The Arcane Hand Monk: D&D Build #148

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if you like the dungeon dudes then you're  going to love this video Welcome to D4 question is it actually D6 ooh D and D Deep  dive dungeon dudes yeah it's a D6 today today   it's a D6 okay welcome to [Music] D6 bumping  up the damag eye plus one damage hey I love it   so hey everybody here at uh D6 sometimes known  as D4 we build characters for our favorite role   playing games I like to crunch numbers about  them I like to Theory craft about them um not   to teach you like the right way or the best way  to play a certain character but just to explore   one way to build something that you're thinking  about playing in the hopes of creating something   that is both really powerful but also really  fun to play in game so if you enjoy creating   characters for your role playing games almost as  much as you enjoy playing the actual game itself   or if you're just looking for tips or ideas on  how to build something that you're thinking about   playing then welcome home to Toronto Canada um  this is where you belong and this is definitely   where I belong and I'm so excited to be here  with my good friends Monty and Kelly from the   dungeon dudes you guys have been amazing hosts my  wife and I came into town uh a couple of days ago   to sort of have a little bit of a vacation and  then also to spend time with my favorite dudes   um talking largely about the available for uh PDF  right now and soon to be available in print your   new drenim book one note I'm going to edit this  video much less than I typically edit my videos   hopefully you guys are okay with that um there's  going to be more moments like that where I say   um a lot and but I just want to kind of keep this  sort of conversational feel of this kind of going   so the video's going to run long hopefully  you're okay with that and you're okay with   kind of a more conversational approach as opposed  to lots of little jump cuts and snappiness like I   tend to do in my videos most of the time just  in case I've got some viewers who don't know   a lot about it why don't you um fill everybody  in on uh on this book yeah you bet so Sebastian   Crow's guide to drenim is our second book that we  funded and published through Kickstarter and with   our publisher Ghost Fire gaming while our first  book dungeons of drenim was an adventure for   fifth edition Sebastian Crow's guide to drenim  was our opportunity to create some new player   options and so this book is full of uh lore on  The Wider world that we've created of drenim but   also introduces a brand new class the Apothecary  as well as new sub classes for every core class   in Dungeons and Dragons fifth edition and uh I  think that's what we're going to be focusing in   on today we also a bunch of new spells for fifth  edition as well and the world of dragon himim is   your very much Dark Fantasy eldrich horror sort  of world so many of the subclasses that we've   created have a little bit of blend of dark magic  contaminated magic and that real sort of gritty   fantasy sort of archetype to them uh although I  think the Arcane Han monk is probably more of the   more higher fantasy end of theend the spectrum  it so um first of all like I'm trying so hard   not to just totally geek out right now being like  sitting next to you guys on like the side of the   camera and making a video with you is yeah anyway  I'm sure watching at home you can imagine how I'm   feeling right now and it's pretty awesome but we  actually released a video last week on uh on the   dungeon dudes Channel kind of diving into uh the  new class that you guys present with this book   um check out the video here uh wait is it going to  be here is it going to be here yeah it'll be there   may be on the right side of the screen right yeah  here so if you guys have not seen that yet check   it out there for sure when I got at my hands on  the PDF here and I started going through all of   the new sub classes that were available of course  the first thing that I went to was the Monk and   um so I have to tell a little story okay when I  was in 9th grade I was 14 years old I I fancied   myself a budding novelist and I started to write  a book of fantasy fiction and the main character   in this book was basically your way of the Arcane  hand monk he was like a ninja who could do magic   nice and that I think ever since that day has  been like my Ultimate Fantasy like I love monks   every like my longtime viewers know they're  my favorite class right to play in the game   conceptually anyway I love them but the most  fun that I've ever had playing uh and my most   popular videos tend to be Gish characters right  those spell swords that can both deal damage up   close usually in melee you know with weapons but  then also have an arsenal of spells and this class   like just scratches all of those itches that  I have had since nth grade of being this like   both martial arts Kung Fu Master who is also an  amazing Gish in a way that frankly to date anyway   um I don't think watsy was of the post has been  able to effectively realize um in in 5 right so   the way of the Arcane hand monk is what I want to  actually do a build for today uh and talk about   well talk with you guys and you guys about how I  would build it um but then also kind of I don't   know bounce some ideas off you guys maybe get a  little bit of feedback like from The Source on   oh hey have you thought about doing it this way  or oh I hadn't thought about doing it that way   or wouldn't that be cool if blah blah blah I just  thought it would be a lot of fun to kind of Pres with guys the and um it's cool CU I think for  us in building the class and in building all of   our sub classes out from the design perspective  you really have a different set of folk eye when   you're designing the class because you want to  capture fantasy and hit that right away for for   people and I feel I feel like we've already been  successful because as soon as someone can just see   a class and be like this speaks to me on some some  level like this delivers the fantasy that I wanted   to achieve that to us makes us really proud I I  would say uh no offense or maybe mild offense to   wizards of Coast but the the four elements monk  uh never really delivered a fantasy that I that   I wanted it delivers a fantasy yeah but when  I read four elements monk I was like I want a   monk who can cast a bunch of spells and I was like  this gets me like 5% of the way there but not not   in the way that I imag there are some greatti  arts movies out there that have like a larger   than life magical element to them and we went  in with the design intent of like what if they   could just break open the spellcasting yeah and  and this is one of the classes that uh we did a   several month feedback and play testing period  with the backers of the kickstarter project so   we collected a lot of feedback through our own  surveys so we kind of have had that it's very   interesting to see what the other side of the coin  looks like because we're a small team we're just   two two writers and then the ghostfire team