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How Good/Bad are Monks?
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<blockquote data-quote="Flamestrike" data-source="post: 6818421" data-attributes="member: 6788736"><p>As long as your DM isnt being a douche with short rests, and sticks to the 6-8/ 2 short rest paradigm theyre great.</p><p></p><p>From 1-4th they have competitive damage - they really come online at 5th with stunning fist though.</p><p></p><p>They require a bit of pazaz to play correctly. Dont play them as a tank - they're a striker; more correctly a precision guided stunning fist delivery system. Their job is to stun lock down priority targets while the cavalry arrive.</p><p></p><p>My personal fave is monk 17/ BM fighter 3. The splash in fighter gives you a fighting style, action surge and (importantly) superiority dice (great for extra damage and even more battlefield control). You lose nothing from monk aside from delayed progression. This is a super short rest dependent class however - again, stay away from it if your DM uses 1-3 encounter adventuring days or is stingy with short rests.</p><p></p><p>The monk/ BM can move in (along the walls, or leaping over dudes if needed) to a priority target and then via action surge, extra attack and martil arts/ flurry make up to six attacks, spamming stunning fist and sup dice as needed. Stunned critters automatically fail str and dex saves, so you can run up to the enemy spellcaster or other priority target and [stun] them till the end of your NEXT turn, then [open hand monk] knock down then [battlemaster] disarm them, using your free object interaction to pick up [spell focus] all the while dealing considerable damage and laughing in your DMs face.</p></blockquote><p></p>
[QUOTE="Flamestrike, post: 6818421, member: 6788736"] As long as your DM isnt being a douche with short rests, and sticks to the 6-8/ 2 short rest paradigm theyre great. From 1-4th they have competitive damage - they really come online at 5th with stunning fist though. They require a bit of pazaz to play correctly. Dont play them as a tank - they're a striker; more correctly a precision guided stunning fist delivery system. Their job is to stun lock down priority targets while the cavalry arrive. My personal fave is monk 17/ BM fighter 3. The splash in fighter gives you a fighting style, action surge and (importantly) superiority dice (great for extra damage and even more battlefield control). You lose nothing from monk aside from delayed progression. This is a super short rest dependent class however - again, stay away from it if your DM uses 1-3 encounter adventuring days or is stingy with short rests. The monk/ BM can move in (along the walls, or leaping over dudes if needed) to a priority target and then via action surge, extra attack and martil arts/ flurry make up to six attacks, spamming stunning fist and sup dice as needed. Stunned critters automatically fail str and dex saves, so you can run up to the enemy spellcaster or other priority target and [stun] them till the end of your NEXT turn, then [open hand monk] knock down then [battlemaster] disarm them, using your free object interaction to pick up [spell focus] all the while dealing considerable damage and laughing in your DMs face. [/QUOTE]
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How Good/Bad are Monks?
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