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Because the expanded spell options are such an important part of the dragonmarks, if you're not playing a spellcaster you're giving up a huge part of your racial traits, which makes it exceptionally difficult to justify playing a dragonmark character who can't cast spells. Timeless Body: Almost never matters in-game. Purity of Body: Disease and Poison can both be debilitating, and become more common as you gain levels. Many enemies have resistance to non-magical weapon attacks. Wood Elf PHB: Wisdom, access to bows, bonus speed, and Mask of the Wild is very helpful for Shadow Monks during the day. A monk with 20 Dexterity and 20 Wisdom will eventually beat the Tortle's natural armor, but at low levels before you've picked up ability score increases tortles have an advantage. Martial Arts: Martial Arts is why you play a Monk. Natural armor allows you to defer increasing your Wisdom score while you focus on your Dexterity, and the Constitution increase and Hungry Jaws will make you abnormally durable. Its traditions are drawn from cultures of shapeshifters and creatures who fight with tooth and claw. A monk following the Way of the Living Weapon pursues physical perfection, honing their body as a smith sharpens a sword. Athletics is also a nice option if you want to Shove enemies prone. Dragonborn: Wildemount presents two new Dragonborn variants, each replacing the standard Dragonborn's ability score increases and damage resistance. They are, no material what, the fastest class. However, they do cost most of your hits the stage you unlock them. Monks rely on making numerous attacks, and Advantage on all of them will make you considerably more effective. GoblinGGTR: See above under the general Races section. Opportunist: It’s not the worst structure, permitting you to use your response for something, but in the same period, if you are next to somebody when it is not your try, you are not performing monk too well. I will not include 3rd-party content, including content from DMs Guild, even if it is my own, because I can't assume that your game will allow 3rd-party content or homebrew. Evasion: Combined with high Dexterity and the Monk's Reflex saves, you should be able to reliably negate AOE effects. Eventually Monks pick up Diamond Body, giving them proficiency in all saves. Unless your background comes with clothes, you may start without pants or shoes. The save DC won't match a spellcaster's, but it should be good enough to protect you sometimes. The Whirling Steel Attack and Zen Archery deeds do not include talent in the use of those armaments. Dwarf: The Constitution bonus is nice, but many of the Dwarf's abilities are either useless or redundant for the Monk. Racial feats are discussed in the Races section, above. This feat often used to drive courageous people out of hazardous circumstances. Forged Heart. You only have 2 points, and while they recharge on a short rest, you probably can't afford to use them every round. Also, a lance requires two hands to wield when you aren’t mounted. HobgoblinEGtW: See above under the general Races section. +5 to take the initiative, keeping you from being cautious if negating the advantage of hidden opponents on the invading roll when you disappear. Dexterity bonuses are priority 1. Stunning Strike introduces another costly way to turn your Ki into better attacks. Human is by far the simplest race. Martial Arts doesn't specify that it only applies to melee attacks or weapons, so you can use Dexterity with things like Javelins to apply your Martial Arts damage to thrown weapons. Weretouched. A huge number of effects make a creature charmed, including many that don't seem like charm effects, and this allows you to easily escape those effects. If you need a functional build with nothing fancy or complicated, this is a great place to start. Cloak of Shadows: This is the best ki-less specification, achieving hiddenness on demand, very ninja. As they understand, their army preparing and their supremacy of Ki provides them more governor over their bodies and the teams of their allies. You're expected to use "monk weapons", which are defined under the Martial Arts entry. Bite also has the added benefit of making your unarmed strikes deal abnormally high damage at very low levels, though it won't match the damage dealt by a spear or a quarterstaff used two-handed. Surprise attack is a nice damage boost, especially at low levels, but it's no better for the Monk than for any other class. HalflingEGtW: Wildemount halflings share the core traits of core halflings, but Wildemount adds a new halflings subrace. Traveler’s Blade. You gain a feature based on a discipline of your choice. It is a component of vitality that explains plurality – clearly, the part that passes through living bodies. Con: With only 1d8 hit points, Constitution is very important for the Monk. Extra Attack also means that you get to use the better damage die from your spar more frequently, but your unarmed strike damage also increases to 1d6 at this level so the damage gap is shrinking. This increased damage can only be applied to an unarmed strike, and not to a monk weapon. GenasiEGtW: See above under the general Races section. The ability to speak with everything is neat, but with dumped Charisma I don't know how much good it will do. We will assume the point buy abilities suggested above. Weretouched. Simic HybridGGTR: Fantastic and versatile, and Animal Enhancement can provide useful options to fill gaps in the Monk's skillset. On a successful save, the creature only takes 1d6 points of additional damage and is not pushed back. Dragonmarked ElfERLW: Dragonmark traits replace your subrace. Timeless Body doesn't matter much, but there are a handful of effects that can kill you by magically aging you. Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon. When you use your Flurry of Blows, you can make three unarmed strikes as a bonus action instead of two. We'll take Insight and Stealth. Forged Heart. Here we are providing the complete Dnd 5e Monk Guide. Acolyte is passable, but with poor Charisma I don't know what we would do with two languages. Starting at 3rd level, when you adopt this tradition, choose a discipline and gain its feature. The Dwarven Fortitude racial feat has a neat side-effect: you can use Ki to Dodge as a bonus action, which still allows you to spend a hit die to heal. Tiefling: Vanilla Tieflings aren't great as Monks simply due to their ability scores, but look at Feral. Stillness of Mind is better than you might except. Weapons with special rules are described here. Extra Attack brings you to 3 attacks nearly every turn, and with 5 Ki points to spend between short rests you can afford to perform a Flurry of Blows frequently. However, when it comes up it's a cool defensive option, and the math is really solid. Check out how this page has evolved in the past. WarforgedERLW: Constitution and a flexible increase work great, and the bonus AC will allow you to reach an AC of 21 totally unequipped. Change my mind. GoliathEGtW: See above under the general Races section. As a consequence of their new induction, comparatively few monks felt any local linking to their earlier families or friends and saw their fellow monks as their family. Between Diamond Soul, Evasion, Still Mind, and good ability scores, you're exceptionally difficult to hurt. KoboldVGTM: A Dexterity increase and Pack Tactics make the kobold an excellent monk option. I don’t know how it goes in your campaigns, but in my 5e campaign, no one is as burdened with cool magic items as the monk. Genasi EEPC: Bonus Constitution goes a long way to help the Monk's durability. Net: A Large or smaller creature hit by a net is Restrained until it is freed. Two hands to wield when you use your bare hands from then on for... Religious customs call are best against a fight and even ranged enemies but! Rely on making numerous attacks, and weirdly does n't matter much, but Wildemount adds two new elf.! 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