I’m looking to get some thoughts my idea for a monk build.
Race: Harrengon MotM. +2/1 Dex/Wis
Stats: standard 8,10,12,13,14,15. I am looking at making a character that can impose disadvantages and burn the reactions of the enemies. I was thinking about a Monk way of the kensei build with a 4 to 6 level fighter dip, depending upon how far we are playing the campaign, or even for one shots or limited campaigns. The idea is to take a 4 level dip to get Battle master and the ASI. (The 6 level dip, is for a quick ASI, and the higher hit die.) With the Harrengon you get the hair trigger, and lucky footwork, plus the rabbit hop is pretty cool with slowfall. The two superior techs you are going for is evasive footwork and distracting strike. At the first ASI you take the Slasher feat. Once you get to character level 7 you are 4 levels fighter, and 3 levels of Monk. With action surge, 4 superiority dice, 4 ki points, a long sword, a long bow, and a ton of movement speed, and after your first punch, an AC of 18.
Here is the idea.
You wield a longsword in one hand. Having taken the slasher feat, you slow each person hit by 10 feet until your next turn. Your movement is 40 feet. With action surge and flurry of blows you can attack 4 different enemies in this one turn. By burning a superiority die you can raise your AC by up to 8 points until you stop moving. With 40 feet of movement you could move into and out of the attack range of many enemies on the field with an AC as high as 26, and finish your turn having burned the reactions of each enemy who tried to hit you, and still have your reaction for deflect missiles. Plus with the longsword, and dualing fighting style you are dealing 1d8 plus 7 and a minus 10 to movement speed on each enemy you hit with it. The first attack is with your open hand to raise your AC by 2 until the start of your next turn.
Since you need Extra Attack in order to use Kensei's Agile Parry and the longsword on the same turn, the +2 AC will have to wait until you hit lvl 5 in either Fighter or Monk, so you either take the first 5 level in monk or you wait until you have at least 8 levels (3 in monk for Agile Parry and 5 in Fighter for Extra Attack).
Open Hand monk is better for what you want to do, since sealing an enemy's reaction is by far more useful than just trying to burn them away (the enemy may still hit you even on a 26 AC). You only need to hit an enemy once with the Open Hand Technique and choose the reaction sealing, now all your allies can hit and run from that enemy (personally, I find this option to be the most powerful one, since there's no save involved and the effect last a whole round, regardless of turn order).
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I’m looking to get some thoughts my idea for a monk build.
Race: Harrengon MotM. +2/1 Dex/Wis
Stats: standard 8,10,12,13,14,15.
I am looking at making a character that can impose disadvantages and burn the reactions of the enemies.
I was thinking about a Monk way of the kensei build with a 4 to 6 level fighter dip, depending upon how far we are playing the campaign, or even for one shots or limited campaigns.
The idea is to take a 4 level dip to get Battle master and the ASI. (The 6 level dip, is for a quick ASI, and the higher hit die.) With the Harrengon you get the hair trigger, and lucky footwork, plus the rabbit hop is pretty cool with slowfall.
The two superior techs you are going for is evasive footwork and distracting strike. At the first ASI you take the Slasher feat. Once you get to character level 7 you are 4 levels fighter, and 3 levels of Monk. With action surge, 4 superiority dice, 4 ki points, a long sword, a long bow, and a ton of movement speed, and after your first punch, an AC of 18.
Here is the idea.
You wield a longsword in one hand. Having taken the slasher feat, you slow each person hit by 10 feet until your next turn. Your movement is 40 feet. With action surge and flurry of blows you can attack 4 different enemies in this one turn. By burning a superiority die you can raise your AC by up to 8 points until you stop moving. With 40 feet of movement you could move into and out of the attack range of many enemies on the field with an AC as high as 26, and finish your turn having burned the reactions of each enemy who tried to hit you, and still have your reaction for deflect missiles. Plus with the longsword, and dualing fighting style you are dealing 1d8 plus 7 and a minus 10 to movement speed on each enemy you hit with it. The first attack is with your open hand to raise your AC by 2 until the start of your next turn.
Since you need Extra Attack in order to use Kensei's Agile Parry and the longsword on the same turn, the +2 AC will have to wait until you hit lvl 5 in either Fighter or Monk, so you either take the first 5 level in monk or you wait until you have at least 8 levels (3 in monk for Agile Parry and 5 in Fighter for Extra Attack).
Open Hand monk is better for what you want to do, since sealing an enemy's reaction is by far more useful than just trying to burn them away (the enemy may still hit you even on a 26 AC). You only need to hit an enemy once with the Open Hand Technique and choose the reaction sealing, now all your allies can hit and run from that enemy (personally, I find this option to be the most powerful one, since there's no save involved and the effect last a whole round, regardless of turn order).