![]() Climbing speed helps with those pesky flying critters a bit, and Darkvision is always a boon. Monks don't use claws, but Feline Agility means you never have to worry about being too far away to get into combat. Extra armor, movement speed, a skill proficiency, and Darkvision are all good to have. Shifters help with a monk's poor HP pool by providing a bunch of temporary hitpoints whenever they shift. Darkvision, resistance to acid and poison damage, and advantage on grapple checks are also great pairings for any monk subclass. Using Amorphous is hard to do while wearing armor or wielding weapons, but monks don't like either of those, making them the perfect plasmoid class. Darkvision and stealth proficiency are nice to have. Neither monks nor owlin like wearing armor, which also works in this species' favor. Owlin can fly, making it easy to hit other flying things. You can also go variant human to get a feat off the jump. Half-elves get three stat boosts, Darkvision, and even more skills to add to your burgeoning repertoire. Monks in general want a lot of stats to be effective. Savage Attacks make those crits deal more damage, while Relentless Endurance keeps a monk fighting when their hit points hit zero. ![]() Monks make a lot of attacks, and that means they're making critical hits more often than most classes. However, the real draw here is Hadozee Dodge, which lets you use your reaction to reduce the damage you take. Cold resistance and Athletics proficiency are also good perks.ĭextrous Feet aren't likely to be terribly useful since your bonus action is spoken for, but being able to Glide means raining death from above in certain situations. Monks don't get nearly as many hit points as their melee-focused combat requires. Darkvision, charm resistance, and hiding as a bonus action are also nice to have, although your bonus action will typically be used up spending ki points. Enlarge/Reduce is a great spell for a monk to know as it can increase your damage, and Invisibility provides interesting sneaking options.įury of the Small can really help your damage output. The poison resistance isn't too useful since monks eventually gain immunity, but advantage against being charmed and stunned is still good. Stealth proficiency, charm resistance, and Darkvision are all great perks. High Dexterity means you're more likely to go earlier in the turn order, making Surprise Attack more effective. Your breath attack might reach out to 30 feet, but you're still going to deal more damage using Flurry of Blows, so five extra feet of reach is still helpful. You also gain 10 feet of Blindsight, and Explosive Fury improves your Aspect of the Wyrm ability by forcing creatures within the aura's radius to take a Dexterity saving throw or take 3d10 acid, cold, fire, lightning, or poison damage. This increases the AOE to either a 60-foot cone or a 90-foot line and increases the number of Martial Arts die rolled to four. Augment Breath lets you improve your Breath of the Dragon feature by spending one ki point. Either allies within the aura gain resistance to your choice of acid, cold, fire, lightning, or poison damage, or enemies within the aura must make a Wisdom saving throw or become frightened for one minute.įinally, Ascendant Aspect at level 17 provides several benefits. ![]() Wings Unfurled at level six improves your Step of the Wind feature to include spectral dragon wings that grant a flying speed equal to your walking speed.Īspect of the Wyrm at level 11 lets you use your bonus action to create a 10-foot aura for one minute. This ability increases in damage after reaching level 11 and gets even better with the Ascendant Aspect feature at level 17. The damage can be either acid, cold, fire, lightning, or poison. Those that make their save take half as much damage. Each creature in this area must make a Dexterity saving throw against your ki save DC or take damage equal to two rolls of your Martial Arts die. Third is Tongue of the Dragons, which let you read, write, and speak Draconic as well as one other language of your choice.īreath of the Dragon lets you replace one of your attacks with an exhalation of draconic energy in either a 20-foot cone or a 30-foot line (that's five feet wide). Second is Draconic Strike, which lets you change the damage type of your unarmed strikes to be acid, cold, fire, lightning, or poison. First is Draconic Presence, which lets you re-roll a failed Intimidation or Persuasion roll once per long rest by using your reaction. At this level, you gain the Draconic Disciple and Breath of the Dragon features.ĭraconic Disciple provides you with three benefits. You may begin to follow the Way of the Ascendant Dragon starting at level three.
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