I am about to achieve 3rd level of my human monk in my first ever campaign and considering Shadow, Open Hand and Long Death traditions. The others don't suit his character. What is your opinion?
My charisma is a bit low but my other stats are good.
P.S. - how is the Living Weapon tradition?
Proficient in acrobatics, athletics, investigation and survival.
Before we can recommend a monk subclass, it would be helpful to know what you want to do with the character? Each of the Monk Ways you listed moves you in a different direction as far as specialization.
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Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
Does your character have a backstory? What background did you choose? perhaps pick the subclass that best fits either or both of those things. Or if you haven't done those things consider approaching it from that perspective.
I like Open Hand for its ability to shape the battlefield. If you put a stunning strike on someone, they automatically fail STR and DEX saves, so then with Flurry of Blows, you can pick them up and put them down wherever you like. But you don't get to use Flurry of Blows if you haven't taken the Attack action on your turn. Also, Open. Hand is more valuable if you use maps, imo. In theater of the mind style play, it can be hard to visualize the environment and use it to your best advantage. If you're going to spend a lot of time fighting on narrow bridges over pits of lava I recommend this style unreservedly.
If you're NOT, Long Death has an interesting quirk. It just says "When you reduce a creature within 5 feet of you to 0 hit points, you gain temporary hit points equal to your Wisdom modifier + your monk level (minimum of 1 temporary hit point)." If you combine that with an aoe cantrip like Thunderclap or Word of Radiance, through a Magic Initiate feat, maybe, you can be a self-repairing lawnmower of low-level trash mobs.
If you're NOT, Long Death has an interesting quirk. It just says "When you reduce a creature within 5 feet of you to 0 hit points, you gain temporary hit points equal to your Wisdom modifier + your monk level (minimum of 1 temporary hit point)." If you combine that with an aoe cantrip like Thunderclap or Word of Radiance, through a Magic Initiate feat, maybe, you can be a self-repairing lawnmower of low-level trash mobs.
Never really looked much at that before, it occurs to me that the monk is technically a creature within 5 feet. In theory, if you were low enough on life, you could slap yourself and end up with more hp.
If you're NOT, Long Death has an interesting quirk. It just says "When you reduce a creature within 5 feet of you to 0 hit points, you gain temporary hit points equal to your Wisdom modifier + your monk level (minimum of 1 temporary hit point)." If you combine that with an aoe cantrip like Thunderclap or Word of Radiance, through a Magic Initiate feat, maybe, you can be a self-repairing lawnmower of low-level trash mobs.
Sorry to rain on your parade, but:
If you have 0 hit points, receiving temporary hit points doesn't restore you to consciousness or stabilize you. They can still absorb damage directed at you while you're in that state, but only true healing can save you.
Does your character have a backstory? What background did you choose? perhaps pick the subclass that best fits either or both of those things. Or if you haven't done those things consider approaching it from that perspective.
I like the way of shadow.
The haunted one, unknown evil destroyed his monastery, and he fills himself with regret that he wasn't there to help.
I like Open Hand for its ability to shape the battlefield. If you put a stunning strike on someone, they automatically fail STR and DEX saves, so then with Flurry of Blows, you can pick them up and put them down wherever you like. But you don't get to use Flurry of Blows if you haven't taken the Attack action on your turn. Also, Open. Hand is more valuable if you use maps, imo. In theater of the mind style play, it can be hard to visualize the environment and use it to your best advantage. If you're going to spend a lot of time fighting on narrow bridges over pits of lava I recommend this style unreservedly.
If you're NOT, Long Death has an interesting quirk. It just says "When you reduce a creature within 5 feet of you to 0 hit points, you gain temporary hit points equal to your Wisdom modifier + your monk level (minimum of 1 temporary hit point)." If you combine that with an aoe cantrip like Thunderclap or Word of Radiance, through a Magic Initiate feat, maybe, you can be a self-repairing lawnmower of low-level trash mobs.
