your full action and is concentration. If you expect to use it primarily on yourself as a pre combat buff then take it. If you're thinking of using it for party support, you've got more important stuff to do with your action.
Would generally agree with this....I find it more valuable on Cleric when I can use it as an action while still attacking with my BA Spiritual Weapon and Spiritual Guardians is up.
I thought about thorn whip, but doesn’t quite fit the “elemental” theme of 4E so bypassed it. Although it could be reflavored as an elemental look instead of thorns, but keep the same damage type etc so there is no mechanical change.
Originally thought Resistance might be good during exploration when you know or suspect a trap or something of the like. You can use it and if you have to make a save to avoid getting sprayed by fire or something you get the bonus. But even that isn’t necessarily elemental based, it’s just any saving throw.
Also thought of getting shillelagh since I would probably focus on wisdom first so I could have a magic quarterstaff and use my wisdom for attack and damage. But dropped it as eventually would plan to have Dex to 20 so it would be unnecessary then.
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
Both of those are fair based on the theme you present...resistance is good if you are looking at getting to a fight soon I would agree. Especially if your DM likes traps.
Depending on your stats, shillelagh can be pointless by 6th level. You can do d8 with a weapon at 1st level. Your attacks become magical at 6th.
If you can't change cantrips (like from a feat), then don't waste a pick on it.
Thorn Whip is a straight attack roll, not a saving throw, so its better than most other options that require a saving throw IMO. You could talk to your DM about flavoring thorn whip from a physical plant to a watery vine for flavor text. There obviously wouldn't be a change in properties outside of RP.
Resistance is generally a very crappy cantrip, as it takes an action to cast, and is applicable to only a single saving roll for 1d4 bonus. You'd have better luck grabbing Bless from something else and concentrating on that for a duration.
If you would like a tanky roadblock monk, i have seen a high-elf monk who took the Blade Ward cantrip use that plus Patient Defence to basically tank the front line against multiple opponents. He also had sentinel, so was able to lock down a large number of opponents while his ranged teammates pummeled on them. However, this guy wasnt built for doing damage and it showed. Blade Ward is unfortunately not a Druid Cantrip though.
I don't think Resistance is a bad cantrip; yes it takes an action, but keep in mind that it lasts for a minute (with concentration) and it costs nothing else to cast. If you're expecting danger all you need to do is let your DM know that you're casting it, so if any traps are triggered, enemies attack etc. then you're ready for it. I prefer Guidance overall, but you could always take both from Druid?
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
If your deadset on choosing from the druid spell list, I think I’d pick resistance and guidance as the cantrips, so long as there are no clerics around. They aren’t elementally themed, but their effects can be described as such. Resistance could Perhaps be described like the following: “the explosion from a trap goes off catching the rogue off guard. As the flames spill forth you quickly form a protective layer of frost over your colleagues body in an attempt to protect them from the heats intensity.”. Guidance could be described in other ways too.
as for the first level spell choice, since you can only use it once a day, I kind of like the idea of the jump spell. It has a decent duration of an hour, no concentration, and it sunergizes well with your step of the wind ability and high amount of monk movement. Running up walls and then subsequently jumping a 50 or 60 foot gap could be pretty cool. Bypassing difficult terrain and enemies is easier if you can jump over it all.
I’m not dead set on Druid, but I picked it as it’s wisdom based and has elemental spells (clerics have radiant damage with sacred flame or word of radiance). I would have gone with something like wizard but my INT for casting wouldn’t be great as MAD as monks are.
I thought the same as you flavoring Resistance, but hadn’t considered guidance or jump. Thought it would be better to have an elemental damage cantrip for ranged situations. But interesting ideas.
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
The other issue with druid cantrips is they all have a horrible range of 30'. The only exception is magic stone but it doesn't scale and is limited to d6+wis. Although you could use a sling to get 60'.
Keep in mind though, both Guidance and Resistance are NOT ability score based Cantrips. So if you wanted another utility cantrip from another class, then wizard and cleric have a few ither options you can choose from, it just depends on the level 1 spell you want.
Produce flame is also a very cool spell if you want an elemental feel to your build. It has both utility and the option to attack as well
The Tasha’s dedicated weapon feature expand what weapons can be considered monk weapons. A sling or short bow can be made a dedicated monk weapon, and because of this the weapon damage can scale up do to martial arts die replacement. You can use Ki fueled attack and focused aim to somewhat reliably deal ranged damage with 2-3 attacks a round at level 5. The sling and short bow are easy choices since base monk already has proficiency with these weapons.
I’m doing this with my 4 elements monk in a theros themed campaign while making use of a sling and the crusher feat.
@Bobbybaker I never would have thought using a sling and the crusher feat. Would be cool to hit them and make them stagger back 5 feet.
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?