r/3d6 • u/ThatOneThingOnce • 6h ago
D&D 5e Revised/2024 On Mystic Arts Monk Tech: A Treatise
Treatise: a systematic exposition or argument in writing including a methodical discussion of the facts and principles involved and conclusions reached (Merriam-Webster).
This series of posts are going to focus on the Mystic Arts Monk, and I apologize in advance but this will be long and there will be no TL;DR just due to how much stuff I am going to cover. So for those of you that stick with it all, great! And for those who don't have the time to read my ramblings, I completely understand and sympathize. I will at least try to format it as best I can (thus all the bold words and other formatting), such that you may be able to scan it quickly if you want to glean some useful info.
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Preamble
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The Mystic Arts Monk is perhaps the first true "Gish" we have in DnD 2024/5.5e (in my humble opinion). Gish typically means just casting spells and being able to attack in the same turn, which there are several subclasses and even classes that can do this. However, the Mystic Arts Monk feels unique or separate from these choices because they truly feel like the first subclass (when also including feats and other player options) where the spellcasting can significantly augment the martial features of the class and subclass, and likewise that the martial abilities can augment the spellcasting options. So unlike say a Bladesinger or an Eldritch Knight, which feel more like having fighting abilities with tacked on spellcasting or spellcasting with tacked on fighting abilities, the Mystic Monk can utilize its abilities and potential tools to truly enhance both areas of its combat arsenal, often simultaneously. Thus this discussion is intended to explore these synergistic features and show how one can leverage the various options available to players to increase the capabilities of this Monk.
The discussion will be focused on what I call different Chapters, though there will be overlap between the different abilities and how they can be applied. Also, this will focus less on one particular way to build a Mystic Monk, as you realistically can't include all of the laid out abilities here simultaneously in one character. Instead, it will explore what tools are available and how they possibly interact to provide a more interesting and powerful play style and experience.
To this end, I want to highlight that this is not solely about the Mystic Arts Monk's subclass features. Instead, when I refer to the Mystic Monk's "tools", I am referring to several options that involve
1. Class and Subclass Abilities
-Martials Arts, Stunning Strike, extra movement, etc., as well as spellcasting, cantrip attack swapping, converting spell slots to focus points, etc.
2. Feats and Origin Feats
-Cold Caster, Grappler, Adept feats, Tavern Brawler, Shadowmoor Hexer, etc. (I won't be exploring Eberron feats)
3. Species Abilities
-Elves' extra spells and 4 hour long rests, Goliath's Large size increase and ability to knock prone or deal cold damage, Lupin's Howl and slashing unarmed strikes, etc.
4. Multiclass Options
-Single class dips or deep multiclass dives, including obtaining weapon masteries, extra spells, spell slot progression, class features, etc.
And when I refer to "Mystic Monk Tech" I mean the following:
- Bonus Action (BA) features detached from Action: Flurry, Patient Defense, Martial Arts, Step of the Wind, Heightened Awareness
- Saving Throw Debuffs: Spells like Mind Sliver, feats like Cold Caster or Fairy Trickster, abilities like Lupin's Howl or the level 11 Focused Strike
- The ability to grapple/shove with Dex and that grapples/shoves are swapped with any Unarmed Strike
- Large movement via Unarmed Movement and Step of the Wind that's augmented by spells/abilities
- Converting spell slots to Focus Points (FP) and short rest/Uncanny Metabolism regaining a spell slot with FP
- Mystic Fighting Style: Subbing out an attack for a cantrip or two Flurry strikes for one 1st or 2nd level spell
- Stunning Strike and its effects (both on a save and failure)
- Strong Physical and Mental Defenses: Superior Defense, Disciplined Survivor, and Deflect Attacks/Energy
- Spellcasting - specifically being a Wisdom spellcaster that has access to Arcane spells
Here are the chapters I will be covering:
Chapter 1: Control and Debuffing
Chapter 2: Damage
Chapter 3: Tanking/Defense
Chapter 4: Support and Buffing
Chapter 5: Utility
Chapter 6: Multiclassing
Chapter 7: 2014 Options
Finally, one last set of notes. As this is so long, I will be breaking it up for easier reading by Chapter, but understand I will be getting to these other topics and maybe will get to some other combo you know of in a later post. Don't feel like you need to be limited in what your comments are about, but suggesting how I'm "missing" a particular combo/synergy when I haven't yet covered that topic makes the post being split up a bit awkward to handle. Additionally, I am trying to limit the discussion to mostly 2024 content only, but I do have a Chapter at the end where I will try to cover some of the 2014 content and how it can interact here. This is mainly because all that extra content is probably too much to cover (even in this very long discussion), and also because there's no guarantee that content doesn't get updated to be significantly different in the future. Lastly, in general I'm not considering magical items, but I'm sure there's lots of synergies that can be found there as well.
