Items
Items
For this part of the guide, only going to list items I would consider good or better. If you're looking to boost damage, this is a very good guide here When Everyone is Super
Hide
Monks have a tendency to fight surrounded by enemies. Therefore I recommend, in general, getting the armor with the highest enhancement bonus as quickly as you can.
For example, in LFR at level 14 you can always get +3 Battle Harness, which is very nice armor. However, at the same level, you can also always get a Magic +4 armor, because of the change in masterwork armor you gain another +1 AC or Will on top of the +1 AC enhancement bonus. This means that there is up 2 AC difference between a +3 Battle Harness and +4 Magic armor.
In short, it's not always smart to pass over a higher enchantment armor in the hopes you get the perfect armor at some later level.
Level 2+
Resistance (PHB) It's cheap and provides 5*tier resistance of your choosing. I'd go with poison, necrotic, fire, or acid in that order, as those are common and/or commonly have ongoing damage riders.
Robe of Eyes (AV) It's cheap, and prevents you from ever being blinded. Most monk bursts don't allow you to target foes you can't see, so being blind especally sucks for monks. As an added benefit, it gives a bonus to perception.
Level 3+
Armor of Sudden Recovery (AV2) A small bonus to ongoing damage saves, and an awesome daily power that can turn a nasty ongoing damage effect into equivalent regeration for the encounter.
Stoneskin Armor (AV) 5*tier in temp hp per encounter isn't bad. The first round of the encounter is one of the most damaging for monks as they tend to run ahead of the party, so this is handy.
Level 4+
Armor of Adaptable Resistance (PsiP) - It's armor of resistance with a daily power that allows you to change the type of resistance, so that you always have the right kind.
Battle Harness (Dr 368) Can draw weapons as a free action. Also gives enchantment bonus to initiative. You can use this to switch consistently to more offensive weapons (like a Ki weapon) or more defensive weapons (like a Shielding Blade). Make sure to take the level 2 thievery skill power to help in this. This armor can also help load a hand crossbow, by allowing you a free hand for a simple minor action.
Flowform Armor (PHB3) A no action save each encounter. It helps you get out of those pesky dominates and stuns.
Level 5+
Bloodthread - A +2 item bonus to AC and saves when you're bloodied. This is really expensive and doesn't stack with Boots of the Fencing Master and other common item bonuses to defense.
Level 13+
Desperate Resolve Vestaments (PHB2)- Insubstantial for a round as an daily interupt. It also lets you spend a healing surge. This is a nice answer to a critical against you
Hide
There are only three sets of armbands that I really like for monks. The first are Bracers of Archery, which are the best way to get an item bonus to damage. The second are Bracers of Brachiation, which provide a monk with a surprising number of extra mobility options if you think three dimensionally. The third are Wrist Razors, which are a Dark Sun arm slot weapon that you can use as a third hand.
Level 3+
Executioner’s Bracers (AV2) - A small boost to critical damage. Too bad monks have so few ways to increase critical range.
Wrist Razors (DSCS)- This is a Dark Sun weapon that uses the arm slot, and not a hand. This allows you to put a nice static property on it, such as a Ki Weapon, Rhythm Blade, or Shielding enchantment. However, many Dark Sun campaigns (like Ashes of Athas) use inherent bonuses so you can't expect to be able to get these enchantments, and many campaigns don't allow Dark Sun weapons at all. In short, these are nice if you can get them enchanted as you like.
Level 4+
Counterstrike Gaurds (Stone Fist) (AV) - These, especially the paragon version, are nice if you have a nice MBA
Level 5+
Bracers of Brachiation (Dr 378) - Very cool for monks, as it greatly increases mobility without reducing damage. The heroic ones give you a climb speed equal to half your speed, and the paragon and epic ones give an increased climb speed. A climb speed is still a speed, so movement techniques stack with these bracers. A climb speed allows you to shift up walls to keep out of a flank and also to make sure you are adjacent to as many monsters as possible. For example, I've fought entire battles fighting directly above the defender who was standing in a doorway or under a tree. It also makes it hard to get shoved off a cliff. You can also do a reasonable impression of spiderman if you combine these with a Flying Hook, which is an awesome combination IMO. Overall, these are a ton of fun for monks. Also, as per the RC, if you have multiple speeds, the largest one determines the total you can move, but you can't move more squares than that particular speed allows. So if you have speed of 6 and a climb speed of 8 (such as through the Epic version of the bracers), you can move 8 but at least 2 of those must be climbed.
