As we have discussed before, the monk is an underestimate class in the fifth edition of D & D. A big separate of why this subclass is not particularly popular is the failing of the subclasses. indisputable, they aren ’ t inevitably frightful, with many of them bringing some fun and powerful features. The major issue is that most of the subclasses fail to address the congress of racial equality weaknesses of the Monk course. Be that as it may, there are a draw of fun options hera. Without further bustle, let ’ s prima donna into our Monk archetypes 5E Guide. Updated for Fizban’s Treasury of Dragons
Monk Archetypes 5E Rankings
While there are clean winners and losers among these subclasses, the monk class is not angstrom top-heavy as Warlock subclasses are. Most of these options aren ’ thyroxine necessarily bad, but there are a set of situational powers and suboptimal options.
10. Way of the Sun Soul
I wanted so badly for Way of the Sun Soul to be dear. The subclass is built around blasting balls of charming energy at your opponents like something out of Dragonball Z. unfortunately, it falls short in these efforts and is basically a worse version of Way of the Four Elements. The centerpoint of the subclass is the ability to fire Radiant Sun Bolt. This is a roll attack in the shape of an energy blast. While it sounds like it could truly stand out for a monk, it only does 1d4 damage. You ’ ll necessitate to spend ki points to fire multiple blasts, and you ’ ll still be outpaced by other classes damage-wise, even though the damage die scales up with your martial Arts die. The class has some other adept damage options with exploding ball of light and Burning Hands, but they come at a gamey qi points monetary value. Over the course of a competitiveness you will burn through points early and find yourself just throwing single punches while the rest of your party is doing the cool stuff .
9. Way of the Kensei
The weapons available to the Way of the Kensei monk are very restrict. way of the Kensei aims to address that by opening up some raw options. While it grants access to some warlike weapons, the damage boost doesn ’ thyroxine scale. In the end, your higher level monks will do more damage without weapons than using their Kensei weapons. At lower levels, there are some benefits that stand out. You can gain a +2 bonus to your AC if you make an unarmed strike while holding your weapon. however, this only applies to convention attacks and not flurry of blows. This greatly limits the utility of the have. At higher levels, you can give the weapon +1 to attack or make them charming for the purposes of overcoming resistances. All in all, it ’ s not any better than what you can already do with the core monk abilities .
8. Way of the Shadow
manner of the Shadow is a screen of marriage between the monk and the rogue. The problem is that it falls well abruptly of the rogue in most of the things its trying to do. The subclass is not strong on its own, but i should be noted that by multiclassing a few levels of rogue this is actually a strong option. stealth is the name of the game for this class. At flush 3 you can spend qi points to cast Darkness, Darkvision, Pass Without Trace, or Silence. At Level 6 you can teleport from one shadow to another, gaining advantage on your next attack. At Level 11, Cloak of Shadows grants you invisibility, but only in blind light or darkness. The best part of the subclass is at Level 17, where opportunist grants you a complimentary reaction attack against every creature within 5 feet of you that is hit with an attack from person other than yourself. Two things hold this subclass rear. Two of the features only work in black light or iniquity, making them highly situational. What ’ s more, stealth attacks are bang-up but don ’ deoxythymidine monophosphate in truth shine without Sneak Attack .
7. Way of the Four Elements
way of the Four Elements tries to do a set to give monks some arcane options without making the spellcasting. It obviously attempts to negate some of the major weaknesses of the class by giving them access to flight and long-range damage dealing. While the customization is great, it misses the mark in a lot of ways. This original gives you only one feature, known as elemental disciplines. These are basically spells you can cast using qi points. unfortunately, the end result is a weaker caster than any most other classes. There is besides identical short that improves the core traits of a monk. even useful options are not optimum. Ride the Wind lets you cast fly, which is extremely utilitarian. It costs 4 ki points though, which is a draw. What ’ s more, you can ’ metric ton get this until level 11. That ’ s long after a ace could obtain that go. You can make this work and it will fill some holes the other subclasses don ’ deoxythymidine monophosphate address, but it isn ’ thyroxine ideal .
6. Way of the Ascendant Dragon
One of the subclasses offered in Fizban ’ mho Treasury of Dragons, the Way of the Ascendant Dragon is a good thematic match. All of its features tie into dragons in cosmopolitan, but mechanically they are a bit of a desegregate cup of tea. That said, the highlights of this subclass outweigh the negatives. At horizontal surface three, you get a mix of interesting features including the ability to change the wrong type of your unarmed strikes ampere well as the addition of a breath weapon. As you level, you can extend the compass of your breath attack, making it a decent option. The highlight of the subclass comes at Level 11, as you can create a 10-foot aura that either frighten enemies or gives allies underground to a specific price type. On the other end of the spectrum is the degree 6 feature Wings Unfurled. This gives you flying speed, which is great ! But you only get it when using Step of the Wind and it only lasts until the end of your turn. Getting six seconds of flight meter a few times a day is pretty disappointing for a sixth-level sport .
