![]() ![]() One way of getting more hitpoints is by choosing the class that provides a bunch of temporary hitpoints during combat. Flying, Darkvision, and stealth proficiency allow you to rain elemental chaos from above while zipping between shadows. You can also go variant human for a starting feat, potentially providing your Way of the Four Elements monk with access to a fun cantrip. Monks are extremely stat-hungry, and humans provide a lot of stats. They also provide Darkvision, charm resistance, and a few more skills too. Relentless Endurance also keeps a monk fighting even when they drop to zero hitpoints, and Darkvision is always a plus. Way of the Four Elements monks don't tend to use Flurry of Blows as often as other monks, but when they do, Savage Attacks can make crits more powerful. Athletics is a good skill to have, and resistance to cold damage is also a benefit. The main draw to a Goliath monk is using Stone's Endurance to help shore up your lackluster hitpoints. Nimble Escape is less useful for a monk who can already disengage as a bonus action, but being able to hide is a good addition. Darkvision and charm resistance are also nice. I will never get tired of evangelizing the benefits of Fury of the Small. Darkvision up to 120 feet is great, and the Duergar's two innate spells- Enlarge/Reduce and Invisibility-are both great additions to a monk's arsenal. Monks eventually gain immunity to poison, but resistance until then is nice, as is advantage to saving throws to avoid being charmed or stunned. Darkvision, charm resistance, and stealth proficiency are all nice to have. For example, a sixth-level Way of the Four Elements monk can only spend a maximum of three ki points per spell, meaning the maximum level they'd be able to cast Thunderwave wave would be at second level.Īn extra five feet of reach is excellent for all monks to have, and Surprise Attack can provide you with extra damage if you're earlier in the turn order than your opponents. ![]() This only applies to spells that have an enhanced effect at higher levels, such as Burning Hands or Thunderwave (designed by the "At Higher Levels" text on the spell's description).Įach additional ki point spent casts the spell at one level higher, up to a maximum defined in the Spells and Ki Points table below. Starting at fifth level, you may s pend additional ki points to cast elemental discipline spells at higher level.
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