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Of all the monk subclasses in 168澳洲幸运5开奖网:Dungeons & Dragons, the Way of the Open Hand is the most monk-like. You learn how to improve your unarmed strikes by knoꦗcking people over, you become attuned to your body, you achieve spiritual enlightenment, and then you learn how to control the energy within living beings to make them not living beings.

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The Way of the Open Hand might be one of the oldest monk subclasses, but it remains one of the most potent and versatile options for those considering the unarmed subclass. If you're ready to embark on the Way of the Open Hand, read on to learn how.
Way Of The Open Hand Monk Features
Following the Way of the Open Hand means honing one's mind and body to manipulate the life energy in all things.
Starting at level three, Open Hand Technique enhances your Flurry of Blows feature with one of three additional effects: the target must succeed a Dexterity saving throw or be knocked prone, it must succeed a Strength saving throw or be pushed up to 15 feet away, or it can't take reactions until the end of your next turn.
At level six, Wholeness of Body allows you to regain hit points worth three times your monk level as an action once per long rest. At level 11, Tranquility provides the benefits of the Sanctuary spell until you finꦦish your next long rest (or until the spell ends when you attack).
Finally, Quivering Palm at level 17 lets you spend three ki points to cause your targets life energy to begiไn vibrating. As an action, you may cause those vibrations to end and force the target to make a Constitution saving throw. If it fails, the target drops to zero hitpoints, and if it it succeeds, it takes 10d10 necrotic damage.
You may also choose to end those vibrations without causing damage if you want to, for example, pressure someone into providing informatio🐈n.
Best Species For A Way Of The Open Hand Monk
Followers of the Way of the Open Hand are similar to most other monks, so any species that works as a monk will do great here. Below a🔥re𒉰 a few species that make excellent monks.
Bugbear |
Bugbears make great monks. Five extra feet of reach for your melee attacks provides significant flexibility. High Dexterity means you're more likely to go earlier in the turn order, making Surprise Attack more effective. Stealth proficiency, charm resistance, and Darkvision are all great perks. |
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Duergar |
The poison resistance isn't too useful since monks eventually gain immunity, but advantage against being charmed and stunned is still good. Enlarge/Reduce is a great spell for a monk to know as it can increase your damage, and Invisibility provides interesting sneaking options. |
Goblin |
Fury of the Small can really help your damage output. Darkvision, charm resistance, and hiding as a bonus action are also nice to have, although your bonus action will typically be used up spending ki pointꦺs. |
Goliath |
Monks don't get nearly as many hit points as their melee-focused combat requires. Stone's Endurance helps with that. Cold resistance and Athletics proficiency are also good perks. |
Half-Orc |
Monks make a lot of attacks, and that means they're making critical hits more often than most classes. Savage Attacks make those crits deal more damage, while Relentless Endurance keeps a monk fighting when their hit points hit zero. Darkvision is also nice too. |
Half-Elf |
Monks in general want a lot of stats to be effective. Half-elves get three stat boosts, Darkvision, and even more skills to add to your burgeoning repertoire. |
Human |
If it's stats you want, humans got it. You can also go variant human to get a feat off the jump. |
Owlin |
Monks struggle against flying things. Owlin can fly, making it easy to hit other flying things. Neither monks nor owlin like wearing armor, which also works in this species' favor. Darkvision and stealth proficiency are nice to have. |
Plasmoid |
Using Amorphous is hard to do while wearing armor or wielding weapons, but monks don't like either of those, making them the perfect plasmoid class. Darkvision, resistance to acid and poison damage, and advantage on grapple checks are also great pairings for any monk subclass. |
Shifter |
Shifters help with a monk's poor HP pool by providing a bunch of temporary hitpoints whenever they shift. Extra armor, movement speed, a skill proficiency, and Darkvision are all good to have. |
Tabaxi |
Monks don't use claws, but Feline Agility means you never have to worry about being too far away to get into combat. Climbing speed helps with those pesky flying critters a bit, and Darkvision is always a boon. |
Best Ability Scores For A Way Of The Open Hand Monk
Like other monks, followers of the Way of the Open Hand want Dexterity, Wisdom, and Constitution to𝓡 be effective. Dexterity empowers your strikes, Wisdom helps with your armor class and monk features such as Stunning Strike, and Constitution provides all-important hit points.
Strength, Intelligence, and Charisma can be entirely ignored. You're going to want your core three attributes boosted as high as you can, and these don't provide much benefit.
If you're using D&D's point buy system, a good starting ability score spread might look something like this:
Strength |
Dexterity |
Constitution |
Intelligence |
Wisdom |
Charisma |
---|---|---|---|---|---|
8(-1) |
17(+3) |
15(+2) |
8(-1) |
16(+3) |
8(-1) |
Best Starting Equipment For A Way Of The Open Hand Monk
A monk's body is their weapon, which means you're not likely to require much in terms of equipment. You can choose either a shortsword or another simple weapon, but most of your abilities require unarmed strikes to use, so don't expect to use either weapon much.
Your unarmed attacks will eventually surpass a short sword's damage starting at level 11.
A dungeoneer's pack is a little more useful than an explorer's pack, and 10 darts can help you engage flying targets.
Since your armor class is based on both your Dexterity and Wisdom modifiers while you're not wearing armor, you don't get any armor to start, and you're not likely to ever need it.

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Best Feats For A Way Of The Open Hand Monk
Most monks want to maximize both their Dexterity and Wisdom before reaching level 20. This doesn't leave much room for taking feats, so you're not likely to need this section at all.
That said, if you somehow stumble across a free feat over the course of your campaign, here are a few good ones to consider.
Alert |
Never get ambushed again. Alert prevents you from being surprised, can't gain advantage against you if they attack while hidden, and you get an additional five to your initiative score. If you can combine this with the bugbear's Surprise Attack, you've got a potent combo. |
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Athlete |
Climbing speed equal to your movement speed can be very helpful if you don't already fly or are a tabaxi. Getting up from prone without using half your movement can also be good too. Take the Dexterity score increase here. |
Crusher |
Since your unarmed strikes are all bludgeoning damage, Crusher lets you move a creature five feet with every strike. Crits also make it easier for both you and your entire party to hit your target, too. |
Healer |
If you want to lean even further into your role as a healer, the Healer feat gives you another option to heal your friends. It's generally not as good as your Hand of Healing ability, but more healing is certainly useful for longer dungeon dives. |
Lucky |
Nobody likes to fail their rolls. Lucky provides you with extra d20s to spend on your most impor💛tant moments. You can also us𒐪e Lucky d20s to prevent damage to your squishy monk. |
Mobile |
Mobility matters for melee classes. An extra 10 feet of movement helps get you into combat faster, while dash actions that ignore difficult terrain keep you free of crowd control effects. Avoiding attacks of opportunity is also nice. |
Skill Expert |
Complement your skills by having more of them. You can also gain expertise in a skill you already have. |
Tough |
Monks are squishy. Tough makes things less squishy by giving them two extra hitpoints per level. |