2014 DnD 5e MONKS Levels 5 - 20 (Remastered) - Beyond the Flurry of Blows: Strategic Tips for Mastering the Class

2014 DnD 5e MONKS Levels 5 - 20 (Remastered) - Beyond the Flurry of Blows: Strategic Tips for Mastering the Class

At levels 1 through 4, the 2014 Monk is a beautiful dream: you punch, you kick, you spend ki like a raccoon with a stolen credit card. Then levels 5 through 20 arrive, and suddenly the class asks, "Would you like to stun a dragon, run across a lake, catch a missile, become immune to poison, astral project emotionally, and still somehow worry about running out of ki before lunch?" This episode dives into the Monk's awkward, glorious, high-speed middle and late game, where every turn is a choice between tactical brilliance and blowing your entire budget on Flurry of Blows because punching four times feels spiritually correct.

Show Notes

In this episode of the RPGBOT.Podcast, the team continues the 2014 DnD 5e Monk breakdown by moving beyond the early levels and into the part of the class where things get weird, fast, and occasionally very effective. Levels 5 through 20 are where the Monk picks up its signature battlefield identity: mobility, disruption, defensive tricks, and the ability to make enemy spellcasters deeply regret standing within sprinting distance.

The discussion centers on what Monks actually do well once Extra Attack, Stunning Strike, and higher-level ki features come online. This is not just about throwing more punches. It is about choosing when to spend ki, when to conserve it, which enemies deserve a Stunning Strike attempt, and how to use the Monk's speed to pressure weak points instead of face-tanking like a fighter with worse armor and better hamstrings.

The episode also looks at the Monk's scaling problem. The class gains a lot of flavorful and useful features, but its damage can start to lag behind other martial characters unless the player leans into the Monk's strengths. That means playing like a skirmisher, controller, mage-hunter, and mobile problem solver rather than trying to win every fight by standing still and trading hits.

By the late game, features like Evasion, Diamond Soul, Empty Body, and improved movement turn the Monk into something incredibly hard to pin down. You may not always be the biggest damage dealer at the table, but you can be the character who crosses the map, ruins the villain's concentration, survives the fireball, and then politely explains that gravity is more of a suggestion than a rule.

Key Takeaways
  • Level 5 is the Monk's big glow-up. Extra Attack and Stunning Strike dramatically change how the class plays, giving the Monk real battlefield control instead of just more ways to punch things.
  • Stunning Strike is powerful, but expensive. It can shut down dangerous enemies, but burning ki on every hit is a fast road to becoming a lightly armored commoner with martial arts branding.
  • Monks are skirmishers, not front-line tanks. Their speed, mobility, and defensive tools work best when they pick targets carefully, disrupt key enemies, and avoid getting surrounded.
  • Ki management is the entire game. Flurry of Blows, Patient Defense, Step of the Wind, Stunning Strike, and subclass abilities all compete for the same limited resource, so every choice matters.
  • The Monk is excellent at harassing casters and fragile backline enemies. High movement speed and multiple attacks make the Monk great at reaching enemies who thought they were safely hiding behind the big monsters.
  • Defensive features become a major strength. Evasion, Stillness of Mind, Purity of Body, Diamond Soul, and Empty Body all help the Monk survive effects that can ruin other characters.
  • Damage scaling can be frustrating. The Monk gets more options and survivability, but it may struggle to keep pace with optimized martial builds in raw damage.
  • Ability scores are tight. Monks usually want Dexterity, Wisdom, and Constitution, which makes feats tempting but costly.
  • Late-game Monks are weird in the best way. Running up walls, ignoring poison, surviving saving throws, turning invisible, and resisting damage all support the fantasy of a supernatural martial artist.
  • The best Monk play is tactical, not automatic. The class rewards players who think about positioning, target priority, resource timing, and when not to spend ki just because the button is shiny.

Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you.

Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players.

Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings.

Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community.

Meet the Hosts
  • Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix.

  • Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme.

  • Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy.

Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos.

How to Find Us:

In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net

Tyler Kamstra Ash Ely Randall James Producer Dan

Denne episoden er hentet fra en åpen RSS-feed og er ikke publisert av Podme. Den kan derfor inneholde annonser.

