Starting off with the most notorious Monk ability, “Stunning Strike” is normally considered as being the most overpowered Monk type feature. The potential unlocks after the Monk 5e hits the fifth level, and approves them to change one “ki” (the Monk’s useful resource device to use exclusive abilities) factor to strive to stun an enemy till the stop of the Monk’s subsequent turn.
The trouble with this characteristic (and why even Mercer from Critical Role hates it) is that the Monk can use it after each and every assault that hits. Seeing as the Monk unlocks “Extra Attack” at the fifth stage as well, and already has “Flurry of Blows”, that skill a stage 5 Monk can assault 4 instances every turn. So long as there are factors available, the Monk can preserve trying “Stunning Strike” extra and extra as they level.
Being started up in DnD is one of the worst popularity prerequisites a persona can experience, and capability that (barring a profitable CON save) they cannot do something at all. On the pinnacle of that, the repute lasts till the give up of the Monk’s subsequent turn. Basically, the Monk can hit an enemy with “Stunning Strike” till it works, and then that enemy can do quite an awful lot nothing for a whole spherical of combat. Oh, and also, each assault on the greatly surprised enemy has the advantage. So, the Monk and each and every different member of their birthday celebration get to genuinely double their odds to hit the enemy for a whole round. It’s pretty clear why this capacity is viewed as damaged by means of a giant phase of the DnD community, and it is tough to argue otherwise.
The nice feats will reliably make your Monk higher at what Monks have a tendency to do. Acceptable feats can also now not be as universally beneficial as the nice feats, however, you may decide upon them. Niche feats will have a price to unique Monastic Traditions or marketing campaign genres.
This capability that at the early levels, you will advantage extra from your monk weapon alternatives than you will from your unarmed strikes, so you ought to make use of one. After you hit 1d8 though, the simple weapon selections cannot actually maintain up and your fists will supply you a higher benefit.
Speaking of monk weapons, statistically, the high-quality one is going to be the quarterstaff because it lets you get up to 1d8 if you use each hand. Other weapons have some utility however it virtually with the more harm conceivable it’s the nice alternative all around. When in doubt, use a quarterstaff.
Your motion economic system opens up when you can freely pass away from enemies. The velocity improvement is nice, too. Monks rapidly achieve the best possible motion velocity of the primary classes, so liberating yourself up to use that motion is important. Attack an enemy earlier than transferring away, forcing them to chase you down. Your excessive motion velocity will make it challenging or not possible for them to maintain up. Any enemy who is solely the use of melee assaults will be annoyed shortly by way of your pace and kiting.