Monk PSA: Ki Resonance is much stronger than you think
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):
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! 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.!<
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!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. !<
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!Shar's spear of evening from act 2. This Spear gives you advantage on saving throws while obscured and makes you immune to blindness. !<
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!The Blood of Lathander from act 1. This Mace gives you a cheat death passive and AOE light/blindness to undead/fiends. !<
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!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
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.