Monks of the Way of the Ninja focus on stealth and deception. Theme: These monks wield their weapons just like their own body: expertly attuned to every inch of their strengths and flaws, and understand how to best utilize them in any scenario. Green: Good options. Flurry of Blows gets additional effect to disengage, with an additional 10 ft. of movement. Great Weapon Master: Only Kensei will find this useful. VedalkenGGTR: A Wisdom increase and several somewhat useful abilities. eval(ez_write_tag([[250,250],'gameoutonline_com-banner-1','ezslot_7',127,'0','0']));Fallen: Nothing for Monks. They use their skills to gather information for employers (usually a feudal lord, but sometimes for individuals) and to assassinate targets. Limited Magic. Archived. Being able to hit for magic damage with your kensei weapons allows you to overcome both non-magical damage resistance, and also damage type resistance. In my opinion, the strongest of the monastic traditions. Later levels allows this monk to get up from being prone faster, and to redirect an enemies missed attack against your desired target. Game Mechanics: Gains additional skills in performance and brewing. At 3rd level, a monk gains the Monastic Tradition feature. Good for classes that get weapon proficiencies naturally, like Dwarves or Lizardfolk. Mastery of Death: You can’t be killed as long as you have Ki remaining. Rush of the Gale Spirits: Situational, and much less potent than the other options at this level. WarforgedERLW: Constitution and a flexible ability score increase make this a good choice. 5e SRD >Classes >Monk >Monastic Traditions > Way of Iron. If you can achieve that, you’ll have 20 AC, which matches a fully armored character wielding a shield. If you can get Thieves’ Tools from your background, you can function as a budget Rogue. ( Log Out /  They get proficiency with strength saves to somewhat make up for their lack of strength in a Dexterity build character. So I'm a fairly new player who's been playing d&d for about 2 months now. All features and abilities are from the core rulebook set (Player’s Handbook, Monster Manual, and Dungeon Master’s Guide) unless otherwise attributed. Taking a whip as a proficient weapon allows you to gain a reach attach, grapple/control options, and a better base damage as your martial arts die damage increases. You’ll rely completely on your Dexterity for combat. The Sun Soul lets you go full Dragon Ball Z, charging up and firing blasts of energy at your opponents. Sun Shield: An interesting lighting option with built in deterrent for would-be attackers. Two New Monastic Traditions from Xanathar’s Lost Notes. Next week we’ll provide a survey so that you can let us know what you think. Empty Body: 19th +6: 1d10: 19 +30 ft. Ability … Ride the Wind: Flight is one of the most broken abilities in the game. Here are some quick summaries of each Monk subclass, which will give a bit of insight to the theme, generalized game mechanics, and the likely play style to expect. We're only using the Player's Handbook. Way of the Dragon. Insight: Your best charisma skill is reading your opponent. Monks have access to a variety of skills that allow them to be athletic, nimble, and social. Sep 16, 2019 - Explore Joseph Hillsman's board "Monk dnd homebrew monastic traits" on Pinterest. Additionally, access to Dodge and Disengage gives you more options for positioning in combat. Posted by 1 month ago. I stinkin’ love the new Monk Traditions offered up in Xanathar’s Notes. Monastic traditions are more than kicks, punches, catching arrows, and looking cool, but trying to interpret and understand the full depths of these traditions. I chose the Aaracockra race and was originally going to go way of the four elements but after doing some … Flames of the Phoenix: Good long-range damage on a classic spell. Elf: The ability bonuses granted by the Elf race are strong, and proficiency in perception aids in combat awareness. Shadar-KaiMToF: Dexterity and Constitution increases make a good pairing. If you don’t, this grants you a distinct advantage. VGtM    Volo’s Guide to Monsters 5E Monk Guide: Monastic Traditions 5E. Touch of Death: Temporary hit points whenever you kill a creature gives you incentive to wade into a crowd of enemies and make mince meat of them. Drunken-like behaviour is a great way to break tension and a fun way to bring opponents’ defenses down. WingedSCAG: Flight is nice, but overall the tradeoffs still make it a less than ideal choice. “The ability bonuses granted by the Elf race are strong, and proficiency in perception aids in combat awareness.”. Searing Arc Strike: Burning hands is a good low-level AoE which scales with how many Ki points you pump into it. Shadow Step: A long range, bonus action teleport that only works between shadows. Lightfoot: Charisma isn’t important for Monks. Monastic Traditions in 5e As i wasn't able find any Monk guides that include all the added Monastic Traditions from the Sword Coast Adventurer Guide and Underneath Arcana, I decided to write down my own guide about them to share my thoughts and experiences with the traditions! Deflect Missiles. Also, once you are high enough level that your enemies have multiattack you can only stop one projectile per round using your reaction. English is not my first language, so please forgive or report me mistakes you find. Elemental Attunement: You get it for free, and it’s mostly for show. Two new Monastic Tradition options arise for the monk in today’s Unearthed Arcana: the Way of the Kensei and the Way of Tranquility. Sky Blue:Optimal choice, core on all builds minus a fringe build or two. You get two-weapon fighting for free and are not reliant on weapons or fighting styles. Jump to: navigation, search. Black:Not bad, not great, there are better but you’re not hindering your character picking this. The Way of the Black Cat is a Monastic Tradition for the Monk class. Access to the Elven Accuracy feat from Xanathar’s Guide to Everything goes a long way with your considerable number of attacks. Rogue: Sneak attack and Flurry of Blows is a very powerful combo. Monastic Traditions (Monk Subclasses) From Raphaël Proust. Hill Dwarf: The Wisdom boost and bit of additional Hit Points. 