Xeviat
Dungeon Mistress, she/her
Hey everyone. I haven't gotten a chance to see a monk in play. They look cool, and I'm eager to see one.
How do they work out? I'm under the impression that damage isn't their forte. They don't get a significant level 10 and 17 boost like the warrior classes tend to get. Their flurry doesn't really get much better. The damage gain to their martial arts is small; it's nice that it spreads out among all their attacks, but their damage per attack still doesn't even equal that of a Fighter with the Dueling style (1d8+7 vs. 1d10+5), and they need to use Ki to keep up with the fighter's 4 attacks at 20 (though they did have 4 attacks far earlier than the Fighter did).
But I know that's not all the monk has going for them. Since "typical" combats don't last very long, it isn't long before the monk can afford to drop a ki every round on flurry and still have plenty to spare for stunning fists and other tricks. How do they function in play? Are they best for support, stunning choice targets for the others to focus fire on? Or is it good for them to use their ki for defense and be a wall?
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I recently took the time to sit down and actually read the Sun Soul monk in fullness, and I noticed something interesting about their burning hands spell; it costs the same 2 ki that you'd expect a 1st level spell to cost based on the formula put out in the PHB for the 4 elements monk, but they get to cast it as a bonus action. Does this suggest a way to work on adjusting the 4 elements monk to make it more playable?
How do they work out? I'm under the impression that damage isn't their forte. They don't get a significant level 10 and 17 boost like the warrior classes tend to get. Their flurry doesn't really get much better. The damage gain to their martial arts is small; it's nice that it spreads out among all their attacks, but their damage per attack still doesn't even equal that of a Fighter with the Dueling style (1d8+7 vs. 1d10+5), and they need to use Ki to keep up with the fighter's 4 attacks at 20 (though they did have 4 attacks far earlier than the Fighter did).
But I know that's not all the monk has going for them. Since "typical" combats don't last very long, it isn't long before the monk can afford to drop a ki every round on flurry and still have plenty to spare for stunning fists and other tricks. How do they function in play? Are they best for support, stunning choice targets for the others to focus fire on? Or is it good for them to use their ki for defense and be a wall?
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I recently took the time to sit down and actually read the Sun Soul monk in fullness, and I noticed something interesting about their burning hands spell; it costs the same 2 ki that you'd expect a 1st level spell to cost based on the formula put out in the PHB for the 4 elements monk, but they get to cast it as a bonus action. Does this suggest a way to work on adjusting the 4 elements monk to make it more playable?