I am lvl 3 and my DM may give me free Fey Touched feat because it hooks well with the plot. Of course I will increase WIS ,and misty step is a cool spell overall. What other spell should I choose? Needs to be 1st lvl from enchantment/divination.
Notes: I am low on CHA and actually the tank of the party.
I am leaning towards hex/Tasha's hideous laughter/sleep/command.
If you raise your wisdom as part of the feat then that is the casting ability for the spell you choose so that should work fine with a monk. As far as spells you mentioned, Command might be a good pick as it is not concentration, which, if you are the tank, may have trouble maintaining. And sleep is good up to about level 3 or 4 but after that, not so much. So I would stay away from that. Dissonant Whispers might be good or Gift if Alacrity if it is allowed is another good pick. Or a utility spell like detect magic or comprehend languages (although at 13 monk you have Tongue of the sun and moon, which makes comprehend languages redundant)
If you raise your wisdom as part of the feat then that is the casting ability for the spell you choose so that should work fine with a monk. As far as spells you mentioned, Command might be a good pick as it is not concentration, which, if you are the tank, may have trouble maintaining. And sleep is good up to about level 3 or 4 but after that, not so much. So I would stay away from that. Dissonant Whispers might be good or Gift if Alacrity if it is allowed is another good pick. Or a utility spell like detect magic or comprehend languages (although at 13 monk you have Tongue of the sun and moon, which makes comprehend languages redundant)
What about Hex? It's a good bonus to my many attacks.
Hex is concentration, so you might lose it, if you are the tank. And it is a good spell and adds to your attacks. You just have to remember it uses your bonus action to cast and to move to another target once the first target dies. So that eats up your BA unarmed attack or FoB. So it can be good as long as you keep the that in mind
If you're a monk I strongly advise against tanking (maybe the "long death" monk is an exception). The monk should use his speed to attack and escape. With d8 of life should have a fighting style similar to the Rogue, only it differs from this because instead of making only one powerful attack it makes many but weak. So the Hex, Hunter mark spells are perfect for the monk.
As a monk you have klots of uses for your action and your bonus action is dependent on making an attack with your main action however unless you get an op attack or someone fires an arrow at you you have little use for your reaction. Even if it wasn't the most powerful 1st level spell in the game I would therefore go with silvery barbs.
silvery barbs is incrediblyversatile and helps the whole party, you can use it to cancel a crit (with 95% effectiveness) or force the bad guy to roll again when they succeed on a your friend's save or suck spell (things like hold person or at higher levels banish) the later is especially useful when you start coming accross creatures that have advantage on saving throws against magic (or spells) as the re-roll is just a single die. On top of that you can then give the rogue advantage on their next attack or the the guy that has been grappled / held / blinded or whatever advantage on their next attempt to get out of it.
Here's a list of spells that might be interesting. Reaction spells are cool, unfortunately they only last one round, while spells with concentration last the whole battle or even longer (until you lose concetration). If you have spellcasters in the group I would go on bane, if you have many warriors I would go on bless or heroism. If you want to do pain hex or hunter mark. If you want to save once a day Silvery barbs is not bad. You have to think that the spells you will have can be used once every long rest. If you were a warlock it would be a different story.
Silvery barbs
Silvery barbs
Casting Time: 1 reaction, which you take when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw Range: 60 feet Components: V Duration: Instantaneous
You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll. You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.
Hunter mark
Hunter mark
Casting Time: 1 bonus action Range: 90 feet Components: V Duration: Concentration, up to 1 hour
You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
Hex
Hex
Casting Time: 1 bonus action Range: 90 feet Components: V, S, M (the petrified eye of a newt) Duration: Concentration, up to 1 hour
You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature. A Remove Curse cast on the target ends this spell early. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
Heroism
Heroism
Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 minute
A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Bless
Bless
Casting Time: 1 action Range: 30 feet Components: V, S, M (a sprinkling of holy water) Duration: Concentration, up to 1 minute
You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Bane
Bane
Casting Time: 1 action Range: 30 feet Components: V, S, M (a drop of blood) Duration: Concentration, up to 1 minute
Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
I am lvl 3 and my DM may give me free Fey Touched feat because it hooks well with the plot. Of course I will increase WIS ,and misty step is a cool spell overall. What other spell should I choose? Needs to be 1st lvl from enchantment/divination.
Notes: I am low on CHA and actually the tank of the party.
I am leaning towards hex/Tasha's hideous laughter/sleep/command.
If you raise your wisdom as part of the feat then that is the casting ability for the spell you choose so that should work fine with a monk. As far as spells you mentioned, Command might be a good pick as it is not concentration, which, if you are the tank, may have trouble maintaining. And sleep is good up to about level 3 or 4 but after that, not so much. So I would stay away from that.
Dissonant Whispers might be good or Gift if Alacrity if it is allowed is another good pick. Or a utility spell like detect magic or comprehend languages (although at 13 monk you have Tongue of the sun and moon, which makes comprehend languages redundant)
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
What about Hex? It's a good bonus to my many attacks.
Hex is concentration, so you might lose it, if you are the tank. And it is a good spell and adds to your attacks. You just have to remember it uses your bonus action to cast and to move to another target once the first target dies. So that eats up your BA unarmed attack or FoB. So it can be good as long as you keep the that in mind
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
If you're a monk I strongly advise against tanking (maybe the "long death" monk is an exception). The monk should use his speed to attack and escape. With d8 of life should have a fighting style similar to the Rogue, only it differs from this because instead of making only one powerful attack it makes many but weak. So the Hex, Hunter mark spells are perfect for the monk.
As a monk you have klots of uses for your action and your bonus action is dependent on making an attack with your main action however unless you get an op attack or someone fires an arrow at you you have little use for your reaction. Even if it wasn't the most powerful 1st level spell in the game I would therefore go with silvery barbs.
silvery barbs is incrediblyversatile and helps the whole party, you can use it to cancel a crit (with 95% effectiveness) or force the bad guy to roll again when they succeed on a your friend's save or suck spell (things like hold person or at higher levels banish) the later is especially useful when you start coming accross creatures that have advantage on saving throws against magic (or spells) as the re-roll is just a single die. On top of that you can then give the rogue advantage on their next attack or the the guy that has been grappled / held / blinded or whatever advantage on their next attempt to get out of it.
Here's a list of spells that might be interesting. Reaction spells are cool, unfortunately they only last one round, while spells with concentration last the whole battle or even longer (until you lose concetration). If you have spellcasters in the group I would go on bane, if you have many warriors I would go on bless or heroism. If you want to do pain hex or hunter mark. If you want to save once a day Silvery barbs is not bad. You have to think that the spells you will have can be used once every long rest. If you were a warlock it would be a different story.
Silvery barbs
Silvery barbs
Casting Time: 1 reaction, which you take when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw
Range: 60 feet
Components: V
Duration: Instantaneous
You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll. You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.
Hunter mark
Hunter mark
Casting Time: 1 bonus action
Range: 90 feet
Components: V
Duration: Concentration, up to 1 hour
You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
Hex
Hex
Casting Time: 1 bonus action
Range: 90 feet
Components: V, S, M (the petrified eye of a newt)
Duration: Concentration, up to 1 hour
You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature. A Remove Curse cast on the target ends this spell early. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
Heroism
Heroism
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Bless
Bless
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a sprinkling of holy water)
Duration: Concentration, up to 1 minute
You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Bane
Bane
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a drop of blood)
Duration: Concentration, up to 1 minute
Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.