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D&D 5E What are good magic items for a monk?

Eltab

Lord of the Hidden Layer
Elven Cloak, Elven Boots.
If the PC is going to be a Sneak, make it so everybody else has Disadvantage on their Perception checks.

Any magical Staff can be fun.

There was a similar "Monk Magic Items?" thread right after 5e came out; a search might help.
 

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thethain

First Post
Bracers of Defense.
Staff of Thunder and Lighting
Staff of Striking
Any of the magical short swords: flametongue, frost brand, vorpal, life stealing, sharpness, wounding
Cloak of the Bat - This is often overlooked, but its a better version of cloak/boots of elvenkind which each work on stealth relying on sight/sound respectively.
Cloak of protection
Cloak of Displacement
Robe of Eyes
Robe of Stars
Helm of Brilliance
Ring of Protection
Ring of Regeneration
Ring of Evasion
Ring of Free Action
Belt of Dwarvenkind
Belt of Giantkind
Ioun Stones (most)
Wand of Fireball/Lighting

Basically there's lots a monk might want to use..
 

Tormyr

Hero
Monks are very good at a lot of stuff except dealing and taking damage. Our monk (level 20) has the bracers of defense, a cloak of protection, the rod of seven parts, and a Circlet of Wisdom +3. His AC is 24, and he gets +3 to attack and damage from the staff. He does not get hit often, be if he gets tagged a couple of times he goes down. We finished our last session we him failing his last death saving throw, and spectral worms of Kyuss started to rise out of the flour to devour his body.

The monk is actually one of the classes that really does not need a magic item to function well. I would recommend analyzing the player's play style and see if there is weakness that needs aid (such as low AC or hit points), or an item that would aid the synergy with other players (since that is a large part of what the monk is).
 

nswanson27

First Post
To add to what's already been mentioned: weapon of warning. Going first and not getting surprised is all da monk. Also you've got tome of understanding and manual of dexterity.
 

rczarnec

Explorer
Having speed I think also gives you built-in options without needing a magic item. As a Wood Elf, you already start at a speed of 35. At level 2 you get an extra 10 feet of movement increasing your total speed to 45. That means you can Dash for 90. Combined with Step of the Wind, you can Dash for 90 or Double Dash for 180 then tack on a double jump at the end. There's a lot you can do with that kind of movement and it will increase even more at later levels.

If your speed is 45 you could move, dash & bonus action dash (Step of the Wind) to go 135, not 180. A dash allows you to move your speed so you would cover 45 for each which is 135. Also, a jump does not allow you to exceed your movement. So if you have already covered all of the distance that you can, a jump will not increase this.

PHB p.190
On your turn, you can move a distance up to your speed. You can use as much or as little of your speed as you like on your turn, following the rules here.
Your movement can include jumping, climbing, and swimming. These different modes of movement can be combined with walking, or they can constitute your entire move. However you’re moving, you deduct the distance of each part of your move from your speed until it is used up or until you are done moving.
 

Tormyr

Hero
If your speed is 45 you could move, dash & bonus action dash (Step of the Wind) to go 135, not 180. A dash allows you to move your speed so you would cover 45 for each which is 135. Also, a jump does not allow you to exceed your movement. So if you have already covered all of the distance that you can, a jump will not increase this.

PHB p.190
On your turn, you can move a distance up to your speed. You can use as much or as little of your speed as you like on your turn, following the rules here.
Your movement can include jumping, climbing, and swimming. These different modes of movement can be combined with walking, or they can constitute your entire move. However you’re moving, you deduct the distance of each part of your move from your speed until it is used up or until you are done moving.

Just to signal boost that last part, any jumps are part of movement. So jumps do not get tacked on as additional movement after the movement speed is spent.
 

Sacrosanct

Legend
Probably make up your own if you want draconic elemental power. For example, a set of gauntlets created from red dragon hide that allow you to cast burning hands a number of times per long rest (or poison spray for green dragon, shocking grasp for blue, etc). Or a dragon helm that replicates dragonborn breath.
 

CydKnight

Explorer
If your speed is 45 you could move, dash & bonus action dash (Step of the Wind) to go 135, not 180. A dash allows you to move your speed so you would cover 45 for each which is 135. Also, a jump does not allow you to exceed your movement. So if you have already covered all of the distance that you can, a jump will not increase this.

PHB p.190
On your turn, you can move a distance up to your speed. You can use as much or as little of your speed as you like on your turn, following the rules here.
Your movement can include jumping, climbing, and swimming. These different modes of movement can be combined with walking, or they can constitute your entire move. However you’re moving, you deduct the distance of each part of your move from your speed until it is used up or until you are done moving.
After re-reading the movement rule and the Dash Action rule, I can only come to the conclusion that you are correct. Base Movement of 45 increase to 135 feet maximum when taking a Dash Action followed by a Dash Bonus Action including any jump. Interesting that I had a DM allow me to move 180 feet plus jump in an AL game. I will discuss this with him for future reference.

Thank you for pointing this out.
 
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Quartz

Hero
How about giving the monk an item that's an adventure hook? Say a plain staff which has some obviously missing bits. One bit for each element. When attuned, the staff will give the monk a clue to the next missing bit. Adding a missing bit to the staff increases its power in some elementally themed manner.
 

doctorbadwolf

Heretic of The Seventh Circle
I'm starting a campaign and one player has a wood elf monk, likely going Way of Four Elements. We're going to flavor the elemental abilities as derived from dragons, so he's channeling raw draconic power. In any case, it feels like there are very few magic items suitable for monks. Does anyone have recommendations?

Staff of Fire is fun.

Also, please consider dropping the cost of the disciplines by 1 (minimum cost of 1 ki), to solve the ki starved nature of the elemental monk.

I'd also strongly advise adding the elemental cantrips from the elemental evil player's guide.

But if there are to be no houserules, the items mentioned in this thread work great.

I've also designed a Copper Ring, which stores kinetic energy when the user hits things. 1 charge per turn only, when they successfully deal damage to an object or creature with an unarmed attack. Charges can be used for a few things. The ring can only have up to 7 charges.

2 charges can be spent to regain 1 Ki, psionic point, or 1st level spell slot.

1 Charge can be spent to gain 1d4 damage of either force or lighting on an attack. Extra charges increase the damage by a die per charges spent.

1 charge per 10ft extra speed for the turn

1 charge to gain the effect of the monk's ki jump ability

3 Charges to deal 3d8 lightning damage to a single creature within 30 ft, if they fail a Dex save. Half if they succeed.

2 Charges to cast Absorb Elements on yourself.



But yeah, consider adding more elemental spells to the list of disciplines, giving them a couple elemental cantrips chosen from a list, and reduce the ki cost.
 

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