WHAT'S THE BEST BUILD FOR A MONK IN 5E? WHAT ARE THE BEST MONK FEATS?

Whatever their request, clerics languages  are participated in their ability to bafflingly harness the imperativeness that streams in their bodies. Whether or not coordinated as a striking feature of fight capacity or a subtler point of convergence of monitored limit and speed, this essentialness permeates all that a cleric does. Your act of hand to hand fighting gives you authority of Combat styles that utilization unarmed strikes and priest Weapons, which are shortswords and any basic Melee Weapons that don't have the Two-Handed or overwhelming property. You gain the accompanying advantages while you are unarmed or using just priest Weapons and you aren't wearing covering or employing a Shield.  You can utilize Dexterity rather than Strength for the Attack and Damage Rolls of your unarmed strikes and priest Weapons.  You can roll a d4 instead of the typical harm of your Unarmed Strike or priest weapon.  When you utilize the Attack activity with an Unarmed Strike or a priest weapon on Your Turn, you can make one Unarmed Strike as a Bonus Action. For instance, in the event that you make the Attack move and Attack with a Quarterstaff, you can likewise make an Unarmed Strike as a Bonus Action, expecting you haven't just made a Bonus Move this turn.

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Certain religious communities utilize specific types of the priest Weapons. For instance, you may utilize a club that is two lengths of wood associated by a short chain (called a nunchaku) or a Sickle with a shorter, straighter cutting edge (called a kama). Whatever name you use for a priest weapon, you can utilize the game Statistics accommodated the weapon.Starting at second Level, your Training permits you to bridle The Mystic vitality of ki. Your entrance to this vitality is spoken to by various ki focuses. Your priest level decides the quantity of focuses you have, as appeared in the Ki Points section of the Monk table. You can spend these focuses to fuel different ki highlights. You begin knowing three such highlights: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki includes as you gain levels right now. At the point when you spend a ki point, it is inaccessible until you finish a short or Long Rest, toward the finish of which you draw the entirety of your used ki once again into yourself. You should go through at any rate 30 minutes of the rest ruminating to recover your ki focuses.

                                                                                  

A portion of your ki highlights require your objective to make a sparing toss to oppose the component's Effects. The sparing toss DC is determined as follows: Beginning at third Level, you can utilize your Reaction to divert or get the rocket when you are hit by a ran weapon Attack. At the point when you do as such, the harm you take from the Attack is diminished by 1d 10 + your Dexterity modifier + your priest level. In the event that you decrease the harm to 0, you can get the rocket on the off chance that it is little enough for you to hold in one hand and you have in any event one hand free. On the off chance that you get a rocket right now, can burn through 1 ki point to make an extended Attack (run 20 feet/60 feet) with the weapon or bit of Ammunition you just got, as a component of a similar Reaction. You make this Attack with capability, paying little heed to your weapon Proficiencies, and the rocket considers a priest weapon for the Attack.

 

At seventeenth level, you gain the capacity to set up deadly vibrations in somebody's body. At the point when you hit an animal with an Unarmed Strike, you can burn through 3 ki focuses to begin these subtle vibrations, which keep going for various days equivalent to your priest level. The vibrations are innocuous except if you utilize your activity to end them. To do as such, you and the objective must be on a similar plane of presence. At the point when you utilize this activity, the animal must make a Constitution sparing toss. In the event that it falls flat, it is diminished to 0 Hit Points. On the off chance that it succeeds, it takes 10d10 necrotic harm.