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Mediation, Meditation, Devastation: A Monk's Guide
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<blockquote data-quote="Yunru" data-source="post: 6701053" data-attributes="member: 6780961"><p>Feats:</p><p></p><p>Bounded Accuracy lessens the blow a lot, but in the end you're still a dual-prime class. And with only 5 stat bumps/feats (less if you MC), feats are going to be very rare if you want to max both stats. That said, I'm only going to list feats worth taking.</p><p></p><p><span style="color: blue"><strong>Mobile:</strong></span> If you're looking to fill that last ABI, or just aren't as worried about maxing both stats, Mobile is a great choice. Each enemy you target in melee can't attack you once you retreat. Better than Disengage in that things that can counter Disengage can't counter this, and it's more action economy efficient.</p><p></p><p><span style="color: blue"><strong>Alert:</strong></span> With your ability at crowd control, going first is good. Even better considering if your party is Surprised you can still probably outspeed and stun the enemy. Doesn't come with a stat boost though.</p><p></p><p><span style="color: blue"><strong>Lucky:</strong></span> Another one for the "spare space" pile, this lets you add a d20 to the dice your rolling for attack rolls, ability checks or saving throws (so everything), 3/long rest. The really cool bit? You pick which of the dice you use. This is more specific than (Dis)Advantage rules, so if you've either it's a case of "Roll 3, take highest." Your DM might rule you can pick either the Lucky die, or the result of your roll with (Dis)Advantage, in which case it's not as powerful, but still powerful.</p><p></p><p><strong><span style="color: blue">Magic Initiate:</span></strong> This is an interesting one. It lets you pick up Shillelagh, allowing you to use Wisdom for your main attacks, basically replacing Dexterity with Wisdom for the position of "Main Stat". Dex is still important though because your bonus action attacks all use Unarmed Strike.</p><p></p><p><strong><span style="color: blue">Observant:</span></strong> +5 to Passive Perception and Lip Reading isn't normally worth all that much, but if you've an odd score in one of Wisdom or Dex, patch it up with this.</p><p></p><p><strong><span style="color: blue">Resilient (Wisdom):</span></strong> Alternatively patch it up with this. Wisdom Saving Throws are normally for controller effects too. <strong><span style="color: red">Redudant</span></strong> once you reach level 14 though (although the +1 doesn't hurt).</p><p></p><p><strong>Skulker:</strong> Lets you hide easier and misses don't break Hidden. Can be important for stealth Monks.</p></blockquote><p></p>
[QUOTE="Yunru, post: 6701053, member: 6780961"] Feats: Bounded Accuracy lessens the blow a lot, but in the end you're still a dual-prime class. And with only 5 stat bumps/feats (less if you MC), feats are going to be very rare if you want to max both stats. That said, I'm only going to list feats worth taking. [color=blue][b]Mobile:[/b][/color] If you're looking to fill that last ABI, or just aren't as worried about maxing both stats, Mobile is a great choice. Each enemy you target in melee can't attack you once you retreat. Better than Disengage in that things that can counter Disengage can't counter this, and it's more action economy efficient. [color=blue][b]Alert:[/b][/color] With your ability at crowd control, going first is good. Even better considering if your party is Surprised you can still probably outspeed and stun the enemy. Doesn't come with a stat boost though. [color=blue][b]Lucky:[/b][/color] Another one for the "spare space" pile, this lets you add a d20 to the dice your rolling for attack rolls, ability checks or saving throws (so everything), 3/long rest. The really cool bit? You pick which of the dice you use. This is more specific than (Dis)Advantage rules, so if you've either it's a case of "Roll 3, take highest." Your DM might rule you can pick either the Lucky die, or the result of your roll with (Dis)Advantage, in which case it's not as powerful, but still powerful. [b][color=blue]Magic Initiate:[/color][/b] This is an interesting one. It lets you pick up Shillelagh, allowing you to use Wisdom for your main attacks, basically replacing Dexterity with Wisdom for the position of "Main Stat". Dex is still important though because your bonus action attacks all use Unarmed Strike. [b][color=blue]Observant:[/color][/b] +5 to Passive Perception and Lip Reading isn't normally worth all that much, but if you've an odd score in one of Wisdom or Dex, patch it up with this. [b][color=blue]Resilient (Wisdom):[/color][/b] Alternatively patch it up with this. Wisdom Saving Throws are normally for controller effects too. [b][color=red]Redudant[/color][/b] once you reach level 14 though (although the +1 doesn't hurt). [b]Skulker:[/b] Lets you hide easier and misses don't break Hidden. Can be important for stealth Monks. [/QUOTE]
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