Monk PSA: Ki Resonance is much stronger than you think

SpoilerTheorycrafting

I have noticed when discussing monk with others that most people multiclass away immediately after level 6 or 8 because the higher level abilities don't look appealing when you read the descriptions. I'm here to encourage you to consider at least *trying* 9 monk. 9 monk 3 thief is probably the strongest possible multiclass build with the information below in mind.

Ki Resonation: Punch

This is a level 9 Open Hand monk ability. These are otherwise normal unarmed attacks and unarmed bonus action attacks that apply Ki Resonance to a target for 10 rounds. There is no Ki cost associated with these attacks, so you can basically just replace your "normal punch" with these. You can use these unarmed attacks, with no ki cost, even when you have weapons equipped as stat sticks. This opens up buildcrafting significantly in the endgame with all the strong effects you can find on weapons that will benefit you. More on that at the end.

Ki Detonation

Costs 1 Ki point - this is a free action meaning it does not cost an action point or a bonus action point, and can be used any time in your turn even when you are completely out of actions.

When you choose a target to detonate with Ki Detonation, that target and any other enemies within 5m will take 3d6 force damage, and if any other enemies within 5m are also affected by Ki Resonance, they will also explode for 3d6 force damage in a 5m radius. This damage does not affect friendly targets. With 9 monk 3 thief, in ideal circumstances with Haste, you can apply up to 18d6 worth of ki resonance in a single turn if you can get enemies bunched up in a choke or with Black Hole.

If you also take the Mobility feat, it becomes very easy to use your actions in a turn to tag every enemy in a small area without receiving attacks of opportunity, then detonate them all at the end of your turn. You can of course use multiple turns to setup larger explosions since the condition it applies lasts for 10 turns.

Damage taken by Ki Resonance can also trigger the tadpole power >!Cull the Weak!< which can lead to some pretty impressive chain reactions.

But what about the fighter Dip so I can wear heavy armor???

There are ways to solve the defense issue with not dipping fighter while playing tavern brawler. Here are some examples:

  • Early game, you dump dex and just equip >!gloves of dexterity!<. It's easy to reach ~20ac before buffs with this.
  • Late game, a Half-Elf can equip the no proficiency heavy armor from >!House of Hope!<, as well as a shield, without ever dipping fighter.
  • Late game, you can dump con for dex by wearing the con amulet from >!House of Hope!<. A Githyanki doing this can wear the 17ac medium armor which lets you add your full dex bonus to AC, and dual wield Lightweight weapons as stat sticks instead of equipping a shield.

Some potential stat stick weapon ideas (spoilers will only include weapon names and act they can be attained from):

  • ! Nyrulna from Act 3. This Trident has the Returning feature so you can use it for throwing when needed for utility, and gives you a great movement/jump/feather fall buff.!<

  • !Crimson Mischief from Act 3. This Dagger may add 7 piercing damage to attacks taken with advantage (unconfirmed). This may also work with the true strike riposte from Bloodthirst. !<

  • !Shar's spear of evening from act 2. This Spear gives you advantage on saving throws while obscured and makes you immune to blindness. !<

  • !The Blood of Lathander from act 1. This Mace gives you a cheat death passive and AOE light/blindness to undead/fiends. !<

  • !Duellist's Prerogative from act 3. This Rapier gives you increased crit range and gives you a second reaction per turn. !<

Posted Aug 17, 2023, 5:19 PM UTC

17
TomcatHasReddit•

Late to the party, but OP is correct, this doesn't look amazing on paper, but it hits hard. I just used it on the portal fight in Act 2 and did heavy crowd damage. One thing it doesn't explain is that the Ki stays on dead enemies, meaning, you can Ki punch (main action) a small enemy to death, then (without risk of opportunity attacks) Ki punch (main action) another enemy to death, then Ki punch (bonus action) a third enemy... then Blast! As long as they are all within range you will set off a chain reaction and all Ki resonating enemies will explode. To top it off, if an enemy is standing within the blast radius of all of those explosions they cop Ki Blast 3 times... for the cost of a single Ki point. It isn't useful in all fights, but in small spaces it slams.