Level 6+
Bracers of Archery (AV) If you're using a bow or hand crossbow, these are what you want. These bracers are the easiest way to get a item bonus to all damage rolls for a monk. The Ring of the Dragonborn Emperor is also competitive at paragon tier, if you're a burst specialist.
Iron Armbands of Power (AV) An item bonus to melee attack. This will not affect your burst or blast attacks, so I tend not to get them on my monks. As a result, most monks will either prefer the Ring of the Dragonborn Emperor or take both items so all attacks get some sort of item bonus.
Level 15
Rapidstrike Bracers (AV) - A +2 to initiative and you can use a melee at will instead of a melee basic when you make an OA once per encounter. Say good bye to Melee Training!
Level 19+
Trollhide Bracers (AV) Regeneration for one encounter per day could be nice
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Level 2+
Eberron Shard of Lightning (EPG) - Awesome with a Lightning Weapon and Melee Training.
Kyber Shard of Fiery Depth (EPG) - Awesome with a Flaming Weapon and Melee Training.
Eberron Shard of Lightning (EPG) - Awesome with a Frost Weapon and Melee Training.
Level 3+
Siberys Shard of the Mage (EPG) - Simply awesome! A must have for any weapon using monk.
Siberys Shard of Radiance (EPG) - Awesome with a Radiant Weapon and Melee Training.
Hide
Most monks will be drawn to Boots of the Fencing Master. However, Rushing Cleat are awesome for CB monks. Once epic tier comes around, a lot of other great options open up.
Level 7
Boots of the Fencing Master (AV) - An +1 item bonus to AC and reflex every time you shift, and a free shift once per encounter. Awesome for monks.
Rushing Cleats (Centered Breath, Eternal Tide) (AV) These clearly add 1 to CB FoB's slide, as the FoB is a melee attack. These are pure win for CB and ET monks as, when combined with Starblade Flurry, they allow a huge amount of control over the battlefield. It's like having Come and Get It on every turn.
Level 9
Boots of Eagerness (9 AV) An extra move action in every encounter.
Boots of Striding (PHB) +1 speed is always useful, but Greaves of Maldeen are better and similar in level.
Level 12
Dragonborn Greaves (AV) These are like improved Boots of the Fencing Master while bloodied. However, monks have a lot of ways to keep from getting bloodied.
Greaves of Maldeen (D364) +2 speed is really nice for the level
Shadowdancer’s Boots (AV2) +1 speed all the time, and another +1 to speed in dim light.
Level 18
Phantom Chaussures (AV) Shadow Walk boots. Too bad monks tend to enjoy being surrounded.
Planestrider Boots (MotP) Big teleport and the ability to port around corners. Always useful.
Level 22
Boots of Speed (AV) +2 speed and a extra move action once per encounter.
Level 24
Boots of Caiphon (AV2) Teleporting for damage and a bonus to reflex.
Zephyr Boots (AV) True flight. Nuff said.
Level 25
Sandals of Avandra (AV) A boost to speed and a lot of shifting.
Level 28
Boots of Teleportation (28 AV) At-will teleportation.
Hide
The really good head slots happen in mid-paragon and tend to be build dependent. Are you nearly impossible to hit? Do you want to save a feat on Superior Will? Or are you going elemental damage and want to boost it?
Casque of Tactics(Level 4+, AV): A small init bonus with an occasionally useful daily power.
Circlet of Indomitability (Level 8+, AV): A scaling untyped bonus to Will
Helm of Able Defense (Level 14, AV2): Hard to hit initially, +1 item to Will. For high defense characters who have Superior Will and use a Blurred Ki Focus. Part of the Panoply of the Shepherds of Ghest set.
Crown of the Brilliant Sun (Level 14, AV2): Boosts Lightning or Radiant damage. Great for WereX characters with Superior Will who use an elemental damage weapon. Part of Gifts of the Radiant Queen.
