Many enemies have resistance to non-magical weapon attacks. Half-elf The +1 wisdom and +1 dexterity are nice. An emeici is a thin metal rod with a sharp stabbing tip, mounted on a detachable ring for wearing on the middle finger. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. The amount of times you'll be falling will vary quite massively, but it's handy to have when you do.
If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet. It's fine if you want to play flavor, but I don't understand why WotC consistently screws this up time after time. During that time, you also have resistance to all damage but force damage. Aarakocra: I rated a race gold. There is a lot of argument that a Shadow Monk is the least physically powerful.
He is fat and happy, loves good food and wine, and finds the taverns more to his liking than the cold, severe monastery. This bonus increases when you reach certain monk levels, as shown in th e Monk table. Eldarin: As above, but Misty Step is awesome so a higher rating. The Hunter Archtype is why you're here. Spend 2 ki to silence casters instead of 1 ki to try to stun them. This can limit some abilities as well as strengthen I plan to make a thorough list comparing each ability versus a normal spell caster to see which is most cost effective. Not bad compared to what your path would get you.
You are getting hit unless you kill the thing trying to hit you, and often times they might get in a lucky swing. Extra attack : Nothing special, just like everyone else's except fighter. For every power point more, add another d4 to the damage, up to a maximum of 10 points for 10d4. Guild artisan You don't need persuasion, but all other things this gives you are good to have. As you get stronger you can dump a lot of hit points into yourself or the tank as a single action. On one hand being able to add +17 or more to your damage on a target when you can try to hit them four or five times is amazing.
Elf, Drow : If your a shadow monk or in a campaign where its mostly indoors, this is likely better than high elf, if these things aren't the case the sunlight sensitivity will hurt you. At spider-monk level 3, your climbing speed is only ½ of your normal movement speed. This allows you to hold more objects and you get 1 more extra attack including web attack , at disadvantage. In older editions, there was sadly almost no reason to play a monk when every other class did everything better. Only redeeming feature is damage resistance, but there are other races that give them and other useful things.
The Way of the Open Hand also provides the Monk a way to heal themselves with Wholeness of Body, and the Circle of the Moon allows the Druid to spend spell slots to heal for 1d8 per spell slot level while in animal form. Darkvision is always nice to have. You can still die of old age, however. Drunken Technique however is insanely good. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. Wizard 2 — Divination Portent. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.
The tool proficiencies, however, aren't that good. Because you're essentially forcing disadvantage on each save by spending at least 2 Ki points and forcing them to roll multiple times until success. Personally I'd just go around them. Very well, but this is as far as you should go. For example, nunchaku are now mechanically clubs, rather than a separate weapon type. Best to just completely avoid it. Sky Blue: Optimal choice, core on all builds minus a fringe build or two.
Open Hand is better at throwing a single person around, though. You can spend 2 ki points to cast. Healer : Lets you be a low level healer, either take it early or never. Touch of the Long Death : Its just a weaker version of quivering palm, requiring more ki and you don't even get the insta death. Monastic Traditions Way of the Open Hand In my opinion, the strongest of the monastic traditions.
You're only taking three levels of rogue, but that's all you need. Level 3 Monastic Tradition — see below Deflect Missiles — Reducing the ways you can effectively be attacked is good. Flames of the Phoenix 11th level required : You may spend 4 Ki points to cast fireball. Well, assuming you maxed Wisdom and Dexterity. Resistance to slashing piercing and bludgeoning damage is nice, especially because it lasts an hour.