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Avatar: The 4-element monk mini-guide
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<blockquote data-quote="ClockworkNinja" data-source="post: 6767261" data-attributes="member: 6801651"><p>[h=2]Disciplines:[/h] Mandatory:</p><p> </p><ul> <li data-xf-list-type="ul"> <strong><span style="color: #006400">Elemental Attunement</span></strong>: You get this automatically. Like Druidcraft or Taumaturgy, its usefulness depends on your imagination. Light fires, create handholds in a sheer stone wall or cliff face (if your DM rules that "earth" includes solid stone and not just dirt), spritz yourself with mist on a hot day, ect. RAW you can trade this out for another power at level 6. </li> </ul><p>Usable at level 1:</p><p> </p><ul> <li data-xf-list-type="ul"> <strong><span style="color: #006400">Shape the Flowing River</span></strong>: Full of flavor, but utility depends on imaginative uses. Obviously very useful in a seagoing campaign, not so much in a desert (or maybe. “Is this your only water barrel? It would be a shame if something were to <em>happen </em>to it”). You should discuss with your DM weather or not the phase “can't shape the ice to trap a creature” prevents you from forming a wall of ice around them or just stops you from encasing them. </li> <li data-xf-list-type="ul"> <strong><span style="color: #9400d3">Sweeping Cinder Strike</span></strong>: Short range and low damage, especially compared to Fire Snake. </li> <li data-xf-list-type="ul"> <strong><span style="color: #00bfff">Water Whip</span></strong>: Was <strong><span style="color: #daa520">amazing</span></strong> as a bonus action, but has been errata'd to be a standard action as of 6/10/15. Knockdown was more useful when you could still attack on the same turn. Overall the effect fills the monks lack of ranged attacks fairly well by bringing down fliers, arresting fleeing enemies, and anything else who refuses to stay in punching range. Find a high balcony (perhaps made with "Shape the Flowing River") pull ground enemies up to you and watch them fall. </li> <li data-xf-list-type="ul"> <strong><span style="color: #00bfff">Fangs of the Fire Snake</span></strong>: Competes with Water Whip over best choice for your first Discipline and as of errata may be your best combat ability at this level. <strong>Warning:</strong> The brightest flame burns shortest. This discipline drains Ki FAST. A lvl 6 monk can spend up to their entire Ki reserve in a single round using this and FoB. </li> <li data-xf-list-type="ul"> <strong><span style="color: #ff0000">Fist of Four Thunders</span></strong>: As a melee combatant, you mostly want to be up in an enemies face, not a few feet away from them. If you need to avoid an opportunity attack, you already have Step of the Wind and stunning strike at your disposal. </li> <li data-xf-list-type="ul"> <strong>Fist of Unbroken Air</strong>: Similar to Water Whip, but it takes a standard action and pushes instead of pulling. See previous entry for why pushing is bad. Obviously <strong><span style="color: #0000ff">better</span></strong> if your DM builds rooms with lots of environmental hazards. </li> <li data-xf-list-type="ul"> <strong><span style="color: #9400d3">Rush of the Gale Spirits</span></strong>: Useful as a gust of wind, which is to say not very and not often. </li> </ul><p></p><p> </p><p> Usable at 6th level:</p><p> </p><ul> <li data-xf-list-type="ul"> <strong><span style="color: #0000ff">Clench of the North Wind</span></strong>: Somewhat redundant with water whip + attack with stunning strike IMO, but makes up for it by being an ongoing effect and facilitating auto-crits. </li> <li data-xf-list-type="ul"> <strong><span style="color: #0000ff">Gong of the Summit</span></strong>: Useful to have when a horde overwhelms even your many attacks. Also useful on ceilings above foes, floors below them, and walls next to unbreakable doors. </li> </ul><p>Usable at 11th level:</p><p> </p><ul> <li data-xf-list-type="ul"> [̶c̶o̶l̶o̶r̶=̶b̶l̶u̶e̶]̶E̶t̶e̶r̶n̶a̶l̶ M̶o̶u̶n̶t̶a̶i̶n̶ ̶D̶e̶f̶e̶n̶s̶e̶[̶/̶c̶o̶l̶o̶r̶]̶:̶ ̶M̶o̶n̶k̶s̶ ̶t̶e̶n̶d̶ ̶t̶o̶ ̶b̶e̶ ̶a̶ ̶b̶i̶t̶ ̶f̶r̶a̶g̶i̶l̶e̶,̶̶e̶s̶p̶e̶c̶i̶a̶l̶l̶y̶ ̶i̶n̶ ̶e̶a̶r̶l̶y̶ ̶l̶e̶v̶e̶l̶s̶.