and  so we don't have the resources say of wiard of the   coast when it comes to doing massive play tests  and collecting feedback from thousands of people   but we still got hundreds of pieces of feedback  and it's really interesting to see when people   are excited by something and when they feel uh  certain things need adjustments and so the Arcane   hand in particular had a couple big Chang changes  to it in development that we felt are we pushing   the envelope of this like are we making this too  strong but one of the things that we came out with   to our community and to our backers of saying is  that we feel that monk subclasses often promise   something and then dial it back MH and so we  wanted to with both of the monk sub classes that   we made for the for the book be like what happens  if we don't yeah so what you will see with both   the Arcane hand and the way of the serpent monk  are the other mon subass which is awesome yeah   are two sub classes that um we kind of didn't  pull the punches on in terms of the power curve   because we wanted to deliver the fantasy for both  of these and we felt like the Monk class was one   of the places where you can do that sure in in in  whereas there's other classes where you have to   be very very careful about what you're adding to  them like the cleric for instance or the wizard   or the sorcerer or even to a certain extent the  Paladin the Warlock where if you push the curve   too far you've really gone so we didn't want to go  Twilight cleric sure but but I think the important   thing with both monks is people are like these are  the strongest monks and we're like but if you put   them in a party with a gloomstalker ranger or any  Paladin or like an eloquence Bard they're they're   really kind of they're delivering on the same  level yeah and and I think that one of the the   biggest things that you have to think about um  when you are building uh a subass as well is one   of those pieces of feedback that you hear all the  time is is this stepping on the toes of something   that already exists in the game and the reality of  it is is that it's very rare that there's actually   more than one monk in your party so you really  do have to think about where where it does and   from an objective lens of that stepping on the  toes if we started d and d and there wasn't a   barbarian a druid a sorcerer or a warlock you  could not introduce the Barbarian or the Druid   into the game without saying this is stepping  on the toes of the fighter and the cleric um so   we wanted to say like for our design intentions we  definitely had a higher scale of power intent with   the monks because we wanted it to pair with other  classes and we weren't worried about stepping on   the toes of I guess the four elements monk at all  because because nobody's playing Four Element buks   although they're pretty good in balers gate yeah  check out the video that I did for that had a an   a four elements monk um just a couple weeks ago  okay so here's how we're going to go forward I'm   going to present this build just like I do pretty  much in all of my videos level by level talking   about the different class features the different  choices that we're going to make along the way but   then also kind of bouncing ideas and getting  some feedback from you guys as we go um maybe   even asking questions if I'm a little unclear  on something and I guess I'll just start off by   saying almost all of my characters I multiclass  and I was very tempted to do that with this   character as well for a couple of reasons that  that I'll get into but in the end I decided to   just go straight monk which is again and something  that I rarely do where I just go straight class   uh for a build on my channel for two reasons one  because I actually think that it's mechanically   advantageous to do so there there's certain levels  that you might be stronger had you multiclass but   then you will suffer later had you done so kind of  thing um but also I really just kind of wanted to   highlight and be able to get to all of the cool  features so that we can talk about all of them   cuz there is a level 17 feature that's incredible  that this subass gets and I only take my builds   to level 17 actually one point on you whether or  not you were going multiclass this is one of the   design intents going into this is although we  enjoy multiclassing we find that it can be a   a tough bit of the game to get through with like  certain people love it certain new players don't   know how to do it and so multiclassing is kind  of this nebulous element and so when we were   designing all of our subclasses and our new class  the Apothecary one of the goals was we wanted the   later features to be just as appealing as the  early features we wanted to classes that scale   throughout their career yeah we wanted we wanted  people to stick with these options and there's   still a lot of great multiclassing potential  but we wanted you to feel rewarded for not just   immediately being like Oh yeah take six levels and  then get out of there yeah and and I appreciate   that because I as someone who does really love  multiclassing um I do wish and I talk about this   in my videos a lot of the times like I do wish  that it was a little ER of a choice you know   what I mean like because because when it's not  a difficult choice and when the obvious answer   is to do a or b then it doesn't feel like a  choice right and that to me feels like bad   game design yeah um where instead like the choice  should be difficult and there should be pros and   cons to each and that's what makes it interesting  right I think for as as well for us as thirdparty   independent creators any gain that's using our  material is potentially also inviting other   their material from other third party Publishers  which we can't we can't even factor for so in that   situation there's little bit of incentive for  us to say help the DMS out by saying we want to   encourage your player to grab this and maybe not  combine this with something that has been done   by another publisher as well because your game is  likely incorporating a bunch of other third party   content into it yeah no that's a good point all  right well with that let's jump in we interrupt   this video to bring you a word from our sponsor  Moonlight Maps hold on guys don't skip these guys   are awesome they have a Kickstarter that's going  on right now it's called plane terrain battle maps   and I mean at the time of this recording they're  already like eight times their funding goal they   totally smashed it so it's going to be produced  and you should get on the bandwagon before the   wagon has left the station there's only a couple  weeks left right how many times have you been   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top of the ideal setting a grassy  field a desert the Fay wild a dungeon even the   astral plane if it's a setting you want a fight to  happen on most likely there's a battle map for it   making your encounters that much more immersive  so do yourself a favor and go back this project   so that you can take advantage of all the goodies  you get