Does anyone have interesting tactics they like to use with an astral monk?
I'm thinking of going astral self on my kenku monk in a Rime of the Frostmaiden game. I have a cloak of the bat, so i was thinking i can grab mobs and flow them up and drop them. Are there any other novel tactics you all have come up with?
Sounds like a fun thing to try. Have a chat with you DM about it. Grabbing and moving a creature is done by the Grappling rules.
Moving a Grappled Creature. When you move, you can drag or carry the grappled creature with you, but your speed is halved, unless the creature is two or more sizes smaller than you. Moving over to where "drag" and "carry" are defined (PHB 176). Dragging loads in excess of your carrying capacity reduces your speed to 5 feet. Carrying only works on loads up to your carrying capacity. Not sure how your DM would rule that with a cloak of the bat because its magical flight.
Astral Monk Tactics: (Im not sure how novel they are)
Monks work great as hit-&-run style combatants:
Position your monk about half their movement away from the bulk of the melee fighting (usually where the party tank is)
On your turn spend 1/2 your movement to get to melee combat, Use action/bonus action to deal damage, then use the other 1/2 of your movement to get away from the melee.
Arms of the astral self make this easier because It extends your reach by 5 feet so you don't have to rely on your bonus action to escape melee (opportunity attack free) if you fail to stun the target with your attack action.
Try to stun on your first hit. Aim to spend about 1/3 of your Ki every turn.
When you summon your arms there is an AOE effect that hits each creature of your choice that you can see within 10 feet. Sweet for a monk but its only worth it if you can get at least 2 creatures in the AOE otherwise its a damage loss. So summon the arms out of combat if you can when you can't hit at least 2 creatures with the AOE.
Visage of the Astral Self: lets you see normally in darkness so using something like the Darkness spell for advantage is good. Same issues as the Devils Sight/Darkness combo.
Check out my Disabled & Dragons Youtube Channel for 5e Monster and Player Tactics. Helping the Disabled Community and Players and DM’s (both new and experienced) get into D&D. Plus there is a talking Dragon named Quill.
Talk to your DM about using the "Action Options" on pg 271 of the DMG. Those + shove and grapple will give your monk alot of extra combat abilities to spice up how you fight.
Does anyone have interesting tactics they like to use with an astral monk?
I'm thinking of going astral self on my kenku monk in a Rime of the Frostmaiden game. I have a cloak of the bat, so i was thinking i can grab mobs and flow them up and drop them. Are there any other novel tactics you all have come up with?
Sounds like a fun thing to try. Have a chat with you DM about it. Grabbing and moving a creature is done by the Grappling rules.
Moving a Grappled Creature. When you move, you can drag or carry the grappled creature with you, but your speed is halved, unless the creature is two or more sizes smaller than you. Moving over to where "drag" and "carry" are defined (PHB 176). Dragging loads in excess of your carrying capacity reduces your speed to 5 feet. Carrying only works on loads up to your carrying capacity. Not sure how your DM would rule that with a cloak of the bat because its magical flight.
Astral Monk Tactics: (Im not sure how novel they are)
Monks work great as hit-&-run style combatants:
Check out my Disabled & Dragons Youtube Channel for 5e Monster and Player Tactics. Helping the Disabled Community and Players and DM’s (both new and experienced) get into D&D. Plus there is a talking Dragon named Quill.
https://www.youtube.com/channel/UCPPmyTI0tZ6nM-bzY0IG3ww
Talk to your DM about using the "Action Options" on pg 271 of the DMG. Those + shove and grapple will give your monk alot of extra combat abilities to spice up how you fight.
As this is an AL character, that wont be an option. I do appreciate the suggestion tho.
Yeah, i'm thinking about increasing my str so i can justify lifting off with a creature or 2.
Freeing up your hands to wield a weapon while still having unarmed strikes is fun!
Unarmed strikes don't have to be with hands - I think it can be kicking and headbutting but not too sure!
Drow Shadowblades are so good! Give them a Google!