Circlet of Arkhosia (Level 14+, Head, PHR
): Superior Will in Item form. For feat-constrained(who isn't) Monks.
Hide
Ghost Strike Ki Focus (Level 2+, PHB3) - a cheap item that only works with melee attacks. And really, no reason to have it at all unless you're solely focused on using a weapon as implement - then you use the property to defeat insubstantial. Or you know you're fighting insubstantial undead - being a common item, it is nearly free.
Blazing Arc Ki Focus (Level 3+, PHB3) - A cheap flaming weapon that only works with melee attacks. Tieflings are the only ones who should probably try to make this work.
Final Sleep Ki Focus* (Level 3+, D382) - d12 crits if you attack with the focus. Shifting when you drop someone regardless if you use it to attack.
Rain of Hammers Ki Focus* (Level 3+, D382) -An extra area attack will help clean up a group and trigger the property. The extra attack once per day also helps any build. My favorite ki focus for non-ki focus users.
Body of Fire Ki Focus (Level 4+, MME) - An upgraded version of Blazing Arc Ki Focus. Decent for Desert Wind types.
Elusive Action Key Focus* (Level 4+, PHB3) +2 AC versus OAs.
Hawk's Talon Ki Focus* (Level 4+, D382) - Use an at-will instead of a melee when you charge once per day, and a jump bonus on a charge.
Mighty Strike Ki Focus (Level 4+, PHB3) - A more expensive, inferior version of a Ki Weapon that only works if you attack with it. However, you can hold a Ki Weapon in your off hand, attack with this ki focus, and then get both benefits as they stack.
Blurred Strike Ki Focus (Level 5+, PHB3) - This ki focus is very expensive, but it lets you use FoB twice a round if you hit with two different attacks.There are three possible readings for this focus based on what is meant by 'attack' and RAI vs RAI issues.
Here's the three options:
I think the safest reading is each separate attack line. It works with the RAW of PHB and RC, there are Monk powers with secondary attacks(so the item is not relying on having MC'd or using APs to work), and we're not picking something clearly against RAI when it was released.
Iron Body Ki Focus (Level 5+, D382) - damage resistance until the end of your next turn against the attacks of the creatures you hit using this focus.
Hide
The + sign indicates tha there's another version of the weapon with an additional +1 enhancement bonus even 5 levels.
[h=3]Level 2+[/h]
Goblin Totem (Any - FRPG) - If you're small, this is an awesome way to get an item bonus to all your powers. And it's cheap!
Prime Shot Weapon (Any Ranged - AV) - A little extra damage against adjacent foes for dagger monks. Awesome if your DM let's you apply the property even to attacks that don't use the weapon, which would include FoB.
[h=3]Level 3+[/h]
Frost (Any - PHB) - Combines with Lasting Frost for +5 damage. If only we weren't concerned about specific kinds of damage or multi-attacking.
Hidden Weapon (Light Blade, Mace - DSCS) - Boosts your initiative, but the real advantage is being able to quick draw a dagger when you need to do so.
Ki Weapon (Any -PHB3) - 2 extra damage on your FoB. A solid choice. Note that you don't need to attack with this weapon to get the benefit of its property.
Rhythm Blade (Light Blade - AV2) - Put this on a dagger or parrying dagger in your off-hand. Works even with Two-Weapon Defense, a Shielding Blade, and the Iron Soul shield bonus. Some DMs may say that this ONLY works if you already have a shield bonus, so if you don't already have a shield bonus, then grab a Shielding Blade instead.
Subtle(Any melee- AV1)- An item bonus to damage if you have CA
[h=3]Level 4+[/h]
Master’s Blade (Heavy Blade, Light Blade -AV2) - You don't have a ton of stances, but it is nice when they work together. Also gives a bonus to hit with at-wills when you're in a stance.
Screaming Bow (Bow -AV2) - a bit specialized, but you have a bow that can turn powers without a damage type into Thunder. Such as many Monk burst powers. Plus Bow is free for Elves, works with Bracers of Archery, and Siberys Shard of the Mage
Shielding Blade (Heavy Blade, Light Blade -Dr 391) - A common item that gives a shield bonus. This stacks with a Rhythm Blade, but doesn't stack with Two-Weapon Defense or the Iron Soul shield bonus.