by backing a project in Kickstarter before   it's too late we're talking digital vtts dice  sets additional assets and more when you do go   to their Kickstarter page I'd appreciate it if  you would use the link that I'm putting in the   video description to get there that way they know  I sent you huge thanks to Moonlight maps and a   huge congrats on destroying that funding goal all  right back to the dungeon dudes at level one for   our starting class we're starting monk of course  and we're just going to stay with monk the whole   time like I've talked about so I don't need to say  that anymore um and then as for our race I think   I'm going to go with one of my old standbys um the  variant human in this case not the custom lineage   I really want a free feed um monks are of course  Very stat hungry and um so I wanted to go variant   human over custom lineage because while it would  be nice to get a plus two to one stat there's no   half feet that I really want on this character  that's going to let me bump my dexterity but there   is a half feet that I really want that's going to  let me bump my wisdom namely in our case the Fay   touched feet which is one of my favorite feets we  get it from Tasha's cauldron of everything it's   so good yeah it's it's a go-to for us um so with  with Fay touched we get to bump in our case our   wisdom by one where you're Ence or your charisma  but then you get the Misty step spell which is   incredible second level spell um always handy to  have teleportation and then one other first level   spell of your choice so long as as it's from the  enchantment or uh divination is the I've seen some   players use this to NAB uh silvery barbs right CU  that's that's that's often a go-to for me but in   our case I the first level spell that I want to  take here is hex um y you know people I myself   actually waffle a little bit on how good is this  spell really because it does have a pretty high   cost in that it's a bonus action to cast yes but  then also every time your target Dies who you've   stuck it on you have to spend a bonus action again  to transfer it and when you are a character who   gets a lot of value out of their bonus action like  monks right it's it it kind of becomes a thing of   like well yeah an extra D6 of damage that you get  from hex is nice but is it really worth spending   a bonus action on all the time to be transferring  it right um I like to use it and kind of say look   we are we're we're we're looking at best case  scenario here where you're going to get a couple   of rounds of combat against the same enemy at  least and in that scenario when you're making   as many attacks as monks are especially later on  when we get extra attack and things and we've got   the key to spend on Flurry of Blows then yeah it's  worth it right I think that hex is a great choice   specifically for this build because yeah monks  make more attacks so it's paying dividends on how   many attacks you're making plus it works well with  some of the abilities that you get I think as well   hex is kind of one of those baselines where with  any character that's making a lot of attacks even   for us I think that we saw play test builds that  went right with what you you were looking at like   as a as a baseline when we're with anything that  we designed we always wanted to ask the question   like what are the strong Feats for this class  what are the things that you're going to want   pick up outside the class is offering and hex is  a very natural thing to want to try to grab for   this class which is also why you have to work to  get it with this character and cuz it is a pretty   big power bump for this specific yeah character  specifically with Fay touched as well you get to   Now cast Misty step and the hex spell once per  long rest for free without spending a spell slot   but then later if you have spell slots and we will  um then you can use the spell slots for them too   so uh right ability scores I'm always assuming  that we're going with the point by Method and   say let's start with a 15 dexterity and then  take a plus one from variant human there a 14   wisdom and then a plus one from variant human  and a plus one from fate touch so we get a 16   now both our most important ability scores and  then a 14 Constitution for equipment the great   thing and the bad thing about being a monk is  we don't really need a lot of stuff right um   and the bad thing is we don't really benefit from  a lot of stuff so you know I'm just going to say   grab a Quarter Staff and then pretty much other  necessities maybe you know donate your gold to   charity um you know help out your friends that  that have greater equipment needs than you do   uh but we're just pretty much going to be using a  quar staff throughout our career which I actually   like because even though since tsh's called of  everything uh the dedicated weapon feature that   we would be talking about at level two if we were  going to use it um lets us potentially use like   a long sword or even like a you know a Warhammer  or a battle axe or whatever um as a monk weapon I   don't have Proficiency in those going very human  didn't really want to sacrifice anything to try   and get there because it's only the difference  of a d8 and a d10 right the the Quarter Staff is   versatile you can use it with two hands and then  it does a d8 whereas a long sword also versatile   use it with two hands it's a d10 that's one point  of damage on average not a huge deal Plus I really   I really like the Kung Fu Warrior fantasy when  I'm playing monks and I know that there are some   you know there there is a precedent for monks  using swords but for me it's like they're using   their fists and their knees and their elbows and  their feet and maybe a quarter staff or like some   nunchucks or something like that I mean Donatella  was my favorite Ninja Tur so I like the monks with   blades I like the monks like we did that again  our other monk subass is all about using pole   arms with the monk um that's yeah I feel like the  weapon restrictions that monks have is weird and   not entirely Justified given even the fiction or  The Narrative of what a monk is supposed to be um   so you know if you're playing on my table I'd  probably just give it to you but um when when   I when I play a monk I always ask my DM if I can  just flavor my Quarter Staff as like hand wraps or   like brass knuckles or something cuz I just want  to be punching and kicking things I mean I love   the Diablo mon they like specific hand Weist as  an aside one of the other subclasses in this book   the uh old God's Barbarian it's core feature is no  matter what weapon you're wielding it is always a   D12 always a D12 it's heavy it basically it feels  like with Barian it's like you have to take the   axe but it's like just take anything and let it  pretend it's an ax I I feel like the you know the   weapon selection I feel like overall I wish it was  more of a flavor Choice than a mechanical Choice   like I wish that there were still mechanics that  made it feel relevant where you wanted it to be   but there the weapon thing the weapon table in D  and D is