Ive been playing monk for like 5 months and over half of those months i did not listen to the rules at all (it was a very lose interpretation of the rules)and im playing a online session that listens to the rules a lot more then just me and my friends hanging out any tip will help!
To avoid taking pportunity attacks every your turn, you must have a practical way to Disengage, so that you can use your ki to attack with your "flurry of blow." In my opinion, the best defense for the monk is attack and speed. As sfPanzer well said, The monk is a class that is not a frontliner, so the "mobile" talent or "crusher" are a must.
The monk is an attack and run class, you have to use your speed to enter into melee and at the end of your action run as far away as possible, using territory to get cover is one solution.
"moblie": is convenient because it increases your speed, and any enemy you tried to hit cannot make opportunity attacks on you.
Your speed increases by 10 feet.
When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.
When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
"crusher": Each turn you push an enemy you have hit by 5 feet. this allows you to disengage on one person per turn, but what pays off in this feat is the extra characteristic points, which leads you to even points if you took variant human as your base race.
crease your Strength or Constitution by 1, to a maximum of 20.
Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you.
When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the start of your next turn.
I personally recommend to make the monk a variant human and take the talent "crusher" these allows you to have good characteristics.
You must insist with the group to take as many short rest as possible to recover your ki power. A short rest should be about 2 hours, but you only need 30 minutes to recover your ki. So convince the group that you need to meditate for a moment.
If you want to multiclass I recommend these classes: Ranger / Druid / Rogue. The monk needs characteristic points in Dexterity, Wisdom, and Constitution. This makes him inconvenient in terms of the distibution of characteristic points. So taking second classes with the same characteristic needs is important. The Ranger is a convenient choice, offering magic and the "Fighting style" feature, I recommend "Druidic Warrior" or "Mariner." Druid is an interesting choice because you can transform and cast spells. I strongly advise against taking more than 3 levels of another class. The monk is highly dependent on his ki points and these are equal to his level.
I don't mean to say that "cruscher" feat is better than "mobile." It depends on the way you play. Normally you only attack one enemy each turn. in this case the cruscher feat is sufficent, the probelma arises if you are surrounded, in which case you use ki to perform "Step of the Wind" and escape. The mobile feat is easier to use because it eliminates the need to use "Step of the Wind" altogether.
You are right, but it is also rare to encounter larger opponents, and in that case there are also ranged weapons that now with the "Dedicated Weapon" feature you can access. There are also interesting combinations like being an open hand monk and taking 3 levels from Ranger Swarmkeeper so that you can push 3 times every turn. What I mean is that mobile feat is probably the most convenient and easy to use, but crusher is more fun and can be combined and used in different ways.
I agree with the things already said with one small addition. Remember that you can use Patient Defence as a bonus action which can be useful if you want to move away even without using step of the wind. Also, if you know that you are going to 15th level then I suggest at least one level of multiclass after you get to Monk level 14.
Is there anything in particular you would like to know?
I wantedt to get ASIs rather than feats so decided on a goblin and went open hand. If I used flurry of blows I could prevent creatures I hit from making an op attack and if I needed to save ki I could disengage as a bonus action without using ki. It is less efficient at skirmishing than mobile or Crusher but allows you to max dex and wis as quickly as possible.
I agree. Mobile to start with and pick up crusher as soon as it makes sense to pass on a ASI. With Crusher scoring a crit is almost as good as a free stunning strike, yell out for everyone to target the disadvantaged target and take’ ‘‘em down.
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Ive been playing monk for like 5 months and over half of those months i did not listen to the rules at all (it was a very lose interpretation of the rules)and im playing a online session that listens to the rules a lot more then just me and my friends hanging out any tip will help!
To avoid taking pportunity attacks every your turn, you must have a practical way to Disengage, so that you can use your ki to attack with your "flurry of blow." In my opinion, the best defense for the monk is attack and speed. As sfPanzer well said, The monk is a class that is not a frontliner, so the "mobile" talent or "crusher" are a must.
The monk is an attack and run class, you have to use your speed to enter into melee and at the end of your action run as far away as possible, using territory to get cover is one solution.
"moblie": is convenient because it increases your speed, and any enemy you tried to hit cannot make opportunity attacks on you.
"crusher": Each turn you push an enemy you have hit by 5 feet. this allows you to disengage on one person per turn, but what pays off in this feat is the extra characteristic points, which leads you to even points if you took variant human as your base race.
I personally recommend to make the monk a variant human and take the talent "crusher" these allows you to have good characteristics.
The best ones would be:
human variant (feat crusher)
str: 8
dex: 16 [+1human]
con: 14 [+1crusher]
int: 10
wis: 16 [+1human]
cha: 10
You must insist with the group to take as many short rest as possible to recover your ki power. A short rest should be about 2 hours, but you only need 30 minutes to recover your ki. So convince the group that you need to meditate for a moment.
If you want to multiclass I recommend these classes: Ranger / Druid / Rogue. The monk needs characteristic points in Dexterity, Wisdom, and Constitution. This makes him inconvenient in terms of the distibution of characteristic points. So taking second classes with the same characteristic needs is important. The Ranger is a convenient choice, offering magic and the "Fighting style" feature, I recommend "Druidic Warrior" or "Mariner." Druid is an interesting choice because you can transform and cast spells. I strongly advise against taking more than 3 levels of another class. The monk is highly dependent on his ki points and these are equal to his level.
here examples of multicalses:
Monk - Open Hand 5 / Ranger - Swarmkeeper 3
Monk- Shadow 5/ Ranger - Gloom Stalker 3
Monk - Long death 5/ Cleric - Twilight 1
I don't mean to say that "cruscher" feat is better than "mobile." It depends on the way you play. Normally you only attack one enemy each turn. in this case the cruscher feat is sufficent, the probelma arises if you are surrounded, in which case you use ki to perform "Step of the Wind" and escape. The mobile feat is easier to use because it eliminates the need to use "Step of the Wind" altogether.
You are right, but it is also rare to encounter larger opponents, and in that case there are also ranged weapons that now with the "Dedicated Weapon" feature you can access. There are also interesting combinations like being an open hand monk and taking 3 levels from Ranger Swarmkeeper so that you can push 3 times every turn. What I mean is that mobile feat is probably the most convenient and easy to use, but crusher is more fun and can be combined and used in different ways.
I agree with the things already said with one small addition. Remember that you can use Patient Defence as a bonus action which can be useful if you want to move away even without using step of the wind. Also, if you know that you are going to 15th level then I suggest at least one level of multiclass after you get to Monk level 14.
Is there anything in particular you would like to know?
I wantedt to get ASIs rather than feats so decided on a goblin and went open hand. If I used flurry of blows I could prevent creatures I hit from making an op attack and if I needed to save ki I could disengage as a bonus action without using ki. It is less efficient at skirmishing than mobile or Crusher but allows you to max dex and wis as quickly as possible.
I agree. Mobile to start with and pick up crusher as soon as it makes sense to pass on a ASI. With Crusher scoring a crit is almost as good as a free stunning strike, yell out for everyone to target the disadvantaged target and take’ ‘‘em down.