2
OldAlphabetsDROID•

I think that if a build relies on available items, it's not necessarily a good build. Yes it probably works, but for everything you equip, you have to sacrifice versatility.

I'm not saying that pure monks are bad, but you just made an average build works with patches and duck-tape. It's perfectly fine and I'm sure it will be useful to some people, but it's a bit delusional to think that this is the best multiclass. Especially in the late game, when so many overpowered build are available, without even having to add any powerful item.

1
KutsusOP•

Level 9 monk doesn't specifically rely on any items. I am merely stating the advantages of being able to use unarmed attacks without spending Ki, while weapons are equipped.

Also, I clearly mean the best multiclass option for monks. Not for other classes.

1
mutethesun•

in ideal circumstances with Haste, you can apply up to 18d6 worth of ki resonance in a single turn if you can get enemies bunched up in a choke or with Black Hole.

The amount of setup and positioning of enemies necessary to make this happen is unrealistic. And all for 2 fireball worth of damage.

just grab a feat

1
KutsusOP•

It's just an ideal example with qualifiers to make it clear that it's not something you will do every fight. Also, attacking some mobs and using black hole with one of your bonus actions or another character isn't much setup. And monks don't normally have the potential to AOE like two no-save fireballs in a single turn.

Even if you completely ignore resonance detonations as a feature, being able to use weapon stat sticks and still use ki-free unarmed attacks as your primary attack actions brings a lot to the table in the late game where you will be at level 9+.

1
BigSchmoppa•

I agree! So does this add the range to soend weapons on you unarmed attacks or just the affects?

1
CelticSun73•

Uh...what?

1
mrzlozt•

Also, there a lot of enemies resistant or immune to fire. But no one resists force.

1
NotMacgyver•

Do ki resonance: punch benefit from all the modifiers a regular unarmed attack does ? So +2xstrength +1d4 + Wis and whatever else + you have on items ? I saw someone say that some of the modifiers didn't apply to it so was hesitant to make builds that go 9 into monk

1
KutsusOP•

Yep they're exactly like the unarmed attack action, and benefit from all the same riders. They just also apply ki resonance to the enemies.

1
NotMacgyver•

Guess I'll see if dropping the fighter and extra level is worth it when I get the self proficient armor. I was planning to pick up light cleric for the reroll on attacks that actually get through but having a weapon might be worth losing the AC from defense, fighter heal, warding flare and the armor slot and in exchange having having an extra feat and a weapon slot as well as the boom boom monk skill.

Decisions, decisions

1
SaNChU028•

I think this is a good option for some AoE

im running 6 monk 3 rogue for bonus action and 3 fighter for 1 less dice roll for criticals

i can do 6 punches in one turn without haste, 4 from the 2 action bonuses with flurry of blows and 2 normal attacks, for single target is amazing because of high critical chance and all extra damage from passives

1
Demilich2000•

Old post I know. Just wanted to add with open hand monk you also have wholeness of body, which also adds another bonus action and restores 1 ki/turn for 3 turns. So you can get 12 attacks on the turn you use your action surge (if you use it after). I prefer the resonant ki blast over action surge to give me some aoe, to each their own though.

1
PoseidonLordofSeas•

I'm running 8 straight class monk Tavern Brawler right now myself and it's pretty dumb the single target dmg I can do. Basically just delete most single enemies and still have plenty of movement to set myself up to delete the next one

1
Ubermorph2•

Can you stack multiple ki resonation hits on 1 target?

1
Whileside•

Nope!

1
McBinary•

Can monks dual wield finesse weapons for this and still utilize the stats with resonating punch?

1
WestStorm3301•

It may not be optimal in every circumstance but goddamn is it fun to just set off a ki bomb on multiple enemies, even if they’re spread out. Mobile and Haste make it SO much fun.

1