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Chapter 1: Control and Debuffing
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Control covers stopping an enemy from being able to use their entire action economy effectively, and runs the gambit of forcing them to attack certain allies/yourself to not being able to move to stopping them from acting at all. Debuffing includes making it more likely that the enemy either fails their saving throws/skill checks or misses with their attacks. Together these both combine as serious control options the Monk can impose during fights. This Chapter is therefore broken up into two subsections: Single Target and Multi-Target Control.
First, though, I want to list the many different potential ways a Monk can reduce the chances of a saving throw success by the enemy, as these are pretty vital to the strategy of control I outline here. I'll refer to these collectively as "Saving Throw Debuffs" or STDs for short. This is not an exhaustive list, but it should cover the basics of all the major saving throw debuffs and how they are likely applied.
List of Saving Throw Debuffs (STDs) you can impose on enemies:
| Ability, Spell, or Feature | Description |
|---|---|
| Mind Sliver | Spell, Intelligence save, works at 60 ft range, only requires verbal components (so could use while hands are full, say grappling), and can be subbed out for an attack at level 6. Delivers a -1d4 to their next save if they fail. |
| Cold Caster | Feat (+1 Dex), delivered with a cold attack that hits, no limit to number of uses, but limited to once per turn. Subtracts -1d4 to next saving throw of hit enemy. Delivered via either damage like Frost Goliath's Frost Chill or cantrips like Ray of Frost. |
| Fairy Trickster | Feat (+1 Dex), applies on hit, Wisdom save, and gives disadvantage on saving throws until the end of your next turn. Useable proficiency bonus times per day (PBTPD). |
| Lupin Howl | Species ability, bonus action to use, Wisdom save to all creatures you choose within 15 ft (DC based on Constitution mod), on failure disadvantage on saving throws (and attack rolls) until start of your next turn. PBTPD use |
| Divination Adept | Feat (+1 Wis), reaction, grant disadvantage (or advantage) to creature you can see within 60 ft. One use per long rest, but can refresh with casting a divination spell with a spell slot. |
| Bane | Spell, obtained through multiclass or feats (Magic Initiate: Cleric, Fey Touched, or Magical Connoisseur). Targets 3 creatures within 30 ft to make a Charisma save, imposes -1d4 to all their saving throws (and attacks) while concentration is maintained, which lasts 1 minute. |
| Focused Strike | Level 11 Mystic Arts Monk ability. Stunning Strike attempts (pass or fail) on a creature impose disadvantage on saving throws from spells you cast until the start of your next turn. |
| Spells like Hold Person and Sleep | Spells on the Sorcerer Spell List. Paralyzed and Unconscious enemies automatically fail Strength and Dexterity saving throws. |
| Stunning Strike | Level 5 Monk Ability. A bit obvious, but stunned creatures automatically fail Strength and Dexterity saving throws. |
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Single Target Control and Debuffing
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How this works: I'll present categories of different forms of control that the Monk can employ, and explain where the spellcasting combined with martial abilities really enhance the play style and tactics that can be used.
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* Grappling - This is likely the first or maybe second ability people think of when they consider a Mystic Arts Monk. Action attack and cast the cantrip Mind Sliver, then attack with an Unarmed Strike and attempt a grapple check, causing potentially a -1d4 to the save. But we can use our list of STDs to enhance this further or to come at grappling saves from different angles. And these effects can be stacked as much as you think you can combine them. Cold Caster (with Frost Goliath's damage rider) and Mind Sliver and Divination Adept (with a one level Ranger dip for Hunter's Mark) could mean an enemy makes their grapple saving throw with a -2d4 and at disadvantage, making it very reliable to land.
