D&D 5E Pesky odd stat and decision paralysis.

Refiguring my 4th level decision:

  • Take Mobile or Mage Slayer. These just seem really cool for my character.
  • Raise Wis to 18 to prep for Stunning.
  • Raise Dex to 19? Stuck with an odd stat, though. How would I get it to 20 in the future?
  • Bump Dex to 18 and Str to 11? Seems like a waste, though Str 11 does have added utility (carry weight, jump distance)
  • Take Athlete for Dex 18 plus other (very situational) benefits? No odd stats to worry about, then.

Odd stats are one of the poor design decisions of 5E. The error is compounded by the fact that you have so many magical items (such as the Gauntlets of Ogre Power) which explicitly set stats to an odd number like 19. But under 5E rules, 19 is functionally identical to 18! (19 Str does let you carry 15 more pounds than 18 Str, but that will never matter in play.) Having so many odd stats built into the game, taunting players with their uselessness, is bad design. If a player invests in an extra point of stat, he should get something out of it.

I have three major house rules at my table, and one of them is "odd ability scores give you an extra +1 to ability checks, but not to attack rolls or saves". I want your shadow monk to feel different with Dex 19 than she did with Dex 18.

That being said, Athlete is actually pretty interesting for a monk. You can think of it as "disadvantage to all ranged attackers," as long as you lie prone at the end of your turn. Because you're a wood elf shadow monk you're already really good at the ranged combat game--not so much in DPR terms as in survivability and your ability to solo monsters--and the fact that you can always stand up for 5' movement and then run to a new position means you're not really vulnerable to getting caught in melee.

However. I see more benefits overall to Mobile, and it's totally fun besides. The optimizer in me says you should go for Mobile and leave Dex at 17. You can take Athlete later to bump Dex to an odd stat while still getting some cool benefits; unless you've managed to talk your DM into giving some point to odd stats by then.
 

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Taking Resilient Wisdom just two levels before you get Wisdom proficiency anyway from Diamond Soul seems like a waste.
Not only that. But if one were to place that much weight on needing good Wisdom saves, I find it odd to think to wait over half the character's levels before finally getting it. If one survived that long without it, what makes them think they'll need it then? It's an odd decision in my eyes.
 

You should take whatever option helps makes for the character you actually WANT to play. And want to play now.

As for planning out what to take later, at lv 8? At lv 12? etc? Those lvs are many xp/sessions away.... This isn't 3x/PF (where you need xyz pre-reqs in order to eventually do some cool thing), so it's not terribly important to consider atm.
 

Take the cool feat first. Having characters that have more capabilities almost always turns out to be more fun than a character that simply succeeds slightly more often or does a little more damage.

That being said, odd scores are totally eyesores, I get it, but you definitely don't want to get stuck in a pattern of bumping up one score to even but setting another one to odd. So my recommendation would be either:

a) Mobile at 4th, Athlete at 8th.
b) Mobile at 4th, Observant at 8th, +1 Dex, Wis at 12th. (or flip-flop Observant and the Dex/Wis if you want that 18 Dex more quickly.)
 

Take the cool feat first. Having characters that have more capabilities almost always turns out to be more fun than a character that simply succeeds slightly more often or does a little more damage.

That being said, odd scores are totally eyesores, I get it, but you definitely don't want to get stuck in a pattern of bumping up one score to even but setting another one to odd. So my recommendation would be either:

a) Mobile at 4th, Athlete at 8th.
b) Mobile at 4th, Observant at 8th, +1 Dex, Wis at 12th. (or flip-flop Observant and the Dex/Wis if you want that 18 Dex more quickly.)
Remindes me of the time I had rolled all odd stats... that character had a short adventuring career. Apparently insulting Duke Nazeth gets your head on a chopping block, would of never guessed by his castle having flayed flesh rugs and the skulls of interlopers for sconces. Crit happens as they say [emoji12]
 

Only you can decide whether you want to improve your Dex, improve your Wis, or take Mobile/Mage Slayer. That will depend on where you want to take the character.

I will say this: Raising your Dex to 19 is the wrong choice. The extra point does nothing for you. If you increase your Dex, you should raise it to an even number; you can either put the spare point in Strength or take Athlete. Unless you are right on the encumbrance limit and desperate to squeeze out a few extra pounds, Athlete is a far superior choice.
 

I'd go for Mage Slayer over Mobile, just because (as noted) a shadow monk already has ridiculous mobility. And Mage Slayer + Bampf! can be amazing: teleport next to the mage and then just dare him to cast at you.
 

I love feats. I take them until my concept is complete then round out my stats with what's left. I haven't seen a hit in power. When I get to play again I don't see myself changing in that regard. The game I'm running the totem barbarian went strength at level 4 the fighter took sentinel the fighter looks great.
 

Mobile isn't that useful for a monk since at higher levels you have enough movement speed and ki points that you won't need the extra boost from Mobile and it may start to feel like a wasted feat. (I've played a monk to level 13 without Mobile and I never missed it, anyway.) OTOH if your group levels super slowly or you don't think the campaign will make it much past 10th level then you may see very serious benefit from Mobile.
 

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