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Character Builds & Optimization
5e Newbie - Tear Apart My Bad Build Ideas
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<blockquote data-quote="VikingLegion" data-source="post: 9288583" data-attributes="member: 6794627"><p>[USER=6795602]@FrogReaver[/USER] </p><p>I'm fairly confident that this campaign will go the long haul. We'll have a couple of brand new players (a wife and a fiancee), but the core of the group has played together in campaigns that have lasted as long as 6 years IRL time. Once we commit, we stay with it. Also the DM has been plotting this particular story since the mid 1990s, I remember him talking about it when we were teenagers working an after school job together. He's told me we'll likely hit 19 or 20 by the culmination.</p><p></p><p>That said, I look at the Monk and see level 14 as having the majority of the cool abilities - evasion, catching arrows, running across lakes or up vertical surfaces, self-clearing mind-influencing effects, immunity to poison/disease, great saves against all types - most of the heavy hitters I associate with monkdom. Timeless Body at 15 seems nice, but only if we get attacked by a ton of ghosts maybe? By stopping at 14 all I lose out on is 1-2 martial arts damage (d8 increase to d10 at 17), 5' more movement (25' to 30' at 18), 6 Ki points (ok, that hurts a bit), 2 ASI (but I'll get one back if I devote 4+ levels to another class), Empty Body, and Perfect Self. Those are pretty good abilities, but putting 5 of those 6 levels into a caster class would net level 3 spells and open up some really fun variety I think. The alternative would be Monk 17 with 3 caster levels to open up level 2 spells... that's worth considering too.</p><p></p><p>I'm sure you're likely right and the single-class Monk all the way would be more optimized... But I'm looking at this as almost certainly the final time I'll get to play in a D&D group and I want to go out with a fun and memorable character that has a lot of interesting options.</p></blockquote><p></p>
[QUOTE="VikingLegion, post: 9288583, member: 6794627"] [USER=6795602]@FrogReaver[/USER] I'm fairly confident that this campaign will go the long haul. We'll have a couple of brand new players (a wife and a fiancee), but the core of the group has played together in campaigns that have lasted as long as 6 years IRL time. Once we commit, we stay with it. Also the DM has been plotting this particular story since the mid 1990s, I remember him talking about it when we were teenagers working an after school job together. He's told me we'll likely hit 19 or 20 by the culmination. That said, I look at the Monk and see level 14 as having the majority of the cool abilities - evasion, catching arrows, running across lakes or up vertical surfaces, self-clearing mind-influencing effects, immunity to poison/disease, great saves against all types - most of the heavy hitters I associate with monkdom. Timeless Body at 15 seems nice, but only if we get attacked by a ton of ghosts maybe? By stopping at 14 all I lose out on is 1-2 martial arts damage (d8 increase to d10 at 17), 5' more movement (25' to 30' at 18), 6 Ki points (ok, that hurts a bit), 2 ASI (but I'll get one back if I devote 4+ levels to another class), Empty Body, and Perfect Self. Those are pretty good abilities, but putting 5 of those 6 levels into a caster class would net level 3 spells and open up some really fun variety I think. The alternative would be Monk 17 with 3 caster levels to open up level 2 spells... that's worth considering too. I'm sure you're likely right and the single-class Monk all the way would be more optimized... But I'm looking at this as almost certainly the final time I'll get to play in a D&D group and I want to go out with a fun and memorable character that has a lot of interesting options. [/QUOTE]
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