A friend of mine is planing to do a Ravnica campaign, and I wanted to try playing a Monk. However, I'm not that interested in the Way of the Open Hand, so I want to play 4 elements (which are the two options for the guild I'm in).
Since, as a 4E monk, I'm half a caster, I think I will prioritize Wisdom over Dex. However, I don't have enough ki to cast spells every round, so using my Wisdom to attack is a good option, that's why I thought of taking Magic Initiate (Druid) (probably as a V.Human), to have access to Shillelagh, one other cantrip and one level one spell, which makes me even more of a spell caster.
Do you think it's a good idea? It fits really well thematically with the character and the fact that there is a lot of magic in Ravnica.
Any ideas for the other spells?
For the cantrip, I thought of Thorn Whip, Produce Flame, or Frostbite. Frostbite has a better range and a cool debuff, Produce Flame grants me a way to see in the dark (however, there will probably be some spellcasters in the group, so it's probably not that useful) and deals higher damage, and thorn whip offers more ways to control the battlefield, and lots of fun out of combat uses (grabbing things from afar). Produce Flame is less thematic with the Simic combine (which I'm in).
For the 1st level spell, I was thinking of Faerie Fire, since it's a great buff for anyone really. However, there are probably some good non-combat options as well that I missed.
I think that that's a brilliant idea! But, do you really need 2 offensive cantrips? Guidance is invaluable out of combat! I don't think that I'd pick Shillelagh though simply because you can already do 1d8 damage with the quarterstaff by wielding it with both hands and you have a lot of other great offensive spells to pick from. As far as your first level spell, I'd pick any spell with a duration longer than 1 round since you only get to cast it one time per day. Faerie Fire meets that requirement and it's a great debuff for targeting invisible opponents too!
You're right, Guidance is probably way more interesting, and helps a lot out of combat! I will take it instead of Frostbite (which is still a good spell, the debuff is strong and the range is quite good, but I can probably whater whip instead, if I don't have the range, and go melee after that)
As you level, will you really need a spell requiring a to hit roll considering your a monk? Maybe cleric initiate instead, you could still have guidance but a spell save cantrip (oh look they have longer ranges than druid ones!) could help when hitting ac is not as easy. Toll the dead, Sacred flame and word of radiance are all nice options. You could even have a healing spell for your first level spell, but why not have shield of faith for a bonus action1x day+concentration/10minute +2 ac buff- now thats very nice for a monk.
Enjoy Ravnica, unless your a pony-taur. Those things must be exterminated.
Oh and dont trust a druid from the Simic Combine.. They clearly have an iffy definition of natural world... and improvements.
Since I'm focusing on increasing Wisdom with my ASI, I will definitely need something helping me hit. Moreover, my stunning strike will be really hard to resist, and it needs a weapon attack, which is granted by shillelagh
Too bad the DM said no to the simic combine, I have to give up the Monk (we will all start as Izzet), but I will definitely keep the char for future use
Also, shield of faith is a nice idea, but won't combine well with the higher spells from 4E, I think Fly is more worth the concentration
Thanks for the input! (And don't worry, I'm no ponytaur)
Fly is great for mobility, when you get stuck into a melee, or when you are being targeted seriously ac is better, flying away still gives people an attack of opportunity on you unless you can wrangle the flyby ability somehow.
there will be enough ASI increases to get 20 wis and 20 dex, so don't worry about that. just remember your damage will increase with more levels so shill will stop being meaningful after awhile.
Mobile is much more interesting than going all the way up to 20 in dex when you mainly need wisdom. And I guess this is a way of gaining a pseudo flyby
Hi,
A friend of mine is planing to do a Ravnica campaign, and I wanted to try playing a Monk. However, I'm not that interested in the Way of the Open Hand, so I want to play 4 elements (which are the two options for the guild I'm in).
