D&D 5E (2024) D&D 5e 2024 Monk Handbook

@Not a Decepticon

Coming in to ask a question. I saw this in the build section-

"You can replace Charger with Skill expert to get expertise in Atheltics for grappling."

And also references to the skills in the skills section. I've been over the 5e24 rules for grappling several times, and I don't think it works like that.

Grappling makes the target save against a fixed DC (8+str+prof), and there aren't the same 5e14 ways to maximize that. No opposed checks, etc.

Athletics (strength) and acrobatics (dex- definitely what 98% of monks will be using) still has some use. You can use an action to end the grappled condition by making an athletics or acrobatics check.

TLDR; might want to clarify the language? Or did I miss it?
Removed that. I also added look at each of Circle of Land options and info about how I round upo math in Ranger Multiclass calculations.
 

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I'd like some feedback on the math for Nick/Hunter's Mark. (The missus is building a dagger monk)
Since you have to give up the monk's Flurry of Blows to cast HM/Hex in the first place, that would impact your average damage over two or more rounds, correct? And the risk of losing the spell due to concentration affects that as well?
Basically, I've seen other comments online that suggest the combo doesn't work well in practice.
 
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I'd like some feedback on the math for Nick/Hunter's Mark. (The missus is building a dagger monk)
Since you have to give up the monk's Flurry of Blows to cast HM/Hex in the first place, that would impact your average damage over two or more rounds, correct? And the risk of losing the spell due to concentration affects that as well?
Basically, I've seen other comments online that suggest the combo doesn't work well in practice.

I don't have the math, but I can tell you some actual experience in general and from experience.

In general, always pay attention to the action economy. Specifically, the one thing that messes up the most people is the "Bonus Action." You get one bonus action. Period. No more. Some have specific triggers and timings- if they don't, you get to choose when to use it. But you only ever get one in a round. So if you have a bunch of cool things that require the use of a bonus action, you will always be choosing what to use. In other words- don't load up on abilities that require the bonus action.

With that in mind-
If you have ranger/monk to get weapon mastery and you are using nick mastery with two daggers (has to be two light weapons), then:
Nick moves the bonus action from TWF to the action. That means that you get two dagger attacks as MONK WEAPONS with the attack action.
You now have a bonus action.

As a ranger, you can use the bonus action to cast hunter's mark at the beginning of combat. That lasts for a while, so from the second round on (or earlier, if you cast it before combat starts) your bonus action is free to use flurry of blows or a bonus unarmed strike.

HM is concentration, so if you're hit, you have to make a save (constitution) to keep it up.
In addition, when the target dies, you will need to use the next round's bonus action to re-target the HM.

(All this applies to hex, but Warlock doesn't give you Weapon Mastery)

As a general rule, you'll be spending the first round of combat activating HM to get the extra damage. If you're fighting a lot of squishy critters that die quickly, you might end up not getting to use your bonus action for an unarmed attack or flurry of blows because you're constantly re-targeting. OTOH, if you're fighting a massive bag of hit points, you're going to be doing a lot of damage from the HM- not just the first round, but especially from the second round on when you can apply it to the flurry of blows.
 

Lizardfolk Moon Druid / Monk was fun to play in a 7th level one-shot. I don't know if it's great at higher levels, but was pretty fun for the one-shot.

We did have one "rule of cool" thing... Lizardfolk treats their Bite attack as an unarmed strike... so we ruled that when in Wild Shape the beasts bite attack would work the same way. Not for Flurry of Blows, just for regular melee attacks. So anything that boosted Unarmed Strikes would work for the Bite. In this case, an Eldritch Claw Tattoo.
 

I'd like some feedback on the math for Nick/Hunter's Mark. (The missus is building a dagger monk)
Since you have to give up the monk's Flurry of Blows to cast HM/Hex in the first place, that would impact your average damage over two or more rounds, correct? And the risk of losing the spell due to concentration affects that as well?
Basically, I've seen other comments online that suggest the combo doesn't work well in practice.
Nick is an easy 1d6->1d12 damage (* accuracy) Nothing wonderful, but not bad.

HM depends on the level.

Less than 5
Bonus action to cast it means you lose 1d6+3
(* accuracy) and gain 2d6 (* accuracy).
Basically a wash on the first turn. But more damage if the creature survives multiple rounds, and you don't lose concentration.

At mid level, assuming you now Flurry
You lose 2d8+10 = 19
And gain 3d6 = 10.5
Round 1 loss is 8.5
Round 2 +5d6 = 17.5 - 8.5 = 9

So down 9 damage on turn 1, up 9 on turn 2+
(* accuracy)

Also they are verbal spells, so casting from stealth doesn't work with. And I didn't factor in the opportunity cost (i.e. magic Initiate vs tough)


Either way. It's good against creatures who survive multiple rounds, worse against small ones.
 

I'd like some feedback on the math for Nick/Hunter's Mark. (The missus is building a dagger monk)
Since you have to give up the monk's Flurry of Blows to cast HM/Hex in the first place, that would impact your average damage over two or more rounds, correct? And the risk of losing the spell due to concentration affects that as well?
Basically, I've seen other comments online that suggest the combo doesn't work well in practice.
HM you only use when you’re fighting bigger enemies. Against smaller enemies it’s best to just use Nick and FoB to attack 4-6 times depending on level.

Another way to go that only works with rolled stats or a dm that doesn’t mind waiving MC prerequisites is Paladin for divine favor, a couple smites, and Nick+TWF.

But that’s a niche build.

HM isn’t that hard to get, the benefit of Ranger is that you also get free uses of it, and other spells besides, using Wisdom.

Guide background and a level of Fighter also works.
 

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