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Buffing Level 11+ Monks
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<blockquote data-quote="Stalker0" data-source="post: 8228887" data-attributes="member: 5889"><p>Now beyond damage, if you wanted to add some more interesting things to the monk at higher levels, here are some ideas:</p><p></p><p>Flowing Form: When using <em>Patient Defense</em>, you also gain the benefits of <em>Freedom of Movement. </em>(a nice defensive boost that also ensures the monk can always move where they want to move, no matter the obstacles).</p><p></p><p>Walk in the Heavens: When you use <em>Step of the Wind</em>, you gain a fly speed equal to your speed until the start of your next turn. (Flight is the natural evolution of the class focused on mobility)</p><p></p><p>Tongue of the Sun and Moon: You can communicate with any creature that knows a language. If you spend 1 KI, for 1 minute when the creature talks to you, it is under the effects of a <em>Zone of Truth</em> (no save). (compared to magic which has been doing this since 3rd level its not that impressive later on, except that without a save it gives it a fun niche)</p><p></p><p>Timeless Body: You no longer need food, water or air. Your body does not die of old age. If you die, and receive healing within 1 minute of your death, you can return to life as if given the <em>Revivify</em> spell. (added in the lack of air need, which does come up on some planar travels, and the revivify can be useful in high levels, though certainly not a major boost considering the plethora of raise options).</p><p></p><p>Perfect Self: The monk gains a second bonus action each round. (more damage or more flexibility, but always cool and useful and something that no one else gets, which I feel is what really makes a capstone).</p></blockquote><p></p>
[QUOTE="Stalker0, post: 8228887, member: 5889"] Now beyond damage, if you wanted to add some more interesting things to the monk at higher levels, here are some ideas: Flowing Form: When using [I]Patient Defense[/I], you also gain the benefits of [I]Freedom of Movement. [/I](a nice defensive boost that also ensures the monk can always move where they want to move, no matter the obstacles). Walk in the Heavens: When you use [I]Step of the Wind[/I], you gain a fly speed equal to your speed until the start of your next turn. (Flight is the natural evolution of the class focused on mobility) Tongue of the Sun and Moon: You can communicate with any creature that knows a language. If you spend 1 KI, for 1 minute when the creature talks to you, it is under the effects of a [I]Zone of Truth[/I] (no save). (compared to magic which has been doing this since 3rd level its not that impressive later on, except that without a save it gives it a fun niche) Timeless Body: You no longer need food, water or air. Your body does not die of old age. If you die, and receive healing within 1 minute of your death, you can return to life as if given the [I]Revivify[/I] spell. (added in the lack of air need, which does come up on some planar travels, and the revivify can be useful in high levels, though certainly not a major boost considering the plethora of raise options). Perfect Self: The monk gains a second bonus action each round. (more damage or more flexibility, but always cool and useful and something that no one else gets, which I feel is what really makes a capstone). [/QUOTE]
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