![]() This means that if you gain additional abilities with KI Point costs their usage is not pure upside, but comes with the restriction that you have to decrease the ammount of bonus hits and stunns in order use the other ability. They increase the Monks fighting abilities. Important: KI Points allow the Monk to hit with additonal attacks or to stun an opponent. You also dont have to be too concerned about spending too many points during combat. Unlike most rescources it replenishes every short rest, which means you get to use it very frequently once you gained a few levels. KI is the resource that enables a lot of strong things. This feature also allows you to make an unarmed strike as a bonus action for free! Very important as it allows you to attack two times a turn beginning from level1! I would recommend to use a monk weapon in the beginning (at least till lvl5) because your unnarmed strikes only to 1d4 damage. MARTIAL ARTS enable your further abilities and allow you to do decent damage with your unarmed strikes. UNARMORED DEFENSE if you pick your Stats right this will give you good armor values early on and scale up to 20 AC as soon as your max DEX and WIS score. If you have a lot of other CHA based characters in your party its even less important. ![]() This is your second priority after DEXĬHA i'd only increase this flavourwise or to be better in situations where you have to be talkative as there are a lot of usefull CHA based skills. High WIS checks like Perception are also nice to have. Its also helps you to succeed on commonly apperaing WIS saving throws, that often have bad consequences if you miss your save. WIS increases your AC and also your DC that enemies have to beat. The only reason for me to invest 2 points here is flavourwise to avoid playing an unintelligent character INT is the worst stat for you as there are not a lot if INT saves/INT ability checks and you dont benefit from it in other ways. Your key Stat, max it!ĬON boosts your HP and helps you with CON saves which occur from time to time If you have some points left you could spend them here.ĭEX besides being your comat stat it also increases your AC, you initiative, and often required DEX saving throws and dex checks (like stealth). STR increases your carrying capacity and helps you with sometimes occuring strengths checks. I will comment on Feat and Background choices in a short manner as there are many other guides about them and you are better off choosing based on your own preferences anyways. While the basic features of the Monk already form a very feasible class, the 7 Monastic Traditions allow you to customize the class into a direction of your choice (ranged combat/ AOE damage / Healing/ weapon fighting / rouge like shadow skills ect.) The monk excels at locking down single targets and misses the ability to dish out AOE damage to deal with large groups (like most fighting based classes). ![]() One could argue that classes like the knight can also gain spells by choosing the eldritch knight path, but that only enables the typicaly used shield spell and a few other utility spells, while the whole playstyle of the Monk is based around the effective usage of KI points (which you regain every SHOT REST) The thing i like most about the monk is that he is a character that has very viable attacks (i dont like to rely on very medicore cantrips when im out of spellslots), while still getting loads of free or KI based abilities and even spells. (The only feature thats comparable is QUIVERING PALM from the "Way of the open Hand" tradition) ![]() However, while the class gains loads good of features on its way to lvl 20, it does not get any ridiculous capstone abililties that allow you to permanently turn your allies into fully grown dragons or to cast fireballs at will. The class as a whole is very good in utilizing the action economy (main action/bonus action/reaction) and also has a suprisingly high damage output with all the bonus attacks! The Monk is a very constant class, that gives you a lot of options and probably never will feel useless, even if you already spent your KI points. While the d8 health die is only average, the Monk has a lot of ways to dodge or to mitigate damage. While there are usually Fighters/Barbars/Paladins in the frontline, Sorcerers/Wizards in the backline and Druids/Bards/Clerics somewhere in the middle to keep the team together, the Monk has fewer appearances in classical Dnd setups (at least in the group i play with). The Monk is one of the rarer played classes in DnD because he does not fall in to one of the three typical roles of DnD characters (tank/damage/untility).
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