̶ ̶W̶o̶u̶l̶d̶ h̶a̶v̶e̶ ̶b̶e̶e̶n̶ ̶n̶i̶c̶e̶ ̶t̶o̶ ̶g̶e̶t̶ ̶t̶h̶i̶s̶ ̶e̶a̶r̶l̶i̶e̶r̶,̶ ̶b̶u̶t̶ ̶b̶e̶t̶t̶e̶r̶̶ l̶a̶t̶e̶ ̶t̶h̶a̶n̶ ̶n̶e̶v̶e̶r̶.̶ ̶<br /> Nevermind, errata'd to be lvl 17 as of 6/10/15 </li> </ul><p></p><ul> <li data-xf-list-type="ul"> <strong><span style="color: #0000ff">Flames of the Phoenix</span></strong>: More damage than Gong of the Summit, if you skipped that at level 6, consider this instead. I recommend one or the other, definitely not both. </li> <li data-xf-list-type="ul"> <strong><span style="color: #9400d3">Mist Stance</span></strong>: Only uses I can think of are scouting and emergency escape from a bad fight. There are better ways of scouting and if a fight is going badly, you probably won't have enough Ki left to use this. </li> <li data-xf-list-type="ul"> <strong><span style="color: #00bfff">Ride the Wind</span></strong>: For all those places Step of the wind still can't take you. Concentration effect, so mid-air wulin-style fights will be risky, lucky you have slow fall. Excelent combo with water whip. </li> </ul><p>Usable at level 17:</p><p> </p><ul> <li data-xf-list-type="ul"> <strong><span style="color: #0000ff">Breath of Winter</span></strong>: Damage galore over a huge area. Kobold-cicles anyone? </li> <li data-xf-list-type="ul"> Post-errata <strong>Eternal Mountain Defense:</strong> Protection against melee attacks? That would have been really useful about a dozen levels ago. Anything still attacking with only nonmagical weapons should not be a threat to the party at this level. And it's a concentration spell as well, so any hit could make it fail. </li> <li data-xf-list-type="ul"> <strong>Wave of Rolling Earth</strong>: Can be useful, but not spectacular. Bonus points for "Cask of Amontillado" jokes. </li> <li data-xf-list-type="ul"> <strong><span style="color: #00bfff">River of Hungry Flame</span></strong>: Powerful ongoing damage and battlefield control. Did you want your ork original recipe or extra crispy? </li> </ul></blockquote><p></p>
[QUOTE="ClockworkNinja, post: 6767261, member: 6801651"] [h=2]Disciplines:[/h] Mandatory: [LIST] [*] [B][COLOR=#006400]Elemental Attunement[/COLOR][/B]: You get this automatically. Like Druidcraft or Taumaturgy, its usefulness depends on your imagination. Light fires, create handholds in a sheer stone wall or cliff face (if your DM rules that "earth" includes solid stone and not just dirt), spritz yourself with mist on a hot day, ect. RAW you can trade this out for another power at level 6. [/LIST] Usable at level 1: [LIST] [*] [B][COLOR=#006400]Shape the Flowing River[/COLOR][/B]: Full of flavor, but utility depends on imaginative uses. Obviously very useful in a seagoing campaign, not so much in a desert (or maybe. “Is this your only water barrel? It would be a shame if something were to [I]happen [/I]to it”). You should discuss with your DM weather or not the phase “can't shape the ice to trap a creature” prevents you from forming a wall of ice around them or just stops you from encasing them. [*] [B][COLOR=#9400d3]Sweeping Cinder Strike[/COLOR][/B]: Short range and low damage, especially compared to Fire Snake. [*] [B][COLOR=#00bfff]Water Whip[/COLOR][/B]: Was [B][COLOR=#daa520]amazing[/COLOR][/B] as a bonus action, but has been errata'd to be a standard action as of 6/10/15. Knockdown