5. Way of the Astral Self
One of two subclasses added in Tasha ’ s Cauldron of Everything, this original gives you fun stellar arms with which you may punch your enemies. These translucent arms are finally joined by an stellar face and body, so the stallion subclass sticks with the theme well.
together, the Way of the Astral Self is a fun and viable choice. It addresses some of the major issues with the class like giving addition to reach to the apparitional arm attacks and gain Darkvision out to 120 feet. the downside, at least early on, is that you give up some damage from weapon attacks to make manipulation of the stellar arms. As you level, you can deal more damage with your arm attacks and deflect away damage arsenic well. finally, your stellar self gives you a +2 buff to your AC and a third attack when using the Extra attack sport so long as you are entirely using your stellar arms .
4. Way of the Open Hand
way of the Open Hand might vitamin a well be called Monk+. It largely enhances bustle of blows and other aspects of the basic monk course features. While slightly vanilla, it is a very good choice if your playstyle is sticking with the high bulk of strikes brawler approach coarse to the course. At level 3, you gain an array of options when you use bustle of blows that do not cost extra ki points. You can choose to knock enemies prone, push them back 15 feet, or prevent them from making reactions in some cases. At degree 6, you gain the healing office of Wholeness of Body. This lets regain HP equal to three times your monk level. You can take this carry through once per farseeing rest, and can be a huge boost in retentive fights. You besides gain the effect of Sanctuary at level 11, which is great for close-quarters fight. All that said, the Level 17 ability is the real gem. Straight out the movies, your Quivering Palm strike either send a aim to zero strike points or does 10d10 necrotic damage depending on if they make their save throw. This ability doesn ’ thymine occur immediately, however. It can take the phone number of days peer to your monk horizontal surface, at your free will, or even not at all. As cool as this is, waiting to Level 17 for this alone international relations and security network ’ t worth it .
3. Way of the Long Death
means of the Long Death makes a case for the best subclass available. While it does little to improve the other issues with the monk class, it greatly improves the lastingness of an otherwise spongy melee champion. The features of this subclass – released in the Sword Coast Adventurer ’ s Guide – are cool. At degree 3, you get temp HP boosts every time you send a creature within 5 feet of you to 0 HP. By taking out watery underlings early, you can boost your HP for fights against bigger bad guys. In summation to the HP promote, you can besides overtake hostiles with fear using Hour of Reaping or avoid hitting zero HP with Mastery of Death. At Level 17, you can spend up to 10 qi points to deal deoxyadenosine monophosphate a lot as 20d10 necrotic damage to a single target. Everything works with this subclass .
2. Way of Mercy
The Way of Mercy has cursorily become one of my new darling Monk subclasses. Released in Tasha ’ s Cauldron of Everything, the Mercy Monk takes on themes of a plague doctor of the church including the ill-famed boo disguise. unfortunately, the mask is fiddling more than season and plays no real role in the subclass mechanics. That said, the actual mechanics of the original are strong and easy to grasp. The subclass centers around concepts of healing the hurt and bringing death to those who need to be put out of their misery. In addition to some utilitarian proficiencies, at level three you get the duel features Hand of Healing and Hand of Harm. These options allow you to deal either damage or hit points using your soldierly Arts die plus wisdom changer. The practice of Ki points to heal is a herculean instrument. At higher levels, Hand of Healing can begin to cure harmful conditions. What ’ s more, you can finally use Flurry of Healing and Harm which is basically flurry of blows for either the hand of damage or of healing. At flat 17, you can return a dead creature to life with a substantial measure of hit points if they have not been dead longer than 24 hours. This subclass has potent options up and down the features list .
1. Way of the Drunken Master
way of the Drunken Master is without a doubt one of the strongest options for the integral Monk 5E class. Based on the tales of bibulous monks using herky-jerky motion to avoid strikes, this subclass is consummate at mitigating wrong. At level three, Drunken Technique allows you to boost your walking speed and perform disengage for free when using flurry of blows without spending a qi point. Tipsy Sway is besides concern, as it allows you to redirect a melee attack that misses you to hit a different enemy. This is entirely utilitarian when you are surrounded by multiple hostiles. What ’ s more, spending the ki point on this is lone actually worth it if the attack that missed you does more damage than your own flurry of blows. At the higher levels, you can spend ki points to cancel disadvantage and unleash an intoxicate craze against multiple enemies. altogether, most of the features of this subclass enhance the base monk abilities.
Concluding our Monk Archetypes 5E Rankings
That wraps up our Monk original 5E rankings. Agree ? Disagree ? Let us know in the comments below !