In addition to what zeekac already said, temporary HP doesn't stack. So if you you down multiple enemies in a single round you still get only your Wisdom mod plus your monk level in temp HP. A 10th level Way of the Long Death monk with 18 wisdom that manages to drop three enemies in one round would get 14 temporary HP, not 42.
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Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
Sure. Assuming the OP didn't already understand temporary hp, it's worth pointing out. But against kobolds and goblins and low-level trash mobs, even 6 temporary hp/round can be a big deal.
I definitely think that Way of the Open Hand and Way of the Shadow are the two best official monk subclasses. I'm currently a level 11 Way of the Shadow Monk and it's been a lot of fun. The few spells you get at level 3 can be really useful. Shadow Step at level 6 is tons of fun at will invisibility at 11 is also a good time. The level 17 ability is basically a 3rd attack.
As mentioned, Open Hand is super useful too. It's level 3 ability is probably the best among level 3 monk abilities. I'm not a huge fan of its 6 or 11 abilities but the level 3 makes up for it. The level 17 ability is obviously amazing.
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I am about to achieve 3rd level of my human monk in my first ever campaign and considering Shadow, Open Hand and Long Death traditions. The others don't suit his character. What is your opinion?
My charisma is a bit low but my other stats are good.
P.S. - how is the Living Weapon tradition?
Proficient in acrobatics, athletics, investigation and survival.
Living Weapon is not an official subclass and not available on DDB without homebrewing it. I understand that one is challenging to homebrew as well.
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Before we can recommend a monk subclass, it would be helpful to know what you want to do with the character? Each of the Monk Ways you listed moves you in a different direction as far as specialization.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
Does your character have a backstory? What background did you choose? perhaps pick the subclass that best fits either or both of those things. Or if you haven't done those things consider approaching it from that perspective.
I like the way of shadow.
I like Open Hand for its ability to shape the battlefield. If you put a stunning strike on someone, they automatically fail STR and DEX saves, so then with Flurry of Blows, you can pick them up and put them down wherever you like. But you don't get to use Flurry of Blows if you haven't taken the Attack action on your turn. Also, Open. Hand is more valuable if you use maps, imo. In theater of the mind style play, it can be hard to visualize the environment and use it to your best advantage. If you're going to spend a lot of time fighting on narrow bridges over pits of lava I recommend this style unreservedly.
If you're NOT, Long Death has an interesting quirk. It just says "When you reduce a creature within 5 feet of you to 0 hit points, you gain temporary hit points equal to your Wisdom modifier + your monk level (minimum of 1 temporary hit point)." If you combine that with an aoe cantrip like Thunderclap or Word of Radiance, through a Magic Initiate feat, maybe, you can be a self-repairing lawnmower of low-level trash mobs.
Never really looked much at that before, it occurs to me that the monk is technically a creature within 5 feet. In theory, if you were low enough on life, you could slap yourself and end up with more hp.
Exactly, homebrew a little.
The haunted one, unknown evil destroyed his monastery, and he fills himself with regret that he wasn't there to help.
Sorry to rain on your parade, but:
The haunted one, unknown evil destroyed his monastery, and he fills himself with regret that he wasn't there to help.
In addition to what zeekac already said, temporary HP doesn't stack. So if you you down multiple enemies in a single round you still get only your Wisdom mod plus your monk level in temp HP. A 10th level Way of the Long Death monk with 18 wisdom that manages to drop three enemies in one round would get 14 temporary HP, not 42.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
Sure. Assuming the OP didn't already understand temporary hp, it's worth pointing out. But against kobolds and goblins and low-level trash mobs, even 6 temporary hp/round can be a big deal.
I definitely think that Way of the Open Hand and Way of the Shadow are the two best official monk subclasses. I'm currently a level 11 Way of the Shadow Monk and it's been a lot of fun. The few spells you get at level 3 can be really useful. Shadow Step at level 6 is tons of fun at will invisibility at 11 is also a good time. The level 17 ability is basically a 3rd attack.
As mentioned, Open Hand is super useful too. It's level 3 ability is probably the best among level 3 monk abilities. I'm not a huge fan of its 6 or 11 abilities but the level 3 makes up for it. The level 17 ability is obviously amazing.