Since, as a 4E monk, I'm half a caster, I think I will prioritize Wisdom over Dex. However, I don't have enough ki to cast spells every round, so using my Wisdom to attack is a good option, that's why I thought of taking Magic Initiate (Druid) (probably as a V.Human), to have access to Shillelagh, one other cantrip and one level one spell, which makes me even more of a spell caster.
Do you think it's a good idea? It fits really well thematically with the character and the fact that there is a lot of magic in Ravnica.
Any ideas for the other spells?
For the cantrip, I thought of Thorn Whip, Produce Flame, or Frostbite. Frostbite has a better range and a cool debuff, Produce Flame grants me a way to see in the dark (however, there will probably be some spellcasters in the group, so it's probably not that useful) and deals higher damage, and thorn whip offers more ways to control the battlefield, and lots of fun out of combat uses (grabbing things from afar). Produce Flame is less thematic with the Simic combine (which I'm in).
For the 1st level spell, I was thinking of Faerie Fire, since it's a great buff for anyone really. However, there are probably some good non-combat options as well that I missed.
My homebrew feat for thrown weapons, feat to help DMs extend Sorcerer's spells known list, and my homebrew combo monk subclass (diablo inspired)!
I think that that's a brilliant idea! But, do you really need 2 offensive cantrips? Guidance is invaluable out of combat! I don't think that I'd pick Shillelagh though simply because you can already do 1d8 damage with the quarterstaff by wielding it with both hands and you have a lot of other great offensive spells to pick from. As far as your first level spell, I'd pick any spell with a duration longer than 1 round since you only get to cast it one time per day. Faerie Fire meets that requirement and it's a great debuff for targeting invisible opponents too!
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You're right, Guidance is probably way more interesting, and helps a lot out of combat! I will take it instead of Frostbite (which is still a good spell, the debuff is strong and the range is quite good, but I can probably whater whip instead, if I don't have the range, and go melee after that)
Thanks for the advice
My homebrew feat for thrown weapons, feat to help DMs extend Sorcerer's spells known list, and my homebrew combo monk subclass (diablo inspired)!
As you level, will you really need a spell requiring a to hit roll considering your a monk? Maybe cleric initiate instead, you could still have guidance but a spell save cantrip (oh look they have longer ranges than druid ones!) could help when hitting ac is not as easy. Toll the dead, Sacred flame and word of radiance are all nice options. You could even have a healing spell for your first level spell, but why not have shield of faith for a bonus action1x day+concentration/10minute +2 ac buff- now thats very nice for a monk.
Enjoy Ravnica, unless your a pony-taur. Those things must be exterminated.
Oh and dont trust a druid from the Simic Combine.. They clearly have an iffy definition of natural world... and improvements.
Since I'm focusing on increasing Wisdom with my ASI, I will definitely need something helping me hit. Moreover, my stunning strike will be really hard to resist, and it needs a weapon attack, which is granted by shillelagh
Too bad the DM said no to the simic combine, I have to give up the Monk (we will all start as Izzet), but I will definitely keep the char for future use
Also, shield of faith is a nice idea, but won't combine well with the higher spells from 4E, I think Fly is more worth the concentration
Thanks for the input! (And don't worry, I'm no ponytaur)
My homebrew feat for thrown weapons, feat to help DMs extend Sorcerer's spells known list, and my homebrew combo monk subclass (diablo inspired)!
Fly is great for mobility, when you get stuck into a melee, or when you are being targeted seriously ac is better, flying away still gives people an attack of opportunity on you unless you can wrangle the flyby ability somehow.
there will be enough ASI increases to get 20 wis and 20 dex, so don't worry about that. just remember your damage will increase with more levels so shill will stop being meaningful after awhile.
Mobile is much more interesting than going all the way up to 20 in dex when you mainly need wisdom. And I guess this is a way of gaining a pseudo flyby
My homebrew feat for thrown weapons, feat to help DMs extend Sorcerer's spells known list, and my homebrew combo monk subclass (diablo inspired)!