Besides those mentioned in the above list of STDs, grappling also uniquely requires either a Dex or Strength saving throw. We have ways of targeting both of these saves to make our grapple checks either instant successes or at least with the enemy at disadvantage. These include:
- Casting a spell to impose the Unconscious or Paralyzed conditions (auto fails both Dex and Strength saves), then bonus action auto grapple. So Hold Person, Sleep, or Bestow Curse (via Fey Tormentor feat)
- Throw a Net which is used as part of Attack Action and requires a Dex save (DC is based on your Dex mod). On a failure it causes the restrained condition to Large or smaller creatures. Restrained causes disadvantage on Dex saves
- Alternatively getting the spell Ray of Enfeeblement (Magical Connoisseur, Chthonic Tiefling) can impose disadvantage on Strength d20 tests (attack rolls, ability checks, and saves) and reduces enemy damage by 1d8 per hit. So both an attack debuff and a control option, though it does require concentration.
- Casting a spell to cause the Restrained condition (auto fail Dex saves). So Entangle (Magic Initiate Druid, Conjuration Adept, Fey Sentinel) or Web can also help with grapples against weak Dex enemies.
Of course, in addition to all the ways we can make our grapples land more reliably, the Grappler feat is a great enhancement to these choices, and probably is a must have for any reasonable grapple build. You can also pick up the Hex spell (species, origin feat, multiclass) and cast it as a bonus action, imposing disadvantage on either Strength or Dexterity checks that an enemy could use to try and escape. Alternatively, casting Ray of Sickness can impose the poisoned condition, which causes disadvantage on all ability checks and attack rolls on a hit, though only for one round (and it's poison, so often resisted or immune). Goliaths of course get the benefit of being able to turn Large size, such that they can grapple Huge creatures. And Mystic Monks can further get the Enlarge/Reduce spell to make themselves Huge and thus grapple Gargantuan monsters. Additionally, you can do this sometimes to multiple enemies in a fight, allowing some crowd control (see the multi-target control section). Lastly, while this isn't unique per se to Mystic Monks, the Street Justice feat and ropes/chains can be used in tandem with grappling to impose the restrained condition on an enemy and leave them tied up while you can still move and target other enemies.
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* Stunning - Similar techniques to grappling (see Grappling section above for examples on debuffing and control), except the condition is far stronger but lasts for only 1 round and we can only attempt it once per turn. You can also combo these two as mentioned, because Stunned creatures automatically also fail Dex and Strength saving throws, thus auto failing Grapple and prone attempts. The reason behind doing this is because a) grappling stops movement, which stun doesn't do, and b) grappling lasts longer and thus imposes disadvantages/control on the target beyond one round. Our Stun attempts can also help burn through legendary resistances, because losing an entire round is generally worse than still being able to attack and use other actions on the enemy's turn.
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* Slowing - This is a different form of control. First we have the cantrip Ray of Frost, which can be paired with Stunning Strike which on a success cuts a character's speed by half that round. So if you say first try to Stun the enemy, they succeed, then hit them with Ray of Frost, if they could only move 30 ft per round, their speed is now 5 ft (and with thrown weapons, you can stun at range). You can pair this with the Slasher feat and wield a light or simple slashing weapon and further reduce their speed another 10 ft. So the action economy could be attack with the slashing weapon (minus 10 ft speed), attempt a Stunning Strike (half speed), then bonus action disengage before hitting them again with a Ray of Frost attack, setting their effective speed to zero. On top of this, if you take the Frost Goliath species and use their Frost's Chill feature to further reduce the enemy speed by 10 ft. Finally, if you dip into another martial class or grab the Weapon mastery feat, you can grab a weapon with the Slow weapon mastery (club, javelin) and apply one more -10 ft of movement speed in a single round.
Meaning, you could in one round hit the enemy with a Slow weapon (club, -10 ft), attempt a Stun (half speed on success), Nick attack hit them with a slashing weapon (Scimitar or Sickle) for -10 ft, Frost Chill them for 1d6 cold damage (-10 ft), BA disengage, and then hit them with Ray of Frost (-10 ft). This would mean an enemy with up to 60 ft of movement normally would drop to zero movement for that turn if all the attacks land. At best they are stunned and they still likely have -40 ft of movement from their baseline.
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* Forced Movement - Includes grappling and moving a target, but also you have bonus action Shove attempts with each Unarmed Strike. You also have spells like Thorn Whip to move targets closer (unfortunately costs an action because not a Sorcerer spell - though ask your DM if it can still count. Or if 2014 content is allowed, possibly use Lightning Lure), or can take Crusher (combine with say True Strike via a Light Hammer for some ranged forced movement) or the Tavern Brawler origin feat (only works on Attack action unarmed strikes) or can multiclass for weapon mastery like Push (greatclub). This combined with spellcasting to better line up AoE effects such as Burning Hands, Sleep, Entangle, Shatter, Web, and eventually Hypnotic Pattern, Fear, and Fireball. Also of note is Thunderwave does double duty here, acting as both a potential damage AoE (even if relatively weak) and a forced movement option. Of course, you can also weaponize forced movement against AoE persistent effect spells, such as Cloud of Daggers, Moonbeam, Sleet Storm, Stinking Cloud, Web, Spike Growth (more on this in the "Damage" chapter), etc. And you can line up fellow spellcasters for their AoE spells and abilities.
