Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
Character Builds & Optimization
Flying Monk Table Tactics
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="77IM" data-source="post: 7491600" data-attributes="member: 12377"><p>Having played an open-hand monk to 14 (sadly, not a flying monk...) here are some of the tactics I remember most:</p><p></p><p><strong>Tanking.</strong> Our dedicated tank (a barbarian) only showed up about half the time, and the rest of the group was surprisingly squishy. It turns out you can tank decently well in a pinch. Dodge is effective if you can lockdown several enemies or hold a choke-point -- you give up your action, but if the rest of the party is primed to attack, it can be worth it. You can also use Patient Defense which uses up a ki point and your bonus action, so it's pretty expensive at 4th level. A good pattern is:</p><p>Round 1. Charge in and attack once, then use Patient Defense. Multiple enemies converge on you, but you're too dodgy for most to hit.</p><p>Round 2+. Stand in place and Dodge; or use a ki point to Dodge+Disengage and then run away leaving the enemies in a nice <em>shatter</em> or <em>fireball</em> radius; or use a ki point to Dodge + heal yourself using Wholeness of Body or even a healing potion. With Flight+Mobility, you have a great option that I never did: if you are engaged with 4 or fewer enemies, spend a ki point to Flurry, attack them all, and then just move away, possibly flying out of melee range (again, leaving them clumped into a nice spell radius).</p><p></p><p>It's much harder than tanking with a proper tank but it can be done, and once the enemies thin out a bit you can go on the offensive.</p><p></p><p><strong>Flurry as a set-up.</strong> Open Hand gets this great thing where your Flurry hits can knock enemies prone or send them flying. If the initiative order is right, you can launch them towards melee PCs with stronger attacks, or knock them prone to give those melee PCs a better chance to hit. With your flying, I'll bet you can do this even better, by positioning behind enemies and knocking them towards your party. It works especially well with enemy spellcasters who are trying hard to stay in the back row!</p><p></p><p><strong>Stun-lock.</strong> This is a well-known tactic of monks, and not available until 5th level, but holy crap Stunning Strike is incredible. If you Flurry, you have 4 attacks, which is 4 opportunities to stun. That will blow through your ki points, so you don't want to do this every fight, but there are situations where it's super useful. Ordinarily you pile that onto one really bad enemy, but with your flight and Mobile feat, you have the option to spread it around and stun (or attempt to stun) 4 different creatures. That could be really useful if you're facing multiple spellcasters or multiple "glass cannon" enemies who have nasty attacks but low Constitution.</p></blockquote><p></p>
[QUOTE="77IM, post: 7491600, member: 12377"] Having played an open-hand monk to 14 (sadly, not a flying monk...) here are some of the tactics I remember most: [B]Tanking.[/B] Our dedicated tank (a barbarian) only showed up about half the time, and the rest of the group was surprisingly squishy. It turns out you can tank decently well in a pinch. Dodge is effective if you can lockdown several enemies or hold a choke-point -- you give up your action, but if the rest of the party is primed to attack, it can be worth it. You can also use Patient Defense which uses up a ki point and your bonus action, so it's pretty expensive at 4th level. A good pattern is: Round 1. Charge in and attack once, then use Patient Defense. Multiple enemies converge on you, but you're too dodgy for most to hit. Round 2+. Stand in place and Dodge; or use a ki point to Dodge+Disengage and then run away leaving the enemies in a nice [I]shatter[/I] or [I]fireball[/I] radius; or use a ki point to Dodge + heal yourself using Wholeness of Body or even a healing potion. With Flight+Mobility, you have a great option that I never did: if you are engaged with 4 or fewer enemies, spend a ki point to Flurry, attack them all, and then just move away, possibly flying out of melee range (again, leaving them clumped into a nice spell radius). It's much harder than tanking with a proper tank but it can be done, and once the enemies thin out a bit you can go on the offensive. [B]Flurry as a set-up.[/B] Open Hand gets this great thing where your Flurry hits can knock enemies prone or send them flying. If the initiative order is right, you can launch them towards melee PCs with stronger attacks, or knock them prone to give those melee PCs a better chance to hit. With your flying, I'll bet you can do this even better, by positioning behind enemies and knocking them towards your party. It works especially well with enemy spellcasters who are trying hard to stay in the back row! [B]Stun-lock.[/B] This is a well-known tactic of monks, and not available until 5th level, but holy crap Stunning Strike is incredible. If you Flurry, you have 4 attacks, which is 4 opportunities to stun. That will blow through your ki points, so you don't want to do this every fight, but there are situations where it's super useful. Ordinarily you pile that onto one really bad enemy, but with your flight and Mobile feat, you have the option to spread it around and stun (or attempt to stun) 4 different creatures. That could be really useful if you're facing multiple spellcasters or multiple "glass cannon" enemies who have nasty attacks but low Constitution. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
Character Builds & Optimization
Flying Monk Table Tactics
Top