[h=3]Level 5+[/h]
Flaming (Any - PHB) - This weapon is OK by itself, but it's better for Tieflings, thanks to Hellfire Blood.
Lightning (Any - PHB) - If you have the Mark of Storm, this is your claim to fame.
[h=3]Level 7+[/h]
Infighting Blade (Light Blade, One-Handed Axe- AV2) - A nice daily power to have if you're surrounded, and you will tend to be surrounded.
[h=3]Level 9+[/h]
Crusader's Weapon
Githyanki Silver Weapon (Heavy Blade - AV2) - Awesome when paired with a Headband of Intellect and Psychic Lock.
[h=3]Level 12+[/h]
Jagged (Axe, Heavy Blade, Light Blade - AV) - Just about the only way to get 19-20 criticals. Plus, it's cheap!
[h=3]Level 13+[/h]
Thunderbolt (Any Ranged -AV) - A cheaper version of a Lightning Weapon for dagger monks
[h=3]Level 14+[/h]
Battlemaster's (Any) (AV) - Allows you to recharge an encounter power once per day.
Mindiron (Bow, Crossbow - AV) - Awesome when paired with a Headband of Intellect and Psychic Lock.
[h=3]Level 15+[/h]
Radiant (Any - AV) - Expensive, but it allows you to exploint radiant vulnerability and get an item bonus to all of your attacks.
[h=3]Level 17+[/h]
Avandra's Whisper (Light Blade-AV) - A cheap way for holy symbol users to get a dagger weapliment, so they can use dragonshards and weapon feats with their holy symbol.
Items
For this part of the guide, only going to list items I would consider good or better. If you're looking to boost damage, this is a very good guide here When Everyone is Super
Hide
Monks have a tendency to fight surrounded by enemies. Therefore I recommend, in general, getting the armor with the highest enhancement bonus as quickly as you can.
For example, in LFR at level 14 you can always get +3 Battle Harness, which is very nice armor. However, at the same level, you can also always get a Magic +4 armor, because of the change in masterwork armor you gain another +1 AC or Will on top of the +1 AC enhancement bonus. This means that there is up 2 AC difference between a +3 Battle Harness and +4 Magic armor.
In short, it's not always smart to pass over a higher enchantment armor in the hopes you get the perfect armor at some later level.
Level 2+
Resistance (PHB) It's cheap and provides 5*tier resistance of your choosing. I'd go with poison, necrotic, fire, or acid in that order, as those are common and/or commonly have ongoing damage riders.
Robe of Eyes (AV) It's cheap, and prevents you from ever being blinded. Most monk bursts don't allow you to target foes you can't see, so being blind especally sucks for monks. As an added benefit, it gives a bonus to perception.
Level 3+
Armor of Sudden Recovery (AV2) A small bonus to ongoing damage saves, and an awesome daily power that can turn a nasty ongoing damage effect into equivalent regeration for the encounter.
Stoneskin Armor (AV) 5*tier in temp hp per encounter isn't bad. The first round of the encounter is one of the most damaging for monks as they tend to run ahead of the party, so this is handy.
Level 4+
Armor of Adaptable Resistance (PsiP) - It's armor of resistance with a daily power that allows you to change the type of resistance, so that you always have the right kind.
Battle Harness (Dr 368) Can draw weapons as a free action. Also gives enchantment bonus to initiative. You can use this to switch consistently to more offensive weapons (like a Ki weapon) or more defensive weapons (like a Shielding Blade). Make sure to take the level 2 thievery skill power to help in this. This armor can also help load a hand crossbow, by allowing you a free hand for a simple minor action.
Flowform Armor (PHB3) A no action save each encounter. It helps you get out of those pesky dominates and stuns.
Level 5+
Bloodthread - A +2 item bonus to AC and saves when you're bloodied. This is really expensive and doesn't stack with Boots of the Fencing Master and other common item bonuses to defense.
