Unfortunately, Open Hand monks only have offensive actions, meaning that as soon as you want to use your character, this feature stops working. Sanctuary is a very interesting spell that can be great protection for a support character who doesn’t want to take offensive actions. The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus. Level 11 – TranquilityĪt the end of a long rest, you gain the effect of a sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal). Wholeness of Body does have decent scaling, but it’s too limited to be truly useful. This feature is arguably worse than the level 1 fighter ability Second Wind, as that feature refreshes on short rest and only requires a bonus action. You must finish a long rest before you can use this feature again.Įighteen whole hit points per long rest. Level 6 – Wholeness of BodyĪs an action, you can regain hit points equal to three times your monk level. All in all a solid feature, if a little frustrating in how its prone option fails to match how most people want to use it. This isn’t a bad strategy, as the monk is weak on defense * and normally has to pay a ki point and their bonus action to disengage. The ability to turn off the target’s reaction is a solid option if you plan on running in and out of combat to avoid damage. Unfortunately, neither of these are in the monk’s control, and the push targets a strong save on most monsters. A large push can be very good if the party uses area of effect abilities or if the natural terrain includes something like a cliff. Thankfully the other options here are decent, if also situational. Of course the monk’s allies can also benefit, but that’s highly dependent on party composition and initiative order. This means that the monk will at most get one attack with advantage before the target has a chance to stand up. Unfortunately, Flurry of Blows can only be used after the monk has made their normal attacks. Knocking an opponent prone sounds like a good attack rider, as it would grant advantage to future attacks made against the prone target. This flexible feature is a good boost to Flurry of Blows, but it’s not without its issues. It can’t take reactions until the end of your next turn.If it fails, you can push it up to 15 feet away from you. It must succeed on a Dexterity saving throw or be knocked prone.Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target.
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