Episoder(664)

PF2e IMPOSSIBLE MAGIC REVIEW Pt. 1: Finally, the Summoner Reads It's Own Job Description

PF2e IMPOSSIBLE MAGIC REVIEW Pt. 1: Finally, the Summoner Reads It's Own Job Description

Impossible Magic promises to break the boundaries of spellcasting, which apparently means letting the Magus move, allowing the Summoner to actually summon things, and giving Ash even more ways to kill...

24 Aug 1h 3min

2014 DnD 5e DRUIDS Levels 1 - 4 (Remastered) - Druidic is just Elvish for Hipsters

2014 DnD 5e DRUIDS Levels 1 - 4 (Remastered) - Druidic is just Elvish for Hipsters

Druids are what happens when a wizard looks at civilization and decides indoor plumbing was a mistake. You get questionable armor, inexplicable scimitar proficiency, the ability to become a bear, and ...

22 Aug 1h

CYBERPUNK RED: How to Play 6 Series Wrap - Cyberware or Groceries: Choose Wisely

CYBERPUNK RED: How to Play 6 Series Wrap - Cyberware or Groceries: Choose Wisely

After five episodes of Cyberpunk RED, we have finally reached the most dangerous part of Night City: giving each other constructive feedback. Randall begins with I mechanically didn't like this game, ...

20 Aug 53min

CYBERPUNK RED: How to Play 5 Actual Play Conclusion - Unpaid Internship Edition

CYBERPUNK RED: How to Play 5 Actual Play Conclusion - Unpaid Internship Edition

The good news is we found J-ZK. The bad news is her skull is open, Dave is fighting a man inside the internet, Marky has replaced diplomacy with a hand chainsaw, and everyone involved is eventually on...

17 Aug 43min

THE PLANE OF BYTOPIA (Remastered): Land of Nice Weather and Adamantine Dragons

THE PLANE OF BYTOPIA (Remastered): Land of Nice Weather and Adamantine Dragons

Welcome to Bytopia, the Upper Plane for people who looked at Heaven and said, "This is nice, but could we make everyone work a little harder?" The weather is lovely, the neighbors are aggressively hel...

15 Aug 53min

CYBERPUNK RED: How to Play 4 Actual Play - Capitalism Has a Boss Fight

CYBERPUNK RED: How to Play 4 Actual Play - Capitalism Has a Boss Fight

Welcome back to Night City, where Tyler has acquired a another cat, Randall has acquired a bedazzled bulletproof vest, and Ash has apparently acquired the Cyberpunk equivalent of Five Nights at Freddy...

13 Aug 1h 2min

CYBERPUNK RED: How to Play 3 Actual Play - We have Cyberware, but no affordable housing...

CYBERPUNK RED: How to Play 3 Actual Play - We have Cyberware, but no affordable housing...

Welcome to Night City, where housing is a shipping container, breakfast is kibble, and your most reliable neighbor is a rat named Greg. This week, Marky Day and Dave Costanzo accept a perfectly normal...

10 Aug 1h

2014 Ranger Part 2 (Remastered) - Yeah, I'm not going to be using Hunter's Mark either...

2014 Ranger Part 2 (Remastered) - Yeah, I'm not going to be using Hunter's Mark either...

The ranger's journey from level 5 to 20 is a majestic tale of growth, survival, and discovering that Hunter's Mark may not actually deserve permanent custody of your concentration. Randall's Gloom Sta...

8 Aug 53min

Populært innen Fritid

rss-spartsklubben
lydartikler-fra-aftenposten
nerdelandslaget
interiorradet
mil-etter-mil-en-podcast-om-bil
jegerpodden
livet-pa-veien-med-jan-erik-larssen
jakt-og-fiskepodden
rss-jegerpodden
rss-avskiltet
level-backup
rss-var-forste-kaffe
fjellsportpodden
villmarksliv
klokkepodden
rss-jenzki-pang-slenge-med-leppa
0-100-med-broom-mats-og-remi
lordens-garasje
hagespiren-podcast
lolbua