Level 13+
Desperate Resolve Vestaments (PHB2)- Insubstantial for a round as an daily interupt. It also lets you spend a healing surge. This is a nice answer to a critical against you
Hide
There are only three sets of armbands that I really like for monks. The first are Bracers of Archery, which are the best way to get an item bonus to damage. The second are Bracers of Brachiation, which provide a monk with a surprising number of extra mobility options if you think three dimensionally. The third are Wrist Razors, which are a Dark Sun arm slot weapon that you can use as a third hand.
Level 3+
Executioner’s Bracers (AV2) - A small boost to critical damage. Too bad monks have so few ways to increase critical range.
Wrist Razors (DSCS)- This is a Dark Sun weapon that uses the arm slot, and not a hand. This allows you to put a nice static property on it, such as a Ki Weapon, Rhythm Blade, or Shielding enchantment. However, many Dark Sun campaigns (like Ashes of Athas) use inherent bonuses so you can't expect to be able to get these enchantments, and many campaigns don't allow Dark Sun weapons at all. In short, these are nice if you can get them enchanted as you like.
Level 4+
Counterstrike Gaurds (Stone Fist) (AV) - These, especially the paragon version, are nice if you have a nice MBA
Level 5+
Bracers of Brachiation (Dr 378) - Very cool for monks, as it greatly increases mobility without reducing damage. The heroic ones give you a climb speed equal to half your speed, and the paragon and epic ones give an increased climb speed. A climb speed is still a speed, so movement techniques stack with these bracers. A climb speed allows you to shift up walls to keep out of a flank and also to make sure you are adjacent to as many monsters as possible. For example, I've fought entire battles fighting directly above the defender who was standing in a doorway or under a tree. It also makes it hard to get shoved off a cliff. You can also do a reasonable impression of spiderman if you combine these with a Flying Hook, which is an awesome combination IMO. Overall, these are a ton of fun for monks. Also, as per the RC, if you have multiple speeds, the largest one determines the total you can move, but you can't move more squares than that particular speed allows. So if you have speed of 6 and a climb speed of 8 (such as through the Epic version of the bracers), you can move 8 but at least 2 of those must be climbed.
Level 6+
Bracers of Archery (AV) If you're using a bow or hand crossbow, these are what you want. These bracers are the easiest way to get a item bonus to all damage rolls for a monk. The Ring of the Dragonborn Emperor is also competitive at paragon tier, if you're a burst specialist.
Iron Armbands of Power (AV) An item bonus to melee attack. This will not affect your burst or blast attacks, so I tend not to get them on my monks. As a result, most monks will either prefer the Ring of the Dragonborn Emperor or take both items so all attacks get some sort of item bonus.
Level 15
Rapidstrike Bracers (AV) - A +2 to initiative and you can use a melee at will instead of a melee basic when you make an OA once per encounter. Say good bye to Melee Training!
Level 19+
Trollhide Bracers (AV) Regeneration for one encounter per day could be nice
Hide
Level 2+
Eberron Shard of Lightning (EPG) - Awesome with a Lightning Weapon and Melee Training.
Kyber Shard of Fiery Depth (EPG) - Awesome with a Flaming Weapon and Melee Training.
Eberron Shard of Lightning (EPG) - Awesome with a Frost Weapon and Melee Training.
Level 3+
Siberys Shard of the Mage (EPG) - Simply awesome! A must have for any weapon using monk.
Siberys Shard of Radiance (EPG) - Awesome with a Radiant Weapon and Melee Training.
Hide
Most monks will be drawn to Boots of the Fencing Master. However, Rushing Cleat are awesome for CB monks. Once epic tier comes around, a lot of other great options open up.
Level 7
Boots of the Fencing Master (AV) - An +1 item bonus to AC and reflex every time you shift, and a free shift once per encounter. Awesome for monks.
Rushing Cleats (Centered Breath, Eternal Tide) (AV) These clearly add 1 to CB FoB's slide, as the FoB is a melee attack. These are pure win for CB and ET monks as, when combined with Starblade Flurry, they allow a huge amount of control over the battlefield. It's like having Come and Get It on every turn.
Level 9
Boots of Eagerness (9 AV) An extra move action in every encounter.
Boots of Striding (PHB) +1 speed is always useful, but Greaves of Maldeen are better and similar in level.
Level 12
Dragonborn Greaves (AV) These are like improved Boots of the Fencing Master while bloodied. However, monks have a lot of ways to keep from getting bloodied.
