The monk may be a quite unique class. It is often used as a support class, because of sub-classes like Monk of Tranquility. It is often a quasi-defense class, though I’m not keen on the monk’s defensive capabilities. More often than not, the monk classes are going to be wont to deal damage and to stun single targets. you can find more dnd 5e classes from here.
What the monk lacks in tanking abilities or outrageous damage output, the category makes up for in mobility. Through its increased movement speed and nifty “Step of the Wind” ability, the monk can quickly zip into combat, land a couple of strikes, then flee faraway from danger before absorbing any damage.
To that end, this build will allow you to leap into the enemy’s backline and disrupt high-level targets with some damage and control effects before leaping back to safety again. If you would like unrelenting damage output, then perhaps consider finding out the fighter build guide up above. For people who enjoy tanking, the barbarian build guide up above is often quite a little bit of fun. However, if you would like a unique sort of damage dealing and incredible mobility, then you’ve got to come to the proper place.
There are some ways to create a monk. With this setup, you’ll be capable of attacking enemies from a distance and from the melee. I always enjoy the combat versatility of having the ability to settle on if I would like to battlefront or simply volley damage from the backline of my group, as this is often an excellent thanks to really manage your aggro during battle.
The “Mobile” feat is basically nice for once you want to step into combat for a few quick damage before dipping back out of the way. The monk isn’t as tanky as other characters, so it’s tactically best to require advantage of the class’ superior mobility the maximum amount as you’ll.
|Level||Proficiency Bonus||Martial Arts||Ki Points||Movement||Features|
|1st||+2||1d4||—||—||Unarmored Defense, Martial Arts|
|2nd||+2||1d4||2||+10 ft.||Ki, Unarmored Movement
|3rd||+2||1d4||3||+10 ft.||Monastic Tradition, Deflect Missiles|
|4th||+2||1d4||4||+10 ft.||Ability Score Improvement, Slow Fall|
|5th||+3||1d6||5||+10 ft.||Extra Attack, Stunning Strike|
|6th||+3||1d6||6||+15 ft.||Ki-Empowered Strikes, Monastic Tradition feature|
|7th||+3||1d6||7||+15 ft.||Evasion, Stillness of Mind|
|8th||+3||1d6||8||+15 ft.||Ability Score Improvement|
|9th||+4||1d6||9||+15 ft.||Unarmored Movement improvement|
|10th||+4||1d6||10||+20 ft.||Purity of Body|
|11th||+4||1d8||11||+20 ft.||Monastic Tradition feature|
|12th||+4||1d8||12||+20 ft.||Ability Score Improvement|
|13th||+5||1d8||13||+20 ft.||Tongue of the Sun and Moon|
|14th||+5||1d8||14||+25 ft.||Diamond Soul|
|15th||+5||1d8||15||+25 ft.||Timeless Body|
|16th||+5||1d8||16||+25 ft.||Ability Score Improvement|
|17th||+6||1d10||17||+25 ft.||Monastic Tradition feature|
|18th||+6||1d10||18||+30 ft.||Empty Body|
|19th||+6||1d10||19||+30 ft.||Ability Score Improvement|
|20th||+6||1d10||20||+30 ft.||Perfect Self|
- Monks have many class features that distinguish them from others. But not all of them are really useful. Here are eight monk features that you’ll want to use often.
- Martial arts – this provides you a spread of advantages when using monk weapons or your bare hands, including better damage and bonus unarmed strikes
- Unarmored Defense – Makes your AC 10 + Dex modifier + Wis modifier if you’re not wearing armor. This often completely eliminates the necessity for armor
- Unarmored Movement – Increases your speed by 10 ft. at level 2, and continues to extend it as you gain levels. this is often useful during a sort of combat and non-combat situations
- Stunning strike – At level 5, spend 1 ki point to stun an opponent unless he can make a Con saving throw
- Extra Attack – Available at level 5. Allows you to…well, the name says it all
- Ki-Empowered Strikes – At level 6, makes your unarmed strikes count as magical. If a creature has resistance or immunity to non-magical attacks or damage, you’ll hit them anyway.
- Hit Dice: 1d8 per monk level
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per monk level after 1st
- Armor: None
- Weapons: Simple weapons, shortswords
- Tools: Choose one type of artisan’s tool or one musical instrument
- Saving Throws: Strength, Dexterity
- Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth
- (a) a shortsword or (b) any simple weapon
- (a) a dungeoneer’s pack or (b) an explorer’s pack 10 darts
We’ve gone over the best ability score builds for a monk, best races, class features, traditions, and feats. Monks aren’t as popular as many other classes. But with their unique background and unarmed combat prowess, they will be a lot of fun to play. and that they are definitely useful members of any adventuring party.
- Hit Die: d8
- Starting Gold: 5d4
- Subclass Name: Monastic Tradition
- Suggested Abilities: Dexterity, Wisdom