was more useful when you could still attack on the same turn. Overall the effect fills the monks lack of ranged attacks fairly well by bringing down fliers, arresting fleeing enemies, and anything else who refuses to stay in punching range. Find a high balcony (perhaps made with "Shape the Flowing River") pull ground enemies up to you and watch them fall. [*] [B][COLOR=#00bfff]Fangs of the Fire Snake[/COLOR][/B]: Competes with Water Whip over best choice for your first Discipline and as of errata may be your best combat ability at this level. [B]Warning:[/B] The brightest flame burns shortest. This discipline drains Ki FAST. A lvl 6 monk can spend up to their entire Ki reserve in a single round using this and FoB. [*] [B][COLOR=#ff0000]Fist of Four Thunders[/COLOR][/B]: As a melee combatant, you mostly want to be up in an enemies face, not a few feet away from them. If you need to avoid an opportunity attack, you already have Step of the Wind and stunning strike at your disposal. [*] [B]Fist of Unbroken Air[/B]: Similar to Water Whip, but it takes a standard action and pushes instead of pulling. See previous entry for why pushing is bad. Obviously [B][COLOR=#0000ff]better[/COLOR][/B] if your DM builds rooms with lots of environmental hazards. [*] [B][COLOR=#9400d3]Rush of the Gale Spirits[/COLOR][/B]: Useful as a gust of wind, which is to say not very and not often. [/LIST] Usable at 6th level: [LIST] [*] [B][COLOR=#0000ff]Clench of the North Wind[/COLOR][/B]: Somewhat redundant with water whip + attack with stunning strike IMO, but makes up for it by being an ongoing effect and facilitating auto-crits. [*] [B][COLOR=#0000ff]Gong of the Summit[/COLOR][/B]: Useful to have when a horde overwhelms even your many attacks. Also useful on ceilings above foes, floors below them, and walls next to unbreakable doors. [/LIST] Usable at 11th level: [LIST] [*] [̶c̶o̶l̶o̶r̶=̶b̶l̶u̶e̶]̶E̶t̶e̶r̶n̶a̶l̶ M̶o̶u̶n̶t̶a̶i̶n̶ ̶D̶e̶f̶e̶n̶s̶e̶[̶/̶c̶o̶l̶o̶r̶]̶:̶ ̶M̶o̶n̶k̶s̶ ̶t̶e̶n̶d̶ ̶t̶o̶ ̶b̶e̶ ̶a̶ ̶b̶i̶t̶ ̶f̶r̶a̶g̶i̶l̶e̶,̶̶e̶s̶p̶e̶c̶i̶a̶l̶l̶y̶ ̶i̶n̶ ̶e̶a̶r̶l̶y̶ ̶l̶e̶v̶e̶l̶s̶.̶ ̶W̶o̶u̶l̶d̶ h̶a̶v̶e̶ ̶b̶e̶e̶n̶ ̶n̶i̶c̶e̶ ̶t̶o̶ ̶g̶e̶t̶ ̶t̶h̶i̶s̶ ̶e̶a̶r̶l̶i̶e̶r̶,̶ ̶b̶u̶t̶ ̶b̶e̶t̶t̶e̶r̶̶ l̶a̶t̶e̶ ̶t̶h̶a̶n̶ ̶n̶e̶v̶e̶r̶.̶ ̶ Nevermind, errata'd to be lvl 17 as of 6/10/15 [/LIST] [LIST] [*] [B][COLOR=#0000ff]Flames of the Phoenix[/COLOR][/B]: More damage than Gong of the Summit, if you skipped that at level 6, consider this instead. I recommend one or the other, definitely not both. [*] [B][COLOR=#9400d3]Mist Stance[/COLOR][/B]: Only uses I can think of are scouting and emergency escape from a bad fight. There are better ways of scouting and if a fight is going badly, you probably won't have enough Ki left to use this. [*] [B][COLOR=#00bfff]Ride the Wind[/COLOR][/B]: For all those places Step of the wind still can't take you. Concentration effect, so mid-air wulin-style fights will be risky, lucky you have slow fall. Excelent combo with water whip. [/LIST] Usable at level 17: [LIST] [*] [B][COLOR=#0000ff]Breath of Winter[/COLOR][/B]: Damage galore over a huge area. Kobold-cicles anyone? [*] Post-errata [B]Eternal Mountain Defense:[/B] Protection against melee attacks? That would have been really useful about a dozen levels ago. Anything still attacking with only nonmagical weapons should not be a threat to the party at this level. And it's a concentration spell as well, so any hit could make it fail. [*] [B]Wave of Rolling Earth[/B]: Can be useful, but not spectacular. Bonus points for "Cask of Amontillado" jokes. [*] [B][COLOR=#00bfff]River of Hungry Flame[/COLOR][/B]: Powerful ongoing damage and battlefield control. Did you want your ork original recipe or extra crispy? [/LIST] [/QUOTE]
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