such a weird thing overall where it has   differences that don't matter until they suddenly  do right and it's not very it's not always across   the board and so when it gets in the way of the  fantasy of what you're trying to create with a   character that's where I go let's uh let's give  it some more yeah yeah yeah well I I do appreciate   the um the steps that they're taking to to make  them more interesting uh in One D and D with   the with the um what are they called weapon uh  masteries yeah the weapon masteries weapon Masters   anyway um we're going to have a lot of that this  episode hope you're okay with that yeah I like the   uh diversions anyway um okay as a monk one we get  a couple of features right unarmored defense which   tells us that so long as we're not wearing armor  or using a shield then our uh Armor class equals   our well 10 plus our dexterity modifi plus our  wisdom modifier um so for us that's going to be a   16 right now yes we are just going to be unarmored  on this character that's always the fantasy I like   to go with and I know that you don't lose a ton by  putting on armor with a monk it is more punishing   in D and D than it is in balers Gate 3 in bg3 the  only real downside is you don't get your unarmored   movement but all of your Martial Arts stuff still  works with armor not so in this case because yes   we do get the martial arts feature at this level  as well and again tells us that not wearing armor   not using a shield then we can use dexterity for  our attacks with our unarmed strikes and uh our   monk weapons if we want to right that we get to  make uh an unarmed strike as a bonus action on our   turn and uh our unarmed strikes do a D4 of damage  instead of the usual one um and then of course   that will scale as our martial arts die scales  with more monk okay level two at level two monks   get key that uh most um controversial of features  because it's great in that um we get one key Point   per monk level and they reset on a short rest  but generally speaking um they fuel everything   cool that a monk wants to do and the complaint  especially at lower levels tends to be that you   know we just don't get enough of them yeah so now  that we have those key points though we can spend   them on a few things you know step of the wind  lets you spend a key point and then use a bonus   action to either disengage or Dash patient defense  yeah thank you bon bonus action Dodge right and   then flurry blows which is where you're going to  dump all of your key points until you're stunning   striking unless you want to dump all of your key  points on a single turn by flurry blowing and and   then stunning striking on everything yeah um yeah  so you know Flurry of Blows will be our bread and   butter it's what I'm going to assume that we're  doing you know when we're crunching numbers and   looking at how much damage could this character do  you spend a key point and then instead of getting   one bonus action attack attack you get to um which  is really great especially for those of us who   have lots of ways to add damage to each and every  attack like this character especially is going to   have we also get unarmored movement which tells  us that uh again if we're not wearing armor or   using a shield then our movement speed increases  by 10 ft that's incredible and it's going to get   really really high um as we get into late game on  this character based on well the fact that we're   going to have a ton of Monk levels and going to  even be using a spell that's going to uh affect   so um yeah unarmored movement is cool and and I  think maybe shouldn't be undervalued um too often   I don't think too much about it when I'm building  characters but when I'm actually playing the game   I do find myself getting frustrated at like  like I don't have quite enough move speed to   get into melee range of this character and so  now I got to you know do something sub optimal   uh instead so that move speed can really come  in handy for me um putting the mobile feed on a   monk when I played one at the table uh was just  great because of that mobility and really once   once you throw Mobile on there uh you just punch  a group of enemies and then reposition yourself to   wherever you want to be on the battlefield every  turn and I think that's I was having a hard time   placing my first time playing a monk where I fit  in in like the grand scheme of am I a frontliner   am I am I I'm not a spellcaster in this case  we might be but um I found out that like I'm   I'm the skirmisher who cleans up other people's  garbage the way that I put it I was Notorious in   the game for stealing the kills from my other  players cuz I would just run in to whoever was   damaged kill them and then run to the next person  and I was just like yeah you're AUP crew inly I   feel like a monk is actually a good character  for dealing with pressure points in that sort   of way because their ability to be a skirmisher  and either apply a bunch of attacks which are   really good at taking down those targets that are  just needing to be finished off or or stunning   something so that it because that monster will now  be making a dangerous turn that is one way to play   into the strength of the monk at a table right  for sure moving on level three uh monks get the   deflect missiles feature which is always really  cool cinematically basically just says that uh   when you're hit with a ranged weapon attack you  can use your reaction to reduce the damage by I   didn't write it down and usually I do I usually  have a script for these things uh it's what like   a d plus their monk level and then if you reduce  it to zero you can throw it back you can throw   it back if you spend a key point right um and  then it just does like your Martial Arts die and   damage plus your dexterity modifier um not always  a super efficient way to use key in my experience   um but can be really cool and fun especially if  like there is an enemy that just has a couple   of hit points left and you can finish them off  with it one time Monty let me throw a Ballista   bolt back and it was it was great that yeah that  sure why not I will say and and I do this a lot   in my videos lately in balder's Gate um deflect  missiles is better because um it just well it   benefits from all the insane things that laran did  with throwing weapons right exactly so especially   if you have the tavern brawler feed you know stuff  like that so anyway but in D and D it's it's maybe   more cool than it is mechanically beneficial but  still has some mechanical benefit too but then yes   we get our monks subass our monastic tradition  and we of course are going with the way of the   Arcane hand um so this this subass is so cool uh  it's it is think of it maybe as akin to like an   eldrich Knight or an Arcane trickster right it's  like a it's like a one-third Caster uh is how I   kind of refer to those classes but unlike other  monk casy type subclasses that we've had to date   you actually get spell slots yeah and that is  huge because we already have so much strain on   our key right we want to use those key points  for you know all of the cool