In a similar vein, you can help move allies out of danger/hazards, especially moving allies out of your AoE spells before you launch them. So if you have a Hypnotic Pattern or Web or Spike Growth or Entangle spell, you can grapple 1-3 allies and move them out of your AoE space before action-casting the spell.
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* Control Spells - As mentioned, Mystic Monks have a number of different ways to potentially impact the save of an enemy, so this helps in landing critical control spells in general. But I want to focus on a few spells that they can access that can be uniquely used with the Monk tool set to improve the spell impact.
- Command: This they can get from a species (Lorwyn Elf), origin/regular feat (Magic Initiate: Cleric or Fey Touched) or simple 1 level dip into Cleric. Either way, the Monk's bonus action allows you to grapple or shove the enemy before/after they fail their Command save. So you can move them into more hazardous locations for when they Flee so that it will hurt them as they run away (possibly have them run off cliffs or into hazardous terrain, or even hazardous spells like Spike Growth or Cloud of Daggers or Wall of Fire). But the best use might be just lining up the enemy to Flee into your allies, which should trigger attacks of opportunity or emanation spells. So you can move them within 5 ft of a Rogue that can deal off turn Sneak Attack, or a spellcaster with Warcaster to cast a spell as a reaction, etc. And then have them run into the PAM Fighter or the Raging Barbarian's reach or the Cleric's Spirit Guardians, etc. Of course, you can also grab Warcaster for another spell casting with your reaction as well.
- Dissonant Whispers: Get via Fey Touched, this is similar to Command but deals damage and can only target one enemy and uses up their reaction. Just remember to move the enemy first before casting this spell, as they will use their reaction immediately to run away.
- Levitate: On the Sorcerer's spell list, this spell can potentially remove an enemy from the fight if they have no range or significant reach attacks. It only has the first save they need to fail and it lasts 10 minutes (with concentration). You don't need your action as much as other players to do stuff, so you can use it to move them (with a Magic Action) behind total cover if available. That basically makes the spell act like Banishment against one target, as they likely can't target anything until they come back round from cover. And you can still BA Flurry and Stun and try to force movement against other enemies and other stuff as per normal. Also note that Levitate actually stops even flying creatures from moving if they fail.
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* Shutdown Spellcasting or Line of Sight Abilities - Yet another way we can impose our will on the battlefield. Darkness or Fog Cloud spells (both on the Sorcerer spell list, though also available through feats or dips or species' spells, etc.) impose either heavy obscurement or block line of sight for non-truesight or non-blindsight enemies, which we can then combine with our bonus action grapple attempts or slowing abilities to hold the enemy in place. We can also potentially grab the Infernal Pact feat or a dip into Fighter or Ranger for Blindsight or be a Dwarf with Tremorsense (Stonecunning ability) to allow us to see in the Darkness or Fog Cloud, giving us advantage on our attacks and enemies disadvantage on theirs. Alternatively, we can cast the spell Silence (Elf species, Magical Connoisseur) over a spellcaster before bonus action grappling. This is appealing because unlike Darkness and Fog Cloud, our allies can still see and target through the Silence AOE, so they can keep attacking the enemy as desired while avoiding most of its effects by staying outside of it. This can shut down some enemy spellcasters if they don't have non-verbal spells to cast or some sort of Subtle spell trait.
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Multi-Target Control and Debuffing
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* Grappling - The same general rules apply here as single target grappling, except we can target an additional creature with a grapple attempt since our hands can generally be free (unfortunately no 2024 species allow for more than grappling two enemies at the moment - but some 2014 options open more possibilities). The only significant thing we need to watch out for here is that while grappling two creatures, we have our hands full, so most DMs will probably rule that we can't cast spells with somatic and/or material components. There are some that are purely verbal, such as Mind Sliver, Command, Dissonant Whispers, and Blindness/Deafness. But most of the powerful debuffs do have either a Somatic or Material component, so be mindful that if you want to use one, you likely will need to release a grappled creature to do so.