Greaves of Maldeen (D364) +2 speed is really nice for the level
Shadowdancer’s Boots (AV2) +1 speed all the time, and another +1 to speed in dim light.
Level 18
Phantom Chaussures (AV) Shadow Walk boots. Too bad monks tend to enjoy being surrounded.
Planestrider Boots (MotP) Big teleport and the ability to port around corners. Always useful.
Level 22
Boots of Speed (AV) +2 speed and a extra move action once per encounter.
Level 24
Boots of Caiphon (AV2) Teleporting for damage and a bonus to reflex.
Zephyr Boots (AV) True flight. Nuff said.
Level 25
Sandals of Avandra (AV) A boost to speed and a lot of shifting.
Level 28
Boots of Teleportation (28 AV) At-will teleportation.
Hide
The really good head slots happen in mid-paragon and tend to be build dependent. Are you nearly impossible to hit? Do you want to save a feat on Superior Will? Or are you going elemental damage and want to boost it?
Casque of Tactics(Level 4+, AV): A small init bonus with an occasionally useful daily power.
Circlet of Indomitability (Level 8+, AV): A scaling untyped bonus to Will
Helm of Able Defense (Level 14, AV2): Hard to hit initially, +1 item to Will. For high defense characters who have Superior Will and use a Blurred Ki Focus. Part of the Panoply of the Shepherds of Ghest set.
Crown of the Brilliant Sun (Level 14, AV2): Boosts Lightning or Radiant damage. Great for WereX characters with Superior Will who use an elemental damage weapon. Part of Gifts of the Radiant Queen.
Circlet of Arkhosia (Level 14+, Head, PHR

Hide
Ghost Strike Ki Focus (Level 2+, PHB3) - a cheap item that only works with melee attacks. And really, no reason to have it at all unless you're solely focused on using a weapon as implement - then you use the property to defeat insubstantial. Or you know you're fighting insubstantial undead - being a common item, it is nearly free.
Blazing Arc Ki Focus (Level 3+, PHB3) - A cheap flaming weapon that only works with melee attacks. Tieflings are the only ones who should probably try to make this work.
Final Sleep Ki Focus* (Level 3+, D382) - d12 crits if you attack with the focus. Shifting when you drop someone regardless if you use it to attack.
Rain of Hammers Ki Focus* (Level 3+, D382) -An extra area attack will help clean up a group and trigger the property. The extra attack once per day also helps any build. My favorite ki focus for non-ki focus users.
Body of Fire Ki Focus (Level 4+, MME) - An upgraded version of Blazing Arc Ki Focus. Decent for Desert Wind types.
Elusive Action Key Focus* (Level 4+, PHB3) +2 AC versus OAs.
Hawk's Talon Ki Focus* (Level 4+, D382) - Use an at-will instead of a melee when you charge once per day, and a jump bonus on a charge.
Mighty Strike Ki Focus (Level 4+, PHB3) - A more expensive, inferior version of a Ki Weapon that only works if you attack with it. However, you can hold a Ki Weapon in your off hand, attack with this ki focus, and then get both benefits as they stack.
Blurred Strike Ki Focus (Level 5+, PHB3) - This ki focus is very expensive, but it lets you use FoB twice a round if you hit with two different attacks.There are three possible readings for this focus based on what is meant by 'attack' and RAI vs RAI issues.
Here's the three options:
- Attack means attack roll. This works with RC, but is extremely unlikely to be RAI as the meaning of attack changed from PHB to RC and the item came out before then.
- Attack means attack line. This both works with RC and PHB. In PHB, it makes it clear that different attack lines are considered separate attacks. That's less clear in RC. This is likely RAI assuming that the R&D person did know the rules.
- Attack means attack power. This is likely RAI assuming that the R&D person responsible for the item didn't know the rules of what a different attack was. The odds are unfortunately high that this is a correct assumption. But...there's no real rules basis for it and assuming that the writer didn't know the rules when writing a rule is a very slippery slope for RAI. If true for your game, Ooze Master's value goes way up as it is one of the few minor action attacks from themes that involve a hit and use either an implement or weapon - and then you can take both Ooze Master and a minor-action attack from somewhere else. Another option might be to spam MBAs with uses of the get to use a Standard Attack while doing the Move. But if your DM is doing this reading, they're not likely to grant the Move either.