things and that's   to me like the biggest weakness about the way of  four elements monk is that okay you've got some   spells neat but they cost two key points each  most of the time and you know I when you first   get those Spells at level three you have three  key so you just don't really get to use them all   that often and or maybe more importantly you don't  get to use them and do other cool monk things that   you're playing a monk for in the first place right  so I really appreciate like having two pools now   my key points that let me do my cool monk things  and spells yeah and if you if you are at the type   of table where you do one encounter and then take  a long rest then you can dump all your resources   into that encounter right for us as a baseline  um we tend to assume that characters should do   at least three encounters a day and they'll get  at least one short rest and if it's going to go   to four encounters there's going to be at least  two short rests in there and that was sort of   our Baseline assumption uh with with this and  because we were borrowing the chart from the   eldrich Knight and the Arcane trickster for that  same third Caster progression there's already   precedents for short rest focused classes gaining  a daily resource I think the other big change with   this and this is one of the things that was  different um for most development the Arcane   hanmun was an INT Caster yep yeah there was there  was a whole idea that at third level you gained   an ability that let you like meditate to switch  your wisdom and intelligence but after after a lot   of play testing and discussion we decided that it  was just way easier to make them a wisdom based C   and and I love that for the record I mean because  yeah you get access to the wizard spell list here   um including two cantrips and a couple of first  level spells of your choice from The Wizard spell   list but using your wisdom modifier for the spell  casting set and indeed also in development it was   also limited like the elders Knight and the Arcane  Tri but there's no spell schol just we found with   play testing it really it needed it yeah yeah  every time we limited it to two schools of   magic we would hear people be like oh man there's  only a few good spells to pick but what about all   of the other awesome spells that I wish I could  have on this character and finally we were like   what happens if we just don't put a limitation on  it and the answer was thumbs up yeah there there   was one version too that it had a unique spell  list uh but but then that ran into the problem   of now it wouldn't we wouldn't be able to give  you say all the non SRD spells and it wouldn't   work with anything so we just found just open  it up just open it up just let it go I love it   so all right we get to choose two cantrips and a  couple of first level spells I'm going to say um   you know we've already got hex and I'm actually  planning on using hex pretty much all the time   but I do want to grab as cantrips booming blade  and or green flame blade I think we need one of   them I'd love to have both just to have an option  like I'm going to green flame blade if there's an   enemy standing next to if I think the character  might move I'm going to booming blade because   yes as you guys know undoubtedly with booming  blade and green flame blade you basically as   part of casting the spell make a weapon attack and  then other things happen depending on which spell   right but once you hit Level five and Beyond it's  going to do extra damage on that attack itself an   extra d8 at level five but then with booming  blade if the enemy moves before uh your next   turn they're going to take some extra Thunder  damage or with green flame blade if there's an   enemy standing next to the one you hit it's  going to leap and do a little fire damage to   the guy standing next to him we balanced and built  this class around the assumption that you would be   taking those even though they're not in the SRD  we knew that they were Prime pickups absolutely   absolutely and you'll see why in a moment but then  for the first level spells I'm going to say fine   familiar I you know I think you guys do this at  the vast majority of tables when you've got a   familiar you can essentially use it it can take  the help action to give advantage on one attack   for somebody um and I always assume that you  know we're doing that with our familiar we're   getting an owl that has a flyby feature so that  they can swoop in take the help action fly away   without taking an opportunity attack and uh give  us Advantage at least on our first attack here's   the big question do you assume that the familiar  is rolling initiative or do you when do you assume   the The Familiar is acting in initiative order  yeah the way that we always play it is they just   go like on our turn we do play it that way the  pragmatic side me says that you should play it   that it goes immediately after the player uh like  all the summon spells which kind of nips the ruins   that a little bit it it you help other players of  it's a it's the most direct way to like Nerf that   aside from monsters that immediately blow up the  familiars with AO which our familiar D iten but   also like I love pets and among having like a pet  just actually it seems thematically interesting   that's great note that you are not a ritual Caster  right with so if it dies you got to spend a spell   slot to bring it back yeah then I'm going to say  you know let's grab Shield I mean uh it's just   kind of a no-brainer and monks don't have a great  armor class anyway but with Shield you know when   you get hit at you can use a reaction to spend  a spell slot and raise your armor class by five   potentially causing that attack to miss and then  keeping your AC up at a plus five until your next   turn uh which is just really really strong and  probably will get nerfed for one D and I kind   of hope it does actually but anyway yep again we  built the class around the assumption that you   would you you basically took the the spells that  we assumed you would probably be taking I don't   know that I'm going to be surprising you too  much on this I mean we we did a lot of our own   builds for this class and talked about the spell  combinations and I'm just excited to see which   ones you you're picking out that are like that  yes so but we've probably thought of it I'm hoping   though that you thought of it I a surprise I I  don't want to disappoint you cuz I might just be   going with the old standbys but we'll see um okay  my favorite thing about this class though that we   get at this level is the eldrich flurry ability  which tells us that we can replace a cantrip with   an attack when we take the attack action so  identical if I'm not mistaken to the eldrich   or sorry to the blade singer uh in that when they  get extra attack they're told you can either make   two attacks or make one attack and one can trip  um I love that we actually get it a little bit   earlier than blad singers here I mean technically  we only have one attack so it's not like you know   we're replacing anything but when we get extra  