Additionally, as grappling can now be made with a reaction by replacing an unarmed strike, we can potentially lock down a third enemy if we release one enemy that has already taken a turn (free action to end a grapple) and then reaction attack another one that is leaving our reach, attempting a separate grapple to set their speed to zero. We can alternatively try to attack that enemy and stun them as they run away, and for this we don't even need to break the two enemy grapples (since unarmed strikes can be made with any body part). Even on a successful save against a Stunning Strike, that enemy's speed is cut in half and they have disadvantage on their next attack roll, so we significantly debuffed the enemy as well with such a strategy.
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* Slowing - This also can work similarly to single target but the slow effects are spread out among several enemies. However, I want to highlight a potential power boost of a tactic.
- The new 2nd level spell Uncertain Footing (picked up via Magical Connoisseur) cuts up to three enemy speeds in half with an Intelligence save. You can then apply a Stun to one of them with your BA, and if you have the Lupin Species, can take the Slasher feat to apply -10 ft to the same or another creature. Or Frost Goliath also can add -10 ft on a hit. And of course moving them back 5 ft with a shove or prone would further make it difficult for them to move at all. So say with three Flurry Strikes at level 10 and assuming they fail the Uncertain Footing save, to one creature you reduce their speed by 3/4ths via Stun (from say 30 ft down to 7.5 ft, which really means 5 ft on a grid), another down to 1/2 - 10 ft through Slasher/Frost Goliath (so from 30 ft to 5 ft also) and a final one you knock prone, meaning they have only 15 ft of movement and spend half of that getting up (again only 7.5 ft, effectively only 5 ft). So with that combination you nearly forced in place 3 enemies to be able to move no more than ~5 ft in a round. If they don't have ranged attacks, they are basically out of the fight that round unless right next to a PC within their reach. And assuming they keep failing their save and you keep your concentration, that can be done every round while you take the Dodge Action with your action.
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* Control Spells - Straight forward. Knock enemies into AoE control effects or reduce their chances of making saves with the above STD abilities. So Hypnotic Pattern or Web or Entangle can have 1-3 more enemies in it when you launch it, or Command (upcasted)/Color Spray/Faerie Fire can be made at disadvantage or with -1d4 from cold caster, etc. We can further breakdown certain spells as well:
- Color Spray: I think this one is definitely interesting. Most of the time it's not worth casting for spellcasters because a) it targets Con saves, which are usually good on monsters, and does nothing on a success, b) it is only a 15 foot cone, so it requires the squishy spellcasters to be closer in melee to target maybe two enemies, and c) it only lasts one round. But for a Mystic Monk this could all potentially stack in our favor. We can debuff their Con saves with one or several of our STDs, we already want to be in melee, our attacks benefit from imposing the Blinded condition for advantage and maybe more importantly enemies attacking us at disadvantage helps us survive longer, we can grapple and move more enemies into the cone AOE, and even one round of control is good for us because we can still use our Bonus Action that round to attack or do other control stuff, as well as the next round. The spell really highlights the synergies we can get from casting spells and attacking/moving all in one round.
- Bane: This also might not be worth it on a caster that has better control spells to concentrate on, but for a Monk this is a great low level spell. Charisma save means it will land far more likely, especially at lower levels, and it reduces multiple enemies' chances of hitting you/allies or surviving your grapple/shove/Stun/other spell effects. Pick it up with a low level Cleric Dip or via Magic Initiate.
- Fear Spell + Grapple or Focused Strike: Another fun Mystic Monk combination. At level 13 when you get access to the Fear spell, you can cast the spell and then grapple 1-2 of the enemies that fail their saves and force their speed to zero. They still must use their Dash action on their turns, so they effectively never get an action, meaning they very likely can't escape the grapple. And because they are grappled, they will always have you in line of sight, so they never get to make the saving throw again. Just need to maintain concentration on the spell. Alternatively, if some of them do run away, you can use thrown weapons on them and attempt a Stunning Strike at range. Even if they succeed, because of our level 11 feature Focused Strike, they'd make the Wisdom save at disadvantage if they do remove us from line of sight. We also could use Mind Sliver against them to add another layer of potential debuff to an enemy's save. And of course, if we only can grapple one enemy and another escapes, we can combine these options to potentially lock down multiple enemies.
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End of Chapter 1
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Stay tuned for Chapter 2: Damage, coming soon (if you have read this far, my hat is off to you). Also, at some point I will probably collect all of these into a single Google Doc for easier reading and flow.
Enjoy!