D&D (2024) D&D 5e 2024 Monk Handbook

This is very useful and essentially allows another attack and at level allows it with a high-damage weapon.

What is not that useful is Tavern Brawler. I've seen people raving about this, but it is underwhelming IMO. Maybe if you were doing an open hand Monk or one that used unarmed strikes as their action all the time, but then you are missing out on magic weapons.
Well your extra attacks are unarmed, so it helps with those
 

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Tavern Brawler is very useful for Monk. I did the math and it is in fact ten times more useful. There is a 6% chance any other class using Tavern Brawler will reroll will jsut get 1 again. For Monk that chance is 2% and goes down every time their Martial Arts die improves, down to 0.6%. And that does combine with how many attacks you make. Open Hand can also push the same target it is Addling or Toppling.
 

Tavern Brawler is very useful for Monk. I did the math and it is in fact ten times more useful. There is a 6% chance any other class using Tavern Brawler will reroll will jsut get 1 again. For Monk that chance is 2% and goes down every time their Martial Arts die improves, down to 0.6%. And that does combine with how many attacks you make. Open Hand can also push the same target it is Addling or Toppling.
I don't think the reroll 1 is that important. It more or less just makes your martial arts die become 2-6 instead of 1-6, effectively increase average damage per attack by like, 0.5?
 

I just added the math in opening post and Ranger 3/Monk 17, Hunter, Gloom Staler and especially Fey Wanderer, just outclasses full monk in damage dealing and utilizes Hunter's Mark better than Ranger. I didn't do it for Beastmaster, since that one clashes with Monk for Bonus action and multiclassing that nerfs your animal companion severely
Yeah the only build I would MC Beastmaster is an archer with a beast of the air. But still, even then I want Ranger to be my main class in such a build, because I want the pet doing its swoop-attack-swoop-get cover routine and giving me advantage with the help action every turn, rather than one or the other.

As for high level Ranger/monks losing juicy high level features I think it’s a rare player that will miss those features all that much next to the synergy of the build over an entire campaign.
 

As for high level Ranger/monks losing juicy high level features I think it’s a rare player that will miss those features all that much next to the synergy of the build over an entire campaign.
I don't see many good high level ranger abilities.

Their best spells are level 2, which is ranger 5 (plus multiattack). Plant Growth and revivify as are good at 3rd, but all the damage spells get out scaled by being half caster.

6: Roving is nice. But rogue 2 is nicer.
7: depends on the subclass, but could be good.

9: Expetise can be gained with rogue 1, and 1d6 damage.
Maybe ranger 9 for plant growth and revivify. But also maybe druid 5 for plant growth and a lot more slots.
10: 34 Temp HP is about as much as fighter 1 would give, plus a fighting style (blindsight). Exhaustion doesn't come up.
14: 2 turn invisibly is not bad, but rogue 2 is better.
17: advantage is good, but doesn't stack with many other methods that came on earlier.
18: can pick up blindsight with a fighter 1 dip.
20: garbage.

So yea.
Ranger 5/ rogue 2 / fighter 1/druid 5 gets most of the high level ranger abilities, 7 levels earlier.
Maybe ranger 7-8, depending on subclass.
 

I don't see many good high level ranger abilities.

Their best spells are level 2, which is ranger 5 (plus multiattack). Plant Growth and revivify as are good at 3rd, but all the damage spells get out scaled by being half caster.

6: Roving is nice. But rogue 2 is nicer.
7: depends on the subclass, but could be good.

9: Expetise can be gained with rogue 1, and 1d6 damage.
Maybe ranger 9 for plant growth and revivify. But also maybe druid 5 for plant growth and a lot more slots.
10: 34 Temp HP is about as much as fighter 1 would give, plus a fighting style (blindsight). Exhaustion doesn't come up.
14: 2 turn invisibly is not bad, but rogue 2 is better.
17: advantage is good, but doesn't stack with many other methods that came on earlier.
18: can pick up blindsight with a fighter 1 dip.
20: garbage.

So yea.
Ranger 5/ rogue 2 / fighter 1/druid 5 gets most of the high level ranger abilities, 7 levels earlier.
Maybe ranger 7-8, depending on subclass.
Okay?
 

I don't think the reroll 1 is that important. It more or less just makes your martial arts die become 2-6 instead of 1-6, effectively increase average damage per attack by like, 0.5?
That is going to grow all the way up to 2-12. And considering how many attacks Monk makes, all of which can be unarmed, this is going to add up significantly. Plus a bit of additional control in extra push is also helpful.
Yeah the only build I would MC Beastmaster is an archer with a beast of the air. But still, even then I want Ranger to be my main class in such a build, because I want the pet doing its swoop-attack-swoop-get cover routine and giving me advantage with the help action every turn, rather than one or the other.

As for high level Ranger/monks losing juicy high level features I think it’s a rare player that will miss those features all that much next to the synergy of the build over an entire campaign.
I agree, Beastmaster is one Ranger subclass that requires you to have Ranger as the main class, otherwise it will fall back hard and fast.
 

That is going to grow all the way up to 2-12. And considering how many attacks Monk makes, all of which can be unarmed, this is going to add up significantly. Plus a bit of additional control in extra push is also helpful.
Eh, 2-12 is still no more that 0.5 average increase per attack from 1-12. But yeah, I can agree that it's gonna add up with Monk's attack counts, but I still think the damage increase is not that significant. I think the main benefit of Travern Brawler lie in Push.
 

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