attack at level five as a monk then yeah we'd get   it one level earlier than blad singer and now we  can make an attack with our Quarter Staff and then   booming blade or green flame blade as an action  making another attack with our Quarter Staff but   then doing a little extra damage at least once we  get to level five right y um super cool super fun   super gishy I love it we're also told though with  this possibility that when you Flurry of Blows you   can spend a key point to cast a spell as a bonus  action instead of the Flurry of Blows right and   so this is kind of like getting quick and spell  uh but with the wizard spell list right and the   a key Point um now to be fair your spells are  a lot more limited than like a Sorcerers would   be right at all levels cuz you're a third level  Caster instead of a full Caster like Sorcerers   um so there's balance there there um but I also  thought you know I almost when I was building this   I almost decided to go and there's still a part  of me that really wants to do this instead to go   um shalele right find a way to pick up shalele  whether it's a level dip or whatever um and just   be a wisdom focused damage dealer because you  could you know shalele uh as an attack you know   and use your wisdom for that Quarter Staff attack  then booming blade still using shalele and now   spend a key point in instead of Flurry of Blows  booming blade another time on your turn right   um and that sounds awesome to be like sad right  single ability score dependent um and just focus   on that wisdom you'd be better with your stunning  strikes you'd be a better spellcaster but to me I   think at the end of the day it was kind of like I  love gishes they're my favorite kind of characters   to build and those spellswords and to me a Gish is  like maybe a marshall character first who who who   who is augmented in their Marshall capabilities  by their spells as opposed to like a spellcaster   first who can hit stuff and you know obviously you  can play it whichever way you want but at the end   of the day with as many ways as this character  especially has to add damage to each and every   attack it just makes more sense we do a lot more  damage by doing a Flurry of Blows um and getting   two ATT than we would by getting like an extra d8  on a booming blade attack now of course you could   it's not limited to cantrips so you could spend  a key point a bonus action and one of your spell   slots and do like a a first level spell here and  later you know second third level spell and so   that's cool to have that option I really love it  um but just for pure damage numbers I decided no   let's not go the Shell route let's go Dex focused  and just be punching stuff more m I I do think   that that is kind of the trade-off is that there's  a lot of cases where although this ability is   there it sounds really powerful but it's almost  there to say like hey if there's a spell that's   going to like break the encounter right now that  you can dish out as your bonus action on top of   the other things you're doing go for it but making  two attacks is still pretty awesome for us though   this is still the iconic feature because for me  what I wanted this feature to capture is when   you're playing street fighter and you do punch  punch haduken yeah and that was what we wanted   it to feel like so the example that we give in  the text is punch punch Thunder Wave right um   and or and at higher levels you're going to do  punch punch Fireball it's one of those features   that yes maybe from a me a straight mechanical  perspective you go okay it's re is it really more   damage to to do this but it is fun to play and it  makes you feel awesome to use it and that's always   the trade-off when you're when you're looking at a  class it really may be better in encapsulates like   what for a lot of people is the fantasy of a spell  sword and and it's not just be better at my sword   but it's sword and spell right and you want to be  and and while booming blade is really cool it's   not the same as a fireball or a thunderbolt you  know it's just an empowered weapon attack really   but it's also flipped around because when you use  your action to cast a spell you also are counted   as having made an attack of the monk weapon so you  could still make a bonus AR a bonus action unarm   strike yes or you know even Flurry of Blows yes  it essentially breaks down that no matter what way   you decide to do it whether you're doing a bonus  action or an action to cast a spell you still get   to punch as well or or hit with a weap now here's  a question that I had on that does that mean that   we could try to stunning strike with a spell no  um unless that is a spell that fulfills all the   other conditions of of that hitting with a weapon  attack got it okay I just wanted a little Clarity   cuz when I first read that I was like could I like  Firebolt and then spend a key point to try and   stun them with that Firebolt no that would be cool  but that's okay at level four monks get slowfall   one of my favorite flavor features that monks have  that I always say when I'm making monk videos like   DMS please like give your monk like Cliffs to fall  off of and like buildings to jump from like let   them use feature cuz it's so cool right it just  reduces the damage that you take from falling   uh you use your reaction and then you can reduce  your damage by I think it's five times your monk   level yeah um so that's quite a bit you could  fall from at this level 50 or 60 ft on average   without taking any damage and you just land Lely  like a cat and I love it but then we get our first   ability score increase or feet and yeah I think  we got a bump dexterity um if we're focused on   damage anyways like we are it's going to help  out our Armor class our initiative you know our   stealth and you know decks based skills but then  of course yeah our chance to hit and our damage so   we'll bump decks at level five this is a very good  level for us we get stunning strike first of all   um and stunning strike again one of those features  that like people either think is overpowered or   worthless it seems like there's no nobody argues  that there's a middle ground it's great when it   works right yeah you when you hit with an attack  you can spend a key point and try to stun the   target um the big challenge with it is they get to  make a constitution saving throw and in D and d5e   that's you know the the most difficult uh save  for us to be targeting anyway it tends to be a   good save for lots and lots of enemies in 5e and  so they often will succeed at it and if they do   then it does nothing and you've just wasted a key  point but if it succeeds it's incredible right it   stuns them until the end of our next turn and when  they're stunned gosh we have advantage on attacks   against them they can't do anything basically um  it's just really powerful the problem for this   particular build is that it's you know the DC is  based on our wisdom modifier our wisdom modifier   is good but it's not great right we're a 16 wisdom  so yeah that coupled with the con saave makes it   feel like maybe if we