greygriffin
2018-02-23, 05:00 PM
I'm envisaging a genasi Kensai monk that can manifest weapons as part of a limited genasi elemental control talent (explained as an inherent ability the character had mastered - the weapon would mechanically be standard for its type, although I would want the Bond/Pact Weapon benefits of being able to desummon/summon it at will). The character should be fluidly physical and mobile (good Acrobatics, Athletics, and able to jump/dash), but is not very knowledgeable about the outside world.
I can't figure out how to actually build this, though; none of the options seem to work well mechanically, mostly due to MAD problems, and late progression of Monk abilities especially Extra Attack.
Water Genasi
STR 10
DEX 15
CON 14
WIS 14
INT/CHA required for MC 13
INT/CHA not required for MC 10
ASIs to DEX
Options I have found:
Hexblade 3-4/Kensai X (or Bladelock Any 3-4/Kensai X) - needs 13 CHA. Access to Devil Sight, Shield, and Blur all very useful and easily fluffed as water elemental abilities. Skill proficiencies are INT and CHA stuff and I want to be a physical character. Optimising would say use Hex and/or Hexblade's Curse to increase damage but these don't match the character concept at all.
Eldritch Knight 3-4/Kensai X - no MC stat waste (extra points can go in CON or WIS). EK spells aren't all that useful, except Shield and Absorb Elements (both easily fluffed as elemental abilities also). Action Surge and Second Wind useful, but probably not when compared to missing 3 levels Monk. Fighter skill proficiencies are a better fit for the character. Get a Fighting Style - GWM for Quarterstaff, 2WF, or Dueling for one handed sword.
Soul Knife 1/Kensai X - needs 13 INT. Reduced impact on Monk progression. Not balanced for MC and the only possible weapon are the Soulknives. Allows a cheesy stacking of AC buffs to a +5 bonus.
Are there any other options, or ways to optimise one of these builds?
(Edited due to a mistake in MC requirements, now fixed)
I can't figure out how to actually build this, though; none of the options seem to work well mechanically, mostly due to MAD problems, and late progression of Monk abilities especially Extra Attack.
Water Genasi
STR 10
DEX 15
CON 14
WIS 14
INT/CHA required for MC 13
INT/CHA not required for MC 10
ASIs to DEX
Options I have found:
Hexblade 3-4/Kensai X (or Bladelock Any 3-4/Kensai X) - needs 13 CHA. Access to Devil Sight, Shield, and Blur all very useful and easily fluffed as water elemental abilities. Skill proficiencies are INT and CHA stuff and I want to be a physical character. Optimising would say use Hex and/or Hexblade's Curse to increase damage but these don't match the character concept at all.
Eldritch Knight 3-4/Kensai X - no MC stat waste (extra points can go in CON or WIS). EK spells aren't all that useful, except Shield and Absorb Elements (both easily fluffed as elemental abilities also). Action Surge and Second Wind useful, but probably not when compared to missing 3 levels Monk. Fighter skill proficiencies are a better fit for the character. Get a Fighting Style - GWM for Quarterstaff, 2WF, or Dueling for one handed sword.
Soul Knife 1/Kensai X - needs 13 INT. Reduced impact on Monk progression. Not balanced for MC and the only possible weapon are the Soulknives. Allows a cheesy stacking of AC buffs to a +5 bonus.
Are there any other options, or ways to optimise one of these builds?
(Edited due to a mistake in MC requirements, now fixed)