Wednesday, January 27, 2016

Death Temple Guardian (Hill Dwarf Monk 5e Build)

Think a monk can't tank?! I think I can convince you otherwise. Today's build is based on the monk, a powerful and versatile option for a melee-type character. This particular build utilizes the Way of the Long Death from the Sword Coast Adventurer's Guide.

With this build you will be able to withstand most attacks on the front line, without sacrificing too much in the way of damage and versatility. The idea behind the build is avoiding damage instead of taking much damage. The Way of Long Death helps considerably with this, giving the character some buffer zone for their hit points. The ability that really allows this build to shine is the Patient Defense, giving all attacks disadvantage on attacks against you. However, if the situation arises where you need to switch your strategy, you still have access to the other powerful abilities that the Monk class has to offer.

Core abilities used in this build:

  • Patient Defense - This underrated ability is extremely powerful for damage mitigation, and just not seen in many other classes. Although it costs 1 Ki point, Ki points recharge on a short rest so it can be used fairly often.
  • Touch of Death - This ability increases your temporary hit points each time you reduce an enemy to 0 hp within 5 feat of you, scaling with your monk level.
  • Unarmored Defense - Increase Dexterity and Wisdom to maximize AC survival potential.
The Strategy:
  • At level 2 and above utilize Patient Defense as often as possibly giving enemies disadvantage against you, greatly increasing your survival chances. That is, save your Ki for defensive maneuvers instead of damaging attacks. If necessary, when you run out of Ki it might also be worth using an action to use Dodge, if your being focused on in the fight.
  • Close the distance between yourself and your enemies. Attack weakened enemies when fighting within melee range, keeping up temporary hit points.
The Weaknesses:
  • This build allows for little defense in the way of saving throws against spells and effects until level 14, when you gain Diamond Soul.
  • At first levels AC is somewhat low compared to other defensive builds.
Hill Dwarf  is the suggested race for this build because of the needed boost in Constitution, health, and Wisdom, although it takes a hit in Dexterity, also primary stat for this build. As you level, consider taking stat boosts instead of feats, as all 3 stats are important for defensive abilities. Consider boosting Wisdom first to increase your temporary hit points and AC, then Dexterity to further increase your AC - relying on your Dwarven ancestry for the boost in hit points each level. At 11th level you are able to recover from near-death experiences, potentially granting Reckless Endurance (Recover to 1 hp instead when reduced to 0 hp) 11 times per short rest, amazing resilience!

Powerful Additions to this build:
  • Although sub-optimal for the purposes of this build, if using the Way of the Four Elements make sure to take the Eternal Mountain Defense at 11th level to cast Stoneskin. Also instead of boosting Wisdom first, go with Constitution and Dexterity for increased hit points and AC.
  • Other races that make acceptable Death Temple Guardians: Wood elves, Ghostwise Halflings, and Humans

Hit point/ AC progression (not counting magical items):
Str 10 / Dex 14 / Con 16 / Int 10 / Wis 16 / Cha
  1. AC:15 (Wis+Dex),  Hp: 12, +1 hp/level, resistance/advantage to poison
  2. AC:15 (Wis+Dex),  Hp: 21 (+9), Patient Defense
  3. AC:15 (Wis+Dex),  Hp: 30 (+9) + Temp Hp: 6, Touch of Death, Deflect Missiles
  4. AC:16 (Wis+Dex),  Hp: 39 (+9) + Temp Hp: 8, +2 Wis (18)
  5. AC:16 (Wis+Dex),  Hp: 48 (+9) + Temp Hp: 9
  6. AC:16 (Wis+Dex),  Hp: 57 (+9) + Temp Hp: 10
  7. AC:16 (Wis+Dex),  Hp: 66 (+9) + Temp Hp: 11, Evasion, Stillness of Mind
  8. AC:17 (Wis+Dex),  Hp: 75 (+9) + Temp Hp: 13, +2 Wis (20)
  9. AC:17 (Wis+Dex),  Hp: 84 (+9) + Temp Hp: 14
  10. AC:17 (Wis+Dex),  Hp: 93 (+9) + Temp Hp: 15, Purity of Body
  11. AC:17 (Wis+Dex),  Hp: 102 (+9) + Temp Hp: 16
  12. AC:18 (Wis+Dex),  Hp: 111 (+9) + Temp Hp: 17, +2 Dex (16)
  13. AC:18 (Wis+Dex),  Hp: 120 (+9) + Temp Hp: 18
  14. AC:18 (Wis+Dex),  Hp: 129 (+9) + Temp Hp: 19, Diamond Soul
  15. AC:18 (Wis+Dex),  Hp: 138 (+9) + Temp Hp: 20
  16. AC:19 (Wis+Dex),  Hp: 147 (+9) + Temp Hp: 21, +2 Dex (18)
  17. AC:19 (Wis+Dex),  Hp: 156 (+9) + Temp Hp: 22
  18. AC:19 (Wis+Dex),  Hp: 165(+9) + Temp Hp: 23, Empty Body
  19. AC:20 (Wis+Dex),  Hp: 174 (+9) + Temp Hp: 24, +2 Dex (20)
  20. AC:20 (Wis+Dex),  Hp: 183 (+9) + Temp Hp: 25

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