would have gone chele this  would be a little stronger yeah I mean Kelly is   notorious when he plays monks of going all in mhm  just BL I have great stories and terrible I have   a story where we were fighting a green dragon on  a bridge and near the beginning of combat I land   I managed to land a stunning strike on it and uh  failed it it's conve it failed its conve and we   took it out pretty easily I have other stories  where we were fighting and I I blew all of my   key points in like two rounds didn't land a single  stunning strike and was now like out of resources   to do anything cool so I've had epic moments as a  monk and terrible moments so I think it evens out   yeah well we also of course gets get extra attack  at this level and that means that yes now we can   make one weapon attack and cast a can trip every  single turn which is just awesome I love it so   much and uh don't forget that our martial arts die  does scale up to a D6 now from a D4 so that means   our unarmed strikes that we'll be making with  Flurry of Blows are going to do a little bit more   damage too at level six this is the point where I  was really tempted to multiclass or maybe I would   have gone at level seven okay you know I bet what  spell I really want to get on this character if   you had to guess the one spell that I want maybe  more than any other spell haste that's second   place for me second it's Spirit TR it is freaking  okay okay so with as many attacks as we're making   right four attacks per turn um adding a d8 of  damage to every single attack that Spirit shroud   lets you do is just incredible the nice thing  about it too compared to hex is not only that it   does more damage but you cast it once right it's a  bonus action it's on you you have to spend a bonus   action on subsequent rounds to move it um it's so  good but it's a third level spell yes now as a as   a one-third Caster on this character we won't  get there to level 13 right but if I went five   levels of like Wizard or sorcerer or even warlock  right I could get it a little sooner mhm um and so   I was really tempted I'm like M then then like  those those levels like from 10 to 13 would be   stronger frankly um or at least in in many ways  um ultimately I decided against it for a couple   of reasons um one you know there are some cool fun  monk features that we get along the way between   now and level 13 uh evasion more key points more  damage from our unarmed strikes Etc um this subass   in particular offers some great features uh  between now and level 13 that justifies I think   think delaying picking up Spirit shroud um to  level 13 but also Spirit shroud gets really good   when you can upcast it but you need to be able to  upcast it to level five for it to increase in its   damage right it's one of those it only scales  every two spell levels so um getting to upcast   it is actually faster if we stick with Monk and  we'll talk about why as we go so ultimately I I   I almost multiclass but in the end I just was  like no you know what I think while sure 10   through 12 might feel a little bit better had we  multiclassed generally I think we're going to be   better off just sticking straight class and this  kind of gets back to what you guys were talking   about at the beginning right about saying we  wanted to design these you know these subclasses   to be like really enticing to just stick with  the class and and I love that and I also love   that like well there's an argument to be made for  multiclassing still right ultimately though we're   going to STI with monk cool so at monk we get key  powered strikes which lets our unarmed attacks   be uh magical for the purpose of overcoming  resistance to to you know non-magical attacks   then our unarmored movement uh increases gets a  little bump so we're plus 15 ft now the way of   the Arcane hand monk at level six gets the Arcane  empowerment feature which I love and it says that   while concentrating on a spell you add twice the  Spell's level in damage to both unarmed strikes   and attacks that you make with monk weapons at  this point you know the hex spell is not only   adding an extra D6 of damage but it's adding  another two damage every time because we only   still have first level spells yeah um so we're  concentrating on a spell that means we get to add   twice the Spell's level and damage to all of our  attack so we're adding a D6 from hex plus two MH   um which almost doubles the damage the average  damage damage I mean a D6 is only 3.5 right on   average so um so that's nice and that might not  seem like a lot right but when you're making four   attacks per turn it really adds up it does um that  that was the idea is it's it's a small amount but   it's a bunch of little Cuts right y yeah I love  it okay so at level six it is time for our first   damage report and I like to kind of talk about  what I think combat should look like for us here   optimally right uh what are T what are we doing  tactically here it's pretty straightforward um I   think on this class round one we're casting hex on  our Target um then we're making two attacks right   because hex is a bonus action so we're making a  regular attack and then a second one with booming   blade um I'm going to assume here that we're  going to be getting Advantage from our familiar   uh on the booming blade attack just because it's  going to do a little bit more damage and there's   nothing that says that we can't cast our can trip  first and then make an attack right we don't have   to attack before we can can trip we can just  replace one of our with a can so from that point   on you know round two on we're just doing the  same thing with our action attack booming blade   and then spending key as long as we have them to  spare uh for Flurry of Blows on our turn at that   point we'd be doing you know two d8 for our two  quarter sta attacks um plus another d8 for booming   blade which did get a bump in its damage at level  five yep plus more if they move of course but I'm   not going to assume that that's happening we're  not really doing anything to actively encourage   the enemy to move here um then we'd be getting  two D6 for our two unarmed strikes then we'd be   adding four to each attack from our dexterity two  to each attack from Arcane empowerment and then a   D6 from hex for a grand total of 3 d8 plus 6 D6  plus 24 damage um and so against an enemy with a   10 Armor class on average there we would be doing  57 damage per per round and against enemies with a   15 Armor class a little more reasonable that we're  probably fighting here would be 45 DPR and okay   so for those who don't know down in the uh video  description you'll find links to spreadsheets that   where I kind of compare all of the builds that I  do sustain damage builds in this case uh to one   another and I kind of rank them in tiers just  based on average damage that they can do over   their lifetime these numbers put this build um  very near the top of tier one so they're doing at   this level they're doing more damage than almost  any other sustained damage build that I've built   to date okay um they are getting outshone a little  bit by