Dual Mind is useful to any class and build. At higher levels it is quite possible to have some psychic spells thrown your way, so having Mental Discipline will be really nice in those situations. Mind Link : Being able to speak to creatures telepathically without relying on a spell is really neat.
Although two-way communication is only possible with one creature at a time and requires an action to invoke, Mind Link is really useful. Severed from Dreams : Very flavorful and on-brand for Kalashtar.
Unfortunately, it is too situational to be of much use in nearly any campaign. Artificer : Artificers need INT to be effective. Barbarian : Barbarians need STR to be effective. Quote: Originally Posted by Shaktiga How do you get the lipstick off the glass?
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Puddleglum Contributing Member. Puddleglum has no status. I found nothing, not even a pair of sunglasses. Male 15 posts Zodiac:. Male 89 posts Zodiac:. Liciz Member. Liciz has no status. Emil, a trader for odds and ends, made all the Asposians believe that the dynasty is in cahoots with dark forces. The only one who can stop the evil Emil is the heir to the throne: Robert. He has been petrified for three years, though. Of course, he has some great company: Peck, as loyal as he is flightless, and Laura, a rebel who certainly does fly, but only off the handle - and who Robert loves, with a capital L.
Beasthide : Poor choice for Monk. Longtooth : Poor choice for Monk. Swiftstride : At least this one grants a Dexterity increase. Wildhunt : Good ability score increase. Hit Dice : Monks have d8 hit dice, which makes it hard for them to function as a front-line fighter without support.
Having high AC and other protection abilities is crucial. Weapon and Armor Proficiencies : No armor, no shields, and proficiency with a mere handful of weapons makes monks one of the least useful martial classes until you consider their natural combat abilities. Your unarmed attacks will steadily increase in damage die but start at 1d4. Unarmored Defense : Your main goal as a Monk is to get to 20 Dexterity and Wisdom through ability score improvements, feats, and magic items.
Martial Arts : This is why you play a Monk. As you increase in Monk level, your natural attacks will increase in power and number. You get two-weapon fighting for free and are not reliant on weapons or fighting styles. Flurry of Blows is the most basic, granting Monks the most attacks of any class starting at second level. Additionally, access to Dodge and Disengage gives you more options for positioning in combat.
This is especially important given your role as a secondary front-liner. Deflect Missiles : This only works against ranged weapon attacks. Spells are unaffected. A caster with a cantrip can slide through your defenses. Also, once you are high enough level that your enemies have multiattack you can only stop one projectile per round using your reaction.
Slow Fall : This will save your life and can be used to dramatic effect quite frequently. Extra Attack : You can attack four times per round when you use flurry of blows as your bonus action.
Stunning Strike : You can use this any number of times in a round, so with flurry of blows you have up to four chances. Purity of Body : Disease and poison can really ruin your day. Diamond Soul : Proficiency in all saves makes you more resistant to magical assault.
Timeless Body : Age almost never matters in game. Empty Body : Invisibility is great, astral projection is neat, but generally not useful on a daily basis. Perfect Self : This ensures you always have fuel for your Flurry of Blows whenever you get into a fight.
The Drunken Master is a chaotic, whirling force of fists and fury. Almost every ability granted by this Monastic Tradition increases your speed and damage output, putting it at the top of the short list of Monk options that maximized your mastery of punching things until they die.
Drunken Technique : Adding disengage and 10 ft of movement to your Flurry of Blows takes your attacks to a whole new level. Can you say Crowd Control? Redirect attack is very situational, but any opportunity to deal more damage is not wasted on a Monk.
This ensures you have a fair chance against any effect that seeks to harm you. Intoxicated Frenzy : This combines with Drunken Technique to net you a total of five attacks during your bonus action, ten feet of additional movement, and the benefits of disengage while you do it. This monastic tradition is a funky one. You channel ghostly versions of yourself to get special powers. This class relies heavily on Wisdom and allows you to completely ignore Dexterity.
Basically you spend a ki point to turn on your abilities for ten minutes. At 3 rd level, you can summon astral arms that attack with 10 ft reach and use your Wisdom modifier to perform unarmed strikes. The reach is great, allowing you to grapple and shove at a distance, and make attacks of opportunity in a huge range. Visage of the Astral Self : When you activate your astral form, for an additional ki point you can turn on these add-ons at the same time. Astral Sight.
Deeper darkvision to feet. Wisdom of the Spirit. Advantage on Insight and Intimidation checks, situational but useful. Word of the Spirit. You basically get thaumaturgy and sending at will for ten minutes. Body of the Astral Self : When you turn on your astral arms and visage you get two more abilities as an add on.
Deflect Energy. Similar to the deflect arrows ability, you can reduce incoming elemental energy damage. Empowered Arms. Extra damage die for your astral arms attacks. Awakened Astral Self : For a whopping 5 ki points, you get all the above abilities plus two more.
Armor of the Spirit. Astral Barrage. You get a third Astral Arms attack each round when you use your Extra Attack feature.
This Monastic Tradition is a very flexible way to gain access to magic as a Monk without taking class levels in a caster class. If you go this route, you will gain access to abilities that grant you crowd-control magic, flight, and ways to damage enemies who are resistant to weapon damage.
Disciple of the Elements : The ability to cast spells off your Ki is powerful, considering they recharge after a short rest, thus granting you spellcasting akin to the Warlock. Fangs of the Fire Snake : Allows you to attack at reach, and tack on additional elemental damage, circumventing damage resistance for enemies who would otherwise stonewall your nonmagical fists before you gain access to your magic attacks.
Fist of the Four Thunders : An AoE that scales well with level and gets you out of close combat if it succeeds. Fist of Unbroken Air : A ranged attack with knockback and knockdown, which basically grants you a free disengage. Rush of the Gale Spirits : Situational, and much less potent than the other options at this level.
Shape of the Flowing River : It only functions on water, so this will rarely come in handy compared to the other options. Water Whip : Monk is all about having things to hit, so dragging enemies closer fits your theme well. Clench of the North : Paralysis allows your allies to beat an enemy down more easily.
Eternal Mountain Defense : Resistance to damage with a long duration, and you eschew the material component making it more economic to cast. Flames of the Phoenix : Good long-range damage on a classic spell. Ride the Wind : Flight is one of the most broken abilities in the game.
Breath of Winter : Cone of Cold deals an amazing amount of damage in a huge area. River of Hungry Flame : Wall of Fire is a great battlefield control spell for when you want to separate enemies and give them a hard choice for if they want to cross your barrier. Wave of Rolling Earth : Wall of Stone for an unpassable barrier for battlefield control. A Monastic Tradition that allows you to effectively tank enemies, the Way of the Long Death sees you become a death-worshipping bodhisattva.
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