I'm trying something different for our next campaign and playing a monk. I usually like to play versatile classes like rogue or wizard, something that has a lot of utility in and out of combat and provides new and creative routes for the party to attack problems.
This time, I'm playing a Way of the Open Hand monk, styled as a drunken ex-pirate brawler. I'm aware of the UA Drunken Master tradition, but the Open Hand Technique feature fits better with the "dirty fighting" kind of style I have in mind.
What are some creative ways to leverage the monk's abilities? What are some great in- or out-of-combat moments where your monk really shined?
Rollback Post to RevisionRollBack
Kerrigan, gold dragonborn pact of the chain fiend warlock (8)/favored soul sorcerer (3): Survived Strahd Roland Crowe, stout halfling pirate (7): off working other angles while the party fights giants Alekhine Dorvanellyn, eladrin bladesinger (7): Fighting giants
Not sure if this is what you're looking for - but I've found that the Open Hand Technique's ability to knock things prone if you hit a creature with your flurry of blows to be very useful - dance in between two opponents - flurry of blows (one for each target) then force them to make a DEX save or be knocked prone -then back off (I use the mobile feat which means I don't provoke opportunity attacks from that creature for the rest of the turn, whether I hit or not - so I can move in attack, and move away safely) - depending on the order of combat - this allows any of your teammates within 5 feet of the prone targets attacks with advantage - lather, rinse, repeat as needed or until you run out of Ki.
At least so far that's my favorite use of my monks abilities in combat....Stunning strike can work as well if you use melee weapons and only have one target to deal with.
For utility I don't think you can really beat the Way of Shadows- you gain the ability to teleport completely for free in darkness, and access to the passwall spell for your party- I would say they do stealth a bit better than most rogues overall. I favor a monk 6/Warlock 2-3 multiclass as well, for the darkness/ devil's sight combo, the short rest spell slots, and so forth.
Last session I pick pocketed a rogue (knowing I could move, dash and dash and get away, stun in worst case) while pretending to be drunk and stumbled into him.
Later, I rewrote the note I stole and planted it back, ran away and when they didn't notice it I threw a stone at the paper to make it sound. All this while moving 110 feet per round to get it, do something, get out. And I'm not even level 9 yet.
Then, I flurry of blows someone and used the "push" to push them onto a vat of boiling water. Then, after I got stunned and lost a round, I still cought up. When the dm miscalculated feet and I was 5 feet away, I still had extra movement and caught up anyway.
I feel like a rouge, since I took the urban bounty hunter background and high dex. Just no expertise.
Human variant monk, with mobility feat. Every level makes you more and more squirrel on steroids. Let them try to stop you, catch up, or beat you in a race. No one can get away. No wall is to high, no river too wide. You'll be there to punch them in the face.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Hello all,
I'm trying something different for our next campaign and playing a monk. I usually like to play versatile classes like rogue or wizard, something that has a lot of utility in and out of combat and provides new and creative routes for the party to attack problems.
This time, I'm playing a Way of the Open Hand monk, styled as a drunken ex-pirate brawler. I'm aware of the UA Drunken Master tradition, but the Open Hand Technique feature fits better with the "dirty fighting" kind of style I have in mind.
What are some creative ways to leverage the monk's abilities? What are some great in- or out-of-combat moments where your monk really shined?
Kerrigan, gold dragonborn pact of the chain fiend warlock (8)/favored soul sorcerer (3): Survived Strahd
Roland Crowe, stout halfling pirate (7): off working other angles while the party fights giants
Alekhine Dorvanellyn, eladrin bladesinger (7): Fighting giants
Not sure if this is what you're looking for - but I've found that the Open Hand Technique's ability to knock things prone if you hit a creature with your flurry of blows to be very useful - dance in between two opponents - flurry of blows (one for each target) then force them to make a DEX save or be knocked prone -then back off (I use the mobile feat which means I don't provoke opportunity attacks from that creature for the rest of the turn, whether I hit or not - so I can move in attack, and move away safely) - depending on the order of combat - this allows any of your teammates within 5 feet of the prone targets attacks with advantage - lather, rinse, repeat as needed or until you run out of Ki.
At least so far that's my favorite use of my monks abilities in combat....Stunning strike can work as well if you use melee weapons and only have one target to deal with.
Skameros - Bugbear Barbarian - Out of the Abyss - By Kerrec
Follow your Arrow where it Points - Tabaxi Monk - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
Citron Pumpkinfoam - Fairy Monk - Project Point: Team Longsword
For utility I don't think you can really beat the Way of Shadows- you gain the ability to teleport completely for free in darkness, and access to the passwall spell for your party- I would say they do stealth a bit better than most rogues overall. I favor a monk 6/Warlock 2-3 multiclass as well, for the darkness/ devil's sight combo, the short rest spell slots, and so forth.
Last session I pick pocketed a rogue (knowing I could move, dash and dash and get away, stun in worst case) while pretending to be drunk and stumbled into him.
Later, I rewrote the note I stole and planted it back, ran away and when they didn't notice it I threw a stone at the paper to make it sound. All this while moving 110 feet per round to get it, do something, get out. And I'm not even level 9 yet.
Then, I flurry of blows someone and used the "push" to push them onto a vat of boiling water. Then, after I got stunned and lost a round, I still cought up. When the dm miscalculated feet and I was 5 feet away, I still had extra movement and caught up anyway.
I feel like a rouge, since I took the urban bounty hunter background and high dex. Just no expertise.
Human variant monk, with mobility feat. Every level makes you more and more squirrel on steroids. Let them try to stop you, catch up, or beat you in a race. No one can get away. No wall is to high, no river too wide. You'll be there to punch them in the face.