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D&D 5E Half ASI feat for 19th level open hand monk?

Which feat would you recommend?

  • Elven Accuracy

    Votes: 1 14.3%
  • Chef

    Votes: 1 14.3%
  • Crusher

    Votes: 1 14.3%
  • Fey Touched

    Votes: 3 42.9%
  • Shadow Touched

    Votes: 1 14.3%
  • Skill Expert

    Votes: 1 14.3%
  • Other

    Votes: 2 28.6%

  • Poll closed .

Frankie1969

Adventurer
Straightforward epic tier wood elf open hand monk. Out of combat parkour scout, in combat invisible skirmisher.
Only ASIs so far, no feats. Due to optional retraining, any feat that grants +1 to Dex, Con, or Wis will work equivalently well.
Elven Accuracy was the obvious choice, but Tasha offers a bunch of new options.
 

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NotAYakk

Legend
Fey touched gives you Hex or Hunter's Mark, which are both strong on a Monk.

Shadow touched gives you less that leverages your flurry of blows.

Elven Accuracy is triplevantage. Against an AC 25 foe, before you did:
4d10+20 on a 14+ (58% accuracy, 10% crit) for 26.6 DPR
4d10+20 on a 14+ (73% accuracy, 14% crit) for 33.7 DPR

On a 18 AC foe,
4d10+20 on a 7+ (91% accuracy, 10% crit) for 40.42 DPR
4d10+20 on a 7+ (97% accuracy, 14% crit) for 43.82 DPR

If you instead had Hex/HM
4d10+4d6+20 on a 14+ (58% accuracy, 10% crit) for 36.1 DPR
4d10+4d6+20 on a 7+ (91% accuracy, 10% crit) for 54.56 DPR
This is more DPR than the elven accuracy one, but this is (a) at the cost of a bonus action per target (ie half of your damage on a round, and (b) only for 1 hour/day, and (c) can be lost with concentration save failure.

But the DPR boost on "modestly high" AC foes is ridiculously good.

Note that if you had both
4d10+4d6+20 on a 14+ (73% accuracy, 14% crit) for 45.9 DPR
4d10+4d6+20 on a 7+ (97% accuracy, 14% crit) for 59.36 DPR
the swing is a bit larger. (but that is out of scope)

If you have something equivalent (flaming knuckles that grant you +2d6 damage on punches, for example), elven accuracy gains relative to Hex. (more damage per hit or crit improves EA more than it does Hex).

If you have a grappler in the party, they'll love Hex.

If counterspells are often an issue, Hex is also great (disadvantage their casting stat, which means if they have to roll to stop a spell they are in trouble).

---

Crusher is a near-guaranteed 5' move on anyone large or smaller, and about a 33% chance/round to grant everyone advantage.

Chef is 36 temporary HP and up to 10d8 short rest healing (spread out).
 



NotAYakk

Legend
Can't decide. I personally like crusher, sounds thematic.
Crusher somewhat depends on group size, and if the DM has lots of dangerous terrain on maps.

5' of auto-push is strong with dangerous terrain. And a larger group of attackers makes the 1/3 chance of giving everyone advantage stronger.

But if there aren't any other strong attackers, the monk already has advantage from invisibility, and if the maps are all blank or otherwise non-dangerous, move some enemies 5' isn't that interesting.
 

As an open hand monk, you can already push back with flurry attacks. You just take it a step further and that way you can seriously reposition the enemy. On the other hand, all other options are great too. Taking expertise in athletics withskill expert makes you really great at grappling your enemy.
 

Frankie1969

Adventurer
Thanks for the good ideas.
Hex could be amazing in the right circumstances, but so could the others...
For example, Skill Expert would make one skill (probably Perception) almost unbeatable (and also add another, maybe Investigation).
Hmm...
 

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