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5e Newbie - Tear Apart My Bad Build Ideas
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<blockquote data-quote="FrogReaver" data-source="post: 9283573" data-attributes="member: 6795602"><p>Monks mostly require either more tanky melee characters to support them or casters that do alot of control. If you have either of those things, or preferably both then monks can really shine. In a pinch you can make a monk tanky with bonus action dodges but that cuts way into your flurry of blows and stunning strikes.</p><p></p><p>The key to being effective as a monk is realizing the value of conditions. Like the open hand monk can force an enemy to make a dex save or be knocked prone. Prone grants your melee allies advantage to hit it (and protects casters by taking away movespeed for the enemy to stand up on its turn). Giving a couple of melee allies advantage on all their attacks against an enemy can be a great boost to party offense. If you want everyone to focus including ranged enemies then you can do stunning strike (which also takes turns away from the enemy).</p><p></p><p>The biggest downside to monks is they are a little squishy early and they rely on short rests which can be iffy to get in some campaigns - but they are fine with bows and have great movement so you can always stay back if getting into melee looks too dangerous. Then pick your moment to engage in melee. Alternatively as mentioned earlier - ki to bonus action dodge works well to enhance survivability for a few rounds.</p><p></p><p>The great thing about monks compared to most martials is they keep getting great abilities throughout the rest of the game and eventually they get enough ki (assuming 1-2 short rests a day) to spam flurry of blows and still have ki to stunning strike occasionally.</p></blockquote><p></p>
[QUOTE="FrogReaver, post: 9283573, member: 6795602"] Monks mostly require either more tanky melee characters to support them or casters that do alot of control. If you have either of those things, or preferably both then monks can really shine. In a pinch you can make a monk tanky with bonus action dodges but that cuts way into your flurry of blows and stunning strikes. The key to being effective as a monk is realizing the value of conditions. Like the open hand monk can force an enemy to make a dex save or be knocked prone. Prone grants your melee allies advantage to hit it (and protects casters by taking away movespeed for the enemy to stand up on its turn). Giving a couple of melee allies advantage on all their attacks against an enemy can be a great boost to party offense. If you want everyone to focus including ranged enemies then you can do stunning strike (which also takes turns away from the enemy). The biggest downside to monks is they are a little squishy early and they rely on short rests which can be iffy to get in some campaigns - but they are fine with bows and have great movement so you can always stay back if getting into melee looks too dangerous. Then pick your moment to engage in melee. Alternatively as mentioned earlier - ki to bonus action dodge works well to enhance survivability for a few rounds. The great thing about monks compared to most martials is they keep getting great abilities throughout the rest of the game and eventually they get enough ki (assuming 1-2 short rests a day) to spam flurry of blows and still have ki to stunning strike occasionally. [/QUOTE]
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