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How does the Monk perform? (and revisiting monk spells)
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<blockquote data-quote="Chaosmancer" data-source="post: 6814245" data-attributes="member: 6801228"><p>I'm confused... First of all 18 AC at level 1 is phenomenal, two 18's in your primary stats at level 1 is a crazy good start. </p><p></p><p>But how do you not have the offense? Going off memory you can hit for a 1d8+4 (Quarterstaff, Martial Arts, 18 Dex) and 1d4+4 (Unarmed, MArtial Arts, 18 Dex) while fighter and everyone else is at best doing 2d6+4 or 1d12+4. Rogue Sneak attack is fairly good, Rapier would give them 1d8+1d6+4 but still, the monk's damage is almost overshadowing at level 1 and those stats. </p><p></p><p>Next level starts Ki and the monk truly shines IMO. You can choose more attacks (1d8+4+1d4+4+1d4+4 if they all hit) mobilty thru Disengage or Dash, or defense thru dodge. No class other than the Rogue can Disengage as a bonus, and I don't remember if there is any other class in the game that can Dodge as a bonus action. Monks can choose whether to go all into offense or defense while the Fighter Action Surge or Rogue Cunning Action are only one or the other</p><p></p><p></p><p></p><p>The monk is clearly a close quarters fighter, but with their movement "close quarters" can become relative. If we're talking adding magic items, let's look at one of the best monk feats, mobile. Monks don't need the extra movement (though it helps) monks take mobile for the same reason a rogue might, run into a fight, hit a guy, run out of a fight, all without spending ki on Disengage. The monk can even run in, hit two or three guys and run back out. Making monks the ultimate kiter by level 4.</p><p></p><p>In addition, deflect missiles allows you to cancel a ranged attack that actually hits you, and even turn it into an attack against the enemy as I mentioned above, which no other class can do to my knowledge. </p><p></p><p>Also, speaking of things the monk does get, innate magic weapons, innate walk on water or walk on walls, and essentially ignoring falling damage (level 4 slow fall reduce falling damage by monk level*5 which is 20 damage. 40ft drop is 4d6 max 24 damage, you'd have to fall 60-70 ft before being guaranteed in taking some damage... which another 2 levels of monk quickly cancels out.)</p><p></p><p>All of this before choosing a subclass and with decent AC and damage output. Sure they are a little low on hp, but they stack up well I think. </p><p></p><p></p><p></p><p></p><p>Huh? Dexterity is the monks damage and AC, Wisdom is the saving throws against any effects they have. Your statement is like saying Warlocks lose out when not fighting things involving Charisma or Barbarians when not using strength. Could you please clarify what you mean?</p><p></p><p></p><p></p><p>I misremebered then, I thought most magic armors did require attunement to wear. Even so, just because the best tanks tank better doesn't mean the monk isn't still exceptional. </p><p></p><p>Also, the monk cheats magic weapons a little. A magic shortsword wielded by a fighter does 1d6 damage, on wielded by a monk can do 1d10 damage because of Martial Arts. So while a fighter may worry about losing damage to use a cool new weapon, any weapon a monk picks up, or even no weapons, all deal the same damage. Monks are jacks of many trades in combat, mastering none but offering a lot of different tricks to make up for it</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 6814245, member: 6801228"] I'm confused... First of all 18 AC at level 1 is phenomenal, two 18's in your primary stats at level 1 is a crazy good start. But how do you not have the offense? Going off memory you can hit for a 1d8+4 (Quarterstaff, Martial Arts, 18 Dex) and 1d4+4 (Unarmed, MArtial Arts, 18 Dex) while fighter and everyone else is at best doing 2d6+4 or 1d12+4. Rogue Sneak attack is fairly good, Rapier would give them 1d8+1d6+4 but still, the monk's damage is almost overshadowing at level 1 and those stats. Next level starts Ki and the monk truly shines IMO. You can choose more attacks (1d8+4+1d4+4+1d4+4 if they all hit) mobilty thru Disengage or Dash, or defense thru dodge. No class other than the Rogue can Disengage as a bonus, and I don't remember if there is any other class in the game that can Dodge as a bonus action. Monks can choose whether to go all into offense or defense while the Fighter Action Surge or Rogue Cunning Action are only one or the other The monk is clearly a close quarters fighter, but with their movement "close quarters" can become relative. If we're talking adding magic items, let's look at one of the best monk feats, mobile. Monks don't need the extra movement (though it helps) monks take mobile for the same reason a rogue might, run into a fight, hit a guy, run out of a fight, all without spending ki on Disengage. The monk can even run in, hit two or three guys and run back out. Making monks the ultimate kiter by level 4. In addition, deflect missiles allows you to cancel a ranged attack that actually hits you, and even turn it into an attack against the enemy as I mentioned above, which no other class can do to my knowledge. Also, speaking of things the monk does get, innate magic weapons, innate walk on water or walk on walls, and essentially ignoring falling damage (level 4 slow fall reduce falling damage by monk level*5 which is 20 damage. 40ft drop is 4d6 max 24 damage, you'd have to fall 60-70 ft before being guaranteed in taking some damage... which another 2 levels of monk quickly cancels out.) All of this before choosing a subclass and with decent AC and damage output. Sure they are a little low on hp, but they stack up well I think. Huh? Dexterity is the monks damage and AC, Wisdom is the saving throws against any effects they have. Your statement is like saying Warlocks lose out when not fighting things involving Charisma or Barbarians when not using strength. Could you please clarify what you mean? I misremebered then, I thought most magic armors did require attunement to wear. Even so, just because the best tanks tank better doesn't mean the monk isn't still exceptional. Also, the monk cheats magic weapons a little. A magic shortsword wielded by a fighter does 1d6 damage, on wielded by a monk can do 1d10 damage because of Martial Arts. So while a fighter may worry about losing damage to use a cool new weapon, any weapon a monk picks up, or even no weapons, all deal the same damage. Monks are jacks of many trades in combat, mastering none but offering a lot of different tricks to make up for it [/QUOTE]
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