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D&D 5E Weird Monk Mentality?


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Toss up between Wood Elf and Ghostwise Halfling as best Monk. Both get +2 Dex and +1 Wis. Halfling gets Lucky, Elf gets Fey Ancestry and Mask of the Wild.

Although I'm also toying with a suboptimal - Half Orc Monk (Str 10, Dex 15, Con 14, Int 10, Wis 14, Cha 12) - the weedy half Orc who got kicked out of the tribe for being scrawny who was taken in by the monks of uwannapeeseame and learns to be a bad ass and eventually reclaims his place among the tribe as war chief...
 

Monks ARE weird, conceptually.

They don't fit the theme of D&D at all, period. The typical D&D settings seem to always forget about the class and there's very little flavor support (unless you get into campaigns that are basically ALL about monks). It doesn't make much sense to have a Western fantasy realm include an Eastern archetype.

That said, of course they CAN fit in any campaign - this is a fantasy game, after all - and some people really like the Last Airbender or wire-fu or whatever and that's cool.

My experience is that the monk class can either be really crappy or really awesome and it entirely depends on the campaign setting - specifically, the level of magic. Monks are a class that effectively get magic items as class features. In a low magic campaign, this is AMAZING. They're like a crappy fighter with tons of items that make them shine - and can never be stolen or removed. If the DM likes to kidnap the party a lot, the monk will be your hero.

In a high magic game, or a game with tons of items, monks can get left behind. Fighters can seriously outpace the monk with some support. Monks also tend to do worse in higher-level games, since those also tend to correlate with "lots of magical items." The longer you play a monk and the more stuff your party gathers, the worse a monk looks. But in the short term, their funky tricks (thanks to all their inherent magic items disguised as class features) make them really shine. (They're also one of the few remaining relatively MAD classes in 5.0, although that's such a smaller deal now, which is awesome.)

It sounds like the OP's character has really high stats and hasn't been playing the game long (level 6) and there aren't many magic items already in play - all major, major factors in making the monk seem amazing. Also, the magic item he just got is beyond broken - a short rest as an action? That's like super monk steroids, since monks get ALL their best stuff back in short rests. That would make the character ungodly, and I'm also guessing that it must have some kind of major drawback. Enjoy it while you can! :)
 


Monks ARE weird, conceptually.

They don't fit the theme of D&D at all, period. The typical D&D settings seem to always forget about the class and there's very little flavor support (unless you get into campaigns that are basically ALL about monks). It doesn't make much sense to have a Western fantasy realm include an Eastern archetype.

That said, of course they CAN fit in any campaign - this is a fantasy game, after all - and some people really like the Last Airbender or wire-fu or whatever and that's cool.

My experience is that the monk class can either be really crappy or really awesome and it entirely depends on the campaign setting - specifically, the level of magic. Monks are a class that effectively get magic items as class features. In a low magic campaign, this is AMAZING. They're like a crappy fighter with tons of items that make them shine - and can never be stolen or removed. If the DM likes to kidnap the party a lot, the monk will be your hero.

In a high magic game, or a game with tons of items, monks can get left behind. Fighters can seriously outpace the monk with some support. Monks also tend to do worse in higher-level games, since those also tend to correlate with "lots of magical items." The longer you play a monk and the more stuff your party gathers, the worse a monk looks. But in the short term, their funky tricks (thanks to all their inherent magic items disguised as class features) make them really shine. (They're also one of the few remaining relatively MAD classes in 5.0, although that's such a smaller deal now, which is awesome.)

It sounds like the OP's character has really high stats and hasn't been playing the game long (level 6) and there aren't many magic items already in play - all major, major factors in making the monk seem amazing. Also, the magic item he just got is beyond broken - a short rest as an action? That's like super monk steroids, since monks get ALL their best stuff back in short rests. That would make the character ungodly, and I'm also guessing that it must have some kind of major drawback. Enjoy it while you can! :)

It has some kind of drawback IDK what it is. I have only used it twice and I think I may throw it away soon. It was in this adventure.

http://www.dmsguild.com/product/171...el-adventure?term=temple+of+the+nightbringers
 


I recently started playing a variant human monk that started with the mobile feat. Only made it to third level so far and the extra speed is making hit and run work very well. Mobile seems to complement the monk.
 

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