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5e Newbie - Tear Apart My Bad Build Ideas
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<blockquote data-quote="VikingLegion" data-source="post: 9278580" data-attributes="member: 6794627"><p><strong>#2 THE SOHEI</strong> (Warrior-Monk)</p><p></p><p>Class: Monk with a Cleric dip</p><p>Subclass: Open Hand</p><p>Abilities: Dexterity and Wisdom</p><p>Feats: ???</p><p></p><p>I've always LOVED monks in every edition and even non-D&D specific games. Looking over the 5e Monk, well... it feels a bit underwhelming. What are some ways to shore up some of his deficiencies? I figure a multi-class dip into Cleric with the WAR domain might help. I like the bonus weapon attack based on Wis modifier. Since I'll already have a Wisdom of say... 16?, that's 3 uses/day. I feel like this will help when Ki starts to run dry on Flurry of Blows. The Monk may not hit hard, but with multiple sources of swinging 2-3 times per round, he can make up some of that deficiency with Fighters and Paladins. Plus the addition of some low level spells can let the Sohei buff up the team with Bless, or Guiding Bolt in round 1 while the big tanks set the frontline. Then he moves in on the subsequent round to chip in his own damage. The main question is, how far do I dip?</p><p></p><p>19 Monk/1 Cleric - Gives up only Perfect Self and 1 Ki point, but gains cantrips, L1 spells, and 3+ War Priest extra attacks</p><p>18 Monk/2 Cleric - Loses another Ki point and the level 19 Ability Score Improvement/Feat, but picks up an extra L1 spell and also Guided Strike for when I really need to hit a high priority target</p><p>17 Monk/3 Cleric - loses another Ki, 5' movement, and Empty Body but gain access to Level 2 spells - Spiritual Weapon looks like a good way to augment my low damage.</p><p>16 Monk/ 4 Cleric - lose another Ki, lose a Monastic Tradition, Martial Arts damage die goes from d10 to d8 and I don't gain much on the Cleric side at all except one more L2 spell. The only reason I would dip this far is if I were going to continue on to:</p><p>15 Monk/ 5 Cleric - lose a Ki, lose the level 16 ASI, but get Destroy Undead and more importantly - open up access to Level 3 spells. Is Spirit Guardians as good as I think it is? On paper it looks like a GREAT way to augment damage. 10 minute duration? How often does Concentration get interrupted? I double-checked Spiritual Weapon, figuring it would also have a Concentration requirement, but it does NOT, meaning I could have both of these going simultaneously while I attack plus Bonus attack with either Flurry or the Warpriest extra swing?</p></blockquote><p></p>
[QUOTE="VikingLegion, post: 9278580, member: 6794627"] [B]#2 THE SOHEI[/B] (Warrior-Monk) Class: Monk with a Cleric dip Subclass: Open Hand Abilities: Dexterity and Wisdom Feats: ??? I've always LOVED monks in every edition and even non-D&D specific games. Looking over the 5e Monk, well... it feels a bit underwhelming. What are some ways to shore up some of his deficiencies? I figure a multi-class dip into Cleric with the WAR domain might help. I like the bonus weapon attack based on Wis modifier. Since I'll already have a Wisdom of say... 16?, that's 3 uses/day. I feel like this will help when Ki starts to run dry on Flurry of Blows. The Monk may not hit hard, but with multiple sources of swinging 2-3 times per round, he can make up some of that deficiency with Fighters and Paladins. Plus the addition of some low level spells can let the Sohei buff up the team with Bless, or Guiding Bolt in round 1 while the big tanks set the frontline. Then he moves in on the subsequent round to chip in his own damage. The main question is, how far do I dip? 19 Monk/1 Cleric - Gives up only Perfect Self and 1 Ki point, but gains cantrips, L1 spells, and 3+ War Priest extra attacks 18 Monk/2 Cleric - Loses another Ki point and the level 19 Ability Score Improvement/Feat, but picks up an extra L1 spell and also Guided Strike for when I really need to hit a high priority target 17 Monk/3 Cleric - loses another Ki, 5' movement, and Empty Body but gain access to Level 2 spells - Spiritual Weapon looks like a good way to augment my low damage. 16 Monk/ 4 Cleric - lose another Ki, lose a Monastic Tradition, Martial Arts damage die goes from d10 to d8 and I don't gain much on the Cleric side at all except one more L2 spell. The only reason I would dip this far is if I were going to continue on to: 15 Monk/ 5 Cleric - lose a Ki, lose the level 16 ASI, but get Destroy Undead and more importantly - open up access to Level 3 spells. Is Spirit Guardians as good as I think it is? On paper it looks like a GREAT way to augment damage. 10 minute duration? How often does Concentration get interrupted? I double-checked Spiritual Weapon, figuring it would also have a Concentration requirement, but it does NOT, meaning I could have both of these going simultaneously while I attack plus Bonus attack with either Flurry or the Warpriest extra swing? [/QUOTE]
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