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General Tabletop Discussion
Character Builds & Optimization
How Do Monks Survive At Low Levels?
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<blockquote data-quote="MwaO" data-source="post: 6759041" data-attributes="member: 12749"><p>Monks are fine...</p><p>They should have an 18 Dex, 16 Wis, and 14-16 Con at 4th level assuming point buy. If that's not true, you're investing in things you don't need. Which can be perfectly fine, but if you're complaining that your Monk seems fragile or ineffective, well then, that's the problem right there.</p><p></p><p>Your goal ought to be to stun opponents at 5th+, so things leading away from that being successful(such as feats that don't bump up Dex/Wis to the next higher round number...Mobile...) should be avoided. Open Hand tradition is awesome because your targets will then auto-fail Dex/Str saves. So push targets next to each other into burst formation for your caster. Only +2 Dex/+1 Wisdom races who pick up Athlete and Variant Humans should have feats by 4th level.</p><p></p><p>Spears are a great Monk weapon for Martial Arts. Wield them with 2-hands for 1d8 damage or throw them and then move up to the target and get your bonus action attack. Carry some javelins on top of that for when you know you need to throw a weapon.</p><p></p><p>Recognize that leaving an opponent capable of attacking means they still get to do their attack and likely pick their choice of target. That's something to be avoided if it has any cost or no benefit to the party. So spending a bonus action and ki point to disengage over doing damage is usually a horrible use of resources.</p></blockquote><p></p>
[QUOTE="MwaO, post: 6759041, member: 12749"] Monks are fine... They should have an 18 Dex, 16 Wis, and 14-16 Con at 4th level assuming point buy. If that's not true, you're investing in things you don't need. Which can be perfectly fine, but if you're complaining that your Monk seems fragile or ineffective, well then, that's the problem right there. Your goal ought to be to stun opponents at 5th+, so things leading away from that being successful(such as feats that don't bump up Dex/Wis to the next higher round number...Mobile...) should be avoided. Open Hand tradition is awesome because your targets will then auto-fail Dex/Str saves. So push targets next to each other into burst formation for your caster. Only +2 Dex/+1 Wisdom races who pick up Athlete and Variant Humans should have feats by 4th level. Spears are a great Monk weapon for Martial Arts. Wield them with 2-hands for 1d8 damage or throw them and then move up to the target and get your bonus action attack. Carry some javelins on top of that for when you know you need to throw a weapon. Recognize that leaving an opponent capable of attacking means they still get to do their attack and likely pick their choice of target. That's something to be avoided if it has any cost or no benefit to the party. So spending a bonus action and ki point to disengage over doing damage is usually a horrible use of resources. [/QUOTE]
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