I think the safest reading is each separate attack line. It works with the RAW of PHB and RC, there are Monk powers with secondary attacks(so the item is not relying on having MC'd or using APs to work), and we're not picking something clearly against RAI when it was released.
Iron Body Ki Focus (Level 5+, D382) - damage resistance until the end of your next turn against the attacks of the creatures you hit using this focus.
Hide
The + sign indicates tha there's another version of the weapon with an additional +1 enhancement bonus even 5 levels.
[h=3]Level 2+[/h]
Goblin Totem (Any - FRPG) - If you're small, this is an awesome way to get an item bonus to all your powers. And it's cheap!
Prime Shot Weapon (Any Ranged - AV) - A little extra damage against adjacent foes for dagger monks. Awesome if your DM let's you apply the property even to attacks that don't use the weapon, which would include FoB.
[h=3]Level 3+[/h]
Frost (Any - PHB) - Combines with Lasting Frost for +5 damage. If only we weren't concerned about specific kinds of damage or multi-attacking.
Hidden Weapon (Light Blade, Mace - DSCS) - Boosts your initiative, but the real advantage is being able to quick draw a dagger when you need to do so.
Ki Weapon (Any -PHB3) - 2 extra damage on your FoB. A solid choice. Note that you don't need to attack with this weapon to get the benefit of its property.
Rhythm Blade (Light Blade - AV2) - Put this on a dagger or parrying dagger in your off-hand. Works even with Two-Weapon Defense, a Shielding Blade, and the Iron Soul shield bonus. Some DMs may say that this ONLY works if you already have a shield bonus, so if you don't already have a shield bonus, then grab a Shielding Blade instead.
Subtle(Any melee- AV1)- An item bonus to damage if you have CA
[h=3]Level 4+[/h]
Master’s Blade (Heavy Blade, Light Blade -AV2) - You don't have a ton of stances, but it is nice when they work together. Also gives a bonus to hit with at-wills when you're in a stance.
Screaming Bow (Bow -AV2) - a bit specialized, but you have a bow that can turn powers without a damage type into Thunder. Such as many Monk burst powers. Plus Bow is free for Elves, works with Bracers of Archery, and Siberys Shard of the Mage
Shielding Blade (Heavy Blade, Light Blade -Dr 391) - A common item that gives a shield bonus. This stacks with a Rhythm Blade, but doesn't stack with Two-Weapon Defense or the Iron Soul shield bonus.
[h=3]Level 5+[/h]
Flaming (Any - PHB) - This weapon is OK by itself, but it's better for Tieflings, thanks to Hellfire Blood.
Lightning (Any - PHB) - If you have the Mark of Storm, this is your claim to fame.
[h=3]Level 7+[/h]
Infighting Blade (Light Blade, One-Handed Axe- AV2) - A nice daily power to have if you're surrounded, and you will tend to be surrounded.
[h=3]Level 9+[/h]
Crusader's Weapon
Githyanki Silver Weapon (Heavy Blade - AV2) - Awesome when paired with a Headband of Intellect and Psychic Lock.
[h=3]Level 12+[/h]
Jagged (Axe, Heavy Blade, Light Blade - AV) - Just about the only way to get 19-20 criticals. Plus, it's cheap!
[h=3]Level 13+[/h]
Thunderbolt (Any Ranged -AV) - A cheaper version of a Lightning Weapon for dagger monks
[h=3]Level 14+[/h]
Battlemaster's (Any) (AV) - Allows you to recharge an encounter power once per day.
Mindiron (Bow, Crossbow - AV) - Awesome when paired with a Headband of Intellect and Psychic Lock.
[h=3]Level 15+[/h]
Radiant (Any - AV) - Expensive, but it allows you to exploint radiant vulnerability and get an item bonus to all of your attacks.
[h=3]Level 17+[/h]
Avandra's Whisper (Light Blade-AV) - A cheap way for holy symbol users to get a dagger weapliment, so they can use dragonshards and weapon feats with their holy symbol.
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