5e. And a Dexterity increase to boot! A new monastic tradition for the monk class for my 5e Oriental Adventures campaign. Protector: The Wisdom bonus makes this the only worthwhile subrace. Stout: Constitution increase and extra hit points. Opportunist: Not depending on enemies leaving your threatened area to use your reaction to attack them is a great source of additional damage, bringing your total number of attacks each turn up to five. (Evil) 5: Unchained. Grappler: If you’re focusing on strength (which Monks typically don’t) this could be quite useful. Breath of Winter: Cone of Cold deals an amazing amount of damage in a huge area. Mounted Combat: Redundant with monk mobility options. Their obsessive-like focus of death can either be a source of intimidation or compassion. Most . The Ultimate D&D 5E Bard Class Guide (2021), The Ultimate D&D 5E Sorcerer Class Guide (2021), The Ultimate Guide to D&D 5e Races (2021), The Ultimate D&D 5E Ranger Class Guide (2021), The Ultimate D&D 5E Paladin Class Guide (2021), The Ultimate D&D 5E Fighter Class Guide (2021), D&D Starter Set Review – Your Adventure Starts Here…, Self-sufficient. Saving Throws: Strength saves don’t come up much, but Dexterity saves are one of the most common. Sharpen the Blade: If you don’t find a magic weapon by the time you get to 11th level, you’re covered. Three traditions of monastic pursuit are common in the monasteries scattered across the multiverse. PHB        Players Handbook Add in Thieves’ Tools and suddenly you’re a budget Rogue. This ensures you have a fair chance against any effect that seeks to harm you. Druid: Wild Shape doesn’t mesh well with Monk abilities. LizardfolkVGtM: The Lizardfolk’s natural armor conflicts with the Monk’s unarmored ability, but if you aren’t concerned about your stunning fist DC, you can focus on Dex and Con, giving you a higher degree of durability. Deep (Svirfneblin)EEPC/SCAG: Poor choice for Monk. Ki-Empowered Strikes: This is especially important since you aren’t proficient with many weapons. Mountain Dwarf: Nothing additional for Monks. Monastic Tradition. When you look into flames they don’t just look back at you, they gaze into your soul and light the eternal fire burning within. Play-style: Arguably the most ninja-like choice. The 8-hour duration means you can have it going all day. Timeless Body: Age almost never matters in game. Tongue of the Sun and Moon: This isn’t very important if you have a Bard or Wizard who can speak may languages or have access to Tongues. Game Mechanics: Gain health from killing opponents. The Drunken Master is a chaotic, whirling force of fists and fury. Shape of the Flowing River: It only functions on water, so this will rarely come in handy compared to the other options. This Monastic Tradition is the classic Monk. Tool Proficiencies: Monks don’t gain any tool proficiencies. Empty Body: Invisibility is great, astral projection is neat, but generally not useful on a daily basis. 5th Edition. Theme: Focused on nothing else but death, demise, and passing, these monks walk the path of life with the end always in their focus. Stunning Strike: You can use this any number of times in a round, so with flurry of blows you have up to four chances. Diamond Soul: Proficiency in all saves makes you more resistant to magical assault. Pick off weak enemies with support from your allies and stay in the fight. Otherwise, Kensei has a lot of choices, and Elves come into the class with more options than most. Ninja "monasteries" are usually disguised such that they appear to be a normal village to outsiders. Variant: A feat at first level, and a bonus to your two main stats gives you a great edge at first level. The ancient sages and martial artists who shaped your tradition described the stances and strikes with various animals and monsters of the world: dragons, tigers, cranes, and others. Three traditions of monastic pursuit are common in the monasteries scattered across the multiverse. Carry some darts in case you’re out of range and need to flick a few points of damage at a foe. However, as a primary weapons-based combatant who likely isn’t wearing armor, you should spend your money on a magic weapon. This document offers three new Monk subclasses for 5th Edition Dungeons & Dragons: the Way of the Animals, the Way of the Fengshui, and the Way of the Ink Artistry. You want to make your opponents fear you, toying with your opponents like a cat does a mouse, controlling space and movement, so you can pounce precisely when you want to. Darkness: Stealth becomes your forte. Bonus Proficiencies: Two proficiencies for your consideration, but nothing you needed and didn’t have. Charger: You’re already fast and want to make many attacks not one big one. This one comes in as a request from one of my patrons. Monastic Tradition When you reach 3rd Level, you commit yourself to a monastic tradition, such as the Way of the Open Hand. (DnD 5E). Orange = Average option, useful in specific circumstances It grants a handful of flexible proficiencies, and a ton of flavorful abilities that will allow you to fight like a Monk or a Fighter. 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