| Post/Author/DateTime | Post |
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| #1EmeliousAug 08, 2015 7:08:11 | Hey there just started a monk and love the class but after reading the stuff i get the class it's self seems cool however there Magical equipment seems very limited. My DM seems open to us creating magic items and i will be running anything i create or fine tune here with the help of you good people.
So first thing i was thinking about there is no way to increase your base attack bonus or damage bonus for martial arts. so i was thinking of something like this.
Uncommon Requirement level6 monk - Manuel of martial arts Vol 1
You can spend 48 hours learning this fighting style in the book in doing so you unlock some of your chakra's increaseing the amount of Ki that flows from your Magical martial art strikes. Your character gains a +1 to attack rolls and damage rolls with martial arts. Upon use the manuel crumbles into dust.
Rare Requirement You must have learnt the previous volume - Manuel of martial arts Vol 2
You can spend 48 hours learning this fighting style in the book in doing so you unlock some of your chakra's increaseing the amount of Ki that flows from your Magical martial art strikes. Your character gains a +2 to attack rolls and damage rolls with martial arts. Upon use the manuel crumbles into dust.
Very Rare Requirement you must have learnt the previous volume - Manuel of martial art Vol 3
You can spend 48 hours learning this fighting style in the book in doing so you unlock some of your chakra's increaseing the amount of Ki that flows from your Magical martial art strikes. Your character gains a +3 to attack rolls and damage rolls with martial arts. Upon use the manuel crumbles into dust.
Rare Lesser staff of striking
This staff can be wielded as a magic quarterstaff that grants a + 2 bonus to attack and damage rolls made with it. The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 2 of its charges. For each charge you expend, the target takes an extra 1d4 force damage. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.
I would like some more suggenstions i could throw my DM's way and some input on the one's I listed as there seems to be little to no items in the DMG for the monk's. I belive clerics have the same problem with there holy symbols though so maybe its something that is to come in the future but for now i guess it is up to the players and the DM to come up with them |
| #2awaken_D_M_golemAug 08, 2015 13:18:43 | step 0 --- the DM takes a Self Esteem class step 1 --- a level 3+ caster can craft whatevs step 2 --- homegame can do nearly whatevs too
Yunru has a very good Monk guide ---> here
MasterNamer has a very good general Magic Items guide ---> here
But yeah simple weapons with a +1, are easily do able. +1 Gloves of 1 Hand Clapping, are basically the same thing. +2 Gloves of Mike Tyson Facial Tattooing, again fit the basics. etc
Custom items are a negotiation with your DM.
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| #3shintashiAug 08, 2015 13:32:12 | in my kensei rules, i present all sorts of martial arts weapons that monks could use. Among them, are a few like the Karambit, Tekkokagi, and Suntetsu, along with certain styles using Tonfa and Sai to integrate weapons into unarmed fighting styles. Some of these are basically brass knuckles/spiked gloves, and some of these are vambraces/wrist guards. Used judiciously, you could concievably increase your Monk's offense or defense.
You could also make Body wraps around the wrists, ankles, and waiste designed to enhance your strength and durability, and enchant them for better effects. A lot of martial artists, boxers, MMA stylists and anime characters wear these wraps around their knuckles and wrists or waiste for this effect. Then there's the Headbands.
Then you could have Karate/Judo belts. Basically, Black Belts of confidence. When you wear the belt, your confidence is so high because it proves you are such a badass that you get extra bonuses. You could even set up the Black Sash/10th Dan belt like a Robe of the Archmagi, with a string of effecs, but with Monk as the prerequisite. |
| #4CooperjeraAug 09, 2015 19:35:49 | In general the bonus to hit is not needed in 5th ed. You'll find that the chance to hit for low levels can be a little tough depending the enemy; however, as you level higher it feels like it begins to normalize. This is in part due to bounded accuracy. I find that the NPC hitpoints increase which then allows them to last longer and hit you more often. Therefore, in my opinion, damage bonuses have greater value than the to hit bonus. On the plus side a magical weapon grants a bonus to hit and to damage.
You should find that monks are fairly easy to hit and because of this they need a way to mitigate the damage. If you can find a way for the monk to be resistant to damage, increase AC with the Shield spell, or not be in the area for an NPC to hit the character then you should have more fun. Once the monk gets Evasion, it has less to fear. Once the monk gets Purity of Body it should not fear a black dragon or any other creature that relies on poison for damage. Finally, once a monk get's Diamond Soul it should not fear area of effect spells. Therefore, it should fear single target ray spells or similar. An increased AC will be significantly helpful in survival for all levels. |
| #5Lord_VentnorAug 09, 2015 20:41:04 | You could use the idea of Ki Focuses from 4th Edition. |