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    Dwarf in the Playground
     
    DrowGuy

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    Default Re: Prose's Guide to Xanathar's Guide to Everything

    Monastic Traditions



    Sun Soul gets reprinted in Xanathar's meaning we only see two new monastic traditions. I won't bother breaking down Sun Soul extensively since so many other guides have covered it, sufficient it's the best monk option for AOE damage and taking on the undead - a decent option.

    Edit: I will be breaking it down after-all!


    Way of the Drunken Master
    Like an improved version of Way of the Open Hand, this tradition takes what is best about monk (flurry and it's general mobility) and makes it better. A front loaded tradition that scales well. Strong in most games (with fantastic roleplaying opportunity).

    Bonus Proficiencies: Even as a ribbon this is awful. Performance? Will you really have the Charisma to use this?

    Drunken Technique: The ability that makes the tradition amazing. When you flurry you get a free disengage and +10 ft. of movement. Just fantastic! Better even than Open Hand Technique since it doesn't require you to attack a target in order to avoid it's OA. Move right past the front line and unleash hell on squishier targets, or unleash a barrage of blows at the target you are fighting and then disengage 50ft.+ away from them where they have to dash to catch you.

    Tipsy Sway: Fantastic flavor for this class, but in practice not all that good. Probably the best ability is getting off of the floor for 5ft. of movement, keeping you ultra mobile even when knocked on your ass. Ironically the power of Drunken Technique makes Tipsy Sway less effective. Ideally you should be spending your KI to position yourself in places where you can't be hit. Rarely will the stars align to set up "deflected attack" of one enemy onto another.

    Drunkard's Luck: At two KI points this ability is expensive to use. What I strongly don't suggest you do is make a lot of attacks at disadvantage and burn your KI points making them normal attacks, that is a fantastic way to waste KI. Where this ability comes into it's own is when a spell or ability or forcing you to make a save or skill check at disadvantage. In those situations this can be a strong 'panic' button to save your skin.

    Intoxicated Frenzy: Synergises amazingly well with the mobility of Drunken Technique, as long as there are enemies to hit you should be able to reach them. Even if you can't get the full three additional attacks off, if you're getting one or two additional attacks in a round that's still a lot of extra damage. Do you have any excuse not to flurry every round?


    Path of the Kensai
    Between this and the samurai WOTC seem to really not want eastern style characters taking over their system. Kensai is thematically awesome, but it's abilities are underwhelming.

    Path of the Kensai:
    • Kensai Weapons: The difference between a versatile longsword and versatile spear is only 1 damage per attack, not much to write home about. Opening up your weapon options may be useful in a more magic item heavy game. The strongest part of this feature is for non-elf monks to grab longbow proficiency, shoring up your weak ranged options.
    • Agile Parry: Give us better weapons, then reward us for not using them? +2 AC is better than +1 damage, smack with your fist then parry. This ability is good, unless you're packing some sort of amazing magical weapon you should be making use of it every round.
    • Kensai's Shot: 2.5 damage for the cost of your bonus action? It's alright.
    • Way of the Brush: Ribbon.


    A note on kensai weapons; one of the major advantages of the monk is the ability to take lesser used weapons like clubs, the quarterstaff and knives and make them useful via martial arts. The kensai's abilities sadly locks you into using weapons that are more generally useful to your more martial allies, which is a very limiting aspect of this tradition (agile parry for example is easily the best of the kensai's level 3 abilities, but can only be used with a kensai weapon).

    For weapon choices I would suggest longsword and longbow at level 3, then battleaxe and warhammer. If you find a very powerful weapon as you level up feel free to pick that; remember, a Kensai weapon doesn't have to be a martial weapon.

    One With the Blade:
    • Magic Kensai Weapons: Magical resistance no longer is a concern for you... exactly the same as any other level 6 monk. I suppose this does allow you to use the better damage dice of your main weapon, then again if you have a magical weapon it's entirely redundant.
    • Deft Strike: 1 KI point gets you 1d10 (usually) damage. That's... not that great. In a tough boss fight being able to flurry and deft strike on the same turn might be worth it, most of the time you're going to using your ki on... welll... anything but this.


    Sharpen the Blade: Suddenly, out of no-where, comes an ability to write home about. A measly 3 KI points for +3 attack and damage for a a whole minute? Activated as a bonus action? Fantastic! though admittedly very GM dependent since the bonus doesn't stack with magical weapons you already have. If you're already packing a +2 weapon then 3 KI probably isn't going to be worth it, if you have a +3 weapon this is entirely redundant, in an ultra low magic game this becomes exceptional.

    Unerring Accuracy: Another decent ability. Sadly it comes waaayyyy too late in the day to save this tradition. Keep in mind it only applies to your two monk weapon attacks, not your unarmed attacks.


    Way of the Sun Soul
    Ho hum. A reprint Way of the soul soul basically makes four elements obsolete as it does a better job at the only thing four elements does better than other paths i.e. area of effect. It also might be the best path for Curse of Strahd, or any other undead focused campaign.

    Radiant Sun Bolt: The good news is that this gives you a decent (albeit short-ranged) ranged option for monks (why are darts not classed as a monk weapon??? What an oversight!). It's also an excellent source of on demand radiant damage, a very powerful tool in the right type of campaign (read: undead focused). The downside? It doesn't actually boost your damage over that of your melee attacks, and you can't stunning blow with your holy shuriken.

    Searing Arc Strike: A decent, if restrictive, aoe option for a class that usually has nothing of the sort. Better in action efficiency than the four element monk as it only eats a bonus action as opposed to Sweeping Cinder Strike's full action (and really highlighting how very bad four elements monks are). Major downside is that you're locked into a single, commonly resisted damage type. Still, overall it's not bad.

    Searing Sunburst: An on-demand 2d6 damage radiant fireball is pretty atrocious for a level 11 ability, especially one resisted by a con save. What saves this ability is the fairly cheap KI to damage cost. 3 KI points for a fireball's worth of damage (with a better damage type) is decent even at level 11. There will, even in higher level campaigns, always be situations where you need to blast a lot of weak enemies all at once, and nothing most monks get will give you the equivalent of this versatility.

    Sun Shield: If this was actual sunlight it might be worth something for battling vampires and the like As it is it's pretty worthless. Damage is low and it eats your reaction, and the blow actually has to land on you to work. Disappointing for a level 17 ability.
    Last edited by ProseBeforeHos; 2018-05-22 at 06:05 PM.