like the holy Warrior that was a uh Paladin   with Zealot Barbarian levels um a great weapon  Master polar arm Master kind of thing um they're   getting a little out shown at the higher AC's  especially by like the star a Stars Druid build   I did actually um that was using uh well lots of  shenanigans to do damage so you know it's not like   this is way overpowered it's like this is really  really good and as a monk lover who has suffered   for so many years yeah struggling to build a monk  that actually like not only makes a lot of attacks   but like hits hard like I love it right I I feel  reassured that it didn't take the top spot if it   had taken the top spot on all of your builds for  tier one I would been like oops but the fact that   it isn't means that like Okay cool so it feels  really powerful but it's not our our Baseline   of comparison is like the polar master or the  crossbow expert so when we're when we're looking   at a a damaged Focus class which we consider this  one to be pretty damage focused um again I'll note   that you did have to take basically all the top  shelf options at every single break point and and   it's not like um you know there are builds out  there say like a fighter with Sharpshooter and   crossbow expert who just round one they're just  boom boom boom making three attacks uh with a plus   10 to hit every time they don't have any setup  they're not really spending a lot of resources   you know what I mean we we have a limited number  of spell slots we have a limited number of key   points it's going to take us around to get firing  on all cylinders with hex and when our Target dies   we got to spend a bonus action to transfer it so  it's not like we're doing this much damage every   single round right out of the gate spending no  resources right this is like um this is uh what   I like to say um exploring the limits of what's  possible this is best case scenario right and you   know because we don't have advantage on uh all  of our all of our attacks right we're not using   fairy fire we're not knocking an enemy prone um  the the damage does drop off at a sharper rate   um as the enemy AC increases compared to a lot of  builds that I've done that have reliable advantage   and or especially if they have Elven accuracy  right interesting interesting um it's going to be   interesting that you took the snapshot at level  six cuz I'm very interested to see how things   change at level seven when the second level spells  uh get on the table because the second level   spells is where we found a lot of things started  to open up in terms of possible build options that   you can do with this this this class and where  you you start to have a lot of interesting choices   okay well then yeah let's jump into uh level  seven because things start to get even better   for us here first of all um we get Stillness of  Mind as a monk which lets us end a Charmed or   frightened condition on ourselves we have to take  our action to do it a lot of people I think maybe   most people would argue that if you are under  the effect of say like a dominate person where   you don't get to choose what to use your actions  for then you can't use this that I don't know at   our table we say well but this is an exception to  that rule and you can use your action sosine is   weird because a lot of charm and ve effects just  force you to use your action for something already   um or the spell says that you can spend an action  to saving through against it or something I think   it's I mean personally at my table I would I would  go on your side kby and say like I would allow it   to be used to like that seems like it's intent  is to get you out of those types of situations   um and I would want that ability to feel useful in  yeah supposed to just rarely useful um but even if   it's rarely useful we still get evasion which is  which is very useful awesome right so yeah this   tells us that uh when we have to make a exterity  saving throw to avoid well to take half damage on   a thing like a fireball for example if we make  the save we take zero damage and if we fail the   save we only take half damage so that's great  and this character in particular is never going   to be failing a dexterity saving throw against a  fireball at least later very handy skill and then   um unique to this particular subass we get second  level spells yeah uh at seventh level so I'd be   curious to know what you guys would really kind of  emphasize here for me I'm almost kind of feeling   like you know what but I don't know that I'd do  anything necessarily like every single round to   augment my damage other than heck so I'm going to  say like pick your favorite there's lots of great   options we already have Misty step but I mean web  of course is fantastic hold person if you're up   against humanoids is Amazing Mirror Image can be a  lot of fun um Vortex warp suggestion right there's   lots of great options here um but regardless  the point is if we're concentrating on a second   level spell now our damage from from Arcane uh  empowerment goes up to four damage per yeah uh   hit so even if we just wanted to upcast hex at  the second level though we get no other benefit   from upcasting hex it still just does a 1d6 it's  still not a bad move because now we'd be doing   four damage per hit instead of two so a few things  for your consideration first thing that you can do   with hold person you can hold person to someone  who's right beside you cuz it counted as making   an attack with a with a monk weapon you can now  flurry a blows and just immediately them or bonus   I mean same thing you well it just cost you a key  Point bonus action you can cast a spell and then   attack booming blade attack precisely yeah um  me being the non- optimizer at the table um one   thing that I love about this this subclass is it  opens up uh a potential for more than just being   a combat Focus monk because with the wizard  spell list you have access to so many utility   spells that can also do Battlefield control or  or swing the combat in other ways um or solve   a bunch of problems and I think kind of allowing  that like you're mentioning of something like Mir   image or web I think are just so such great spells  to just throw into the mix here um and web I mean   restraining your enemy like you've got advantage  on your attacks like that's going to do wonders   for your uh for your damage as well as you know  the control that it offers and the and the safety   that it brings to your party now I do want to I  do want to mention one spell that sometimes evades   notice but it doesn't because we have a player  at our table that loves the spell with her eldr   Knight Jill in large reduce yeah um if you didn't  want to take a feat to get hex this is where D4   it's an extra D4 it's a second level spell so  it's almost all it it's just one damage off well   and maybe more to the point it doesn't require a  bonus action to transfer to an enemy when you kill   them so for my money actually um I would rather  be using in larg reduce plus it makes you large   size and that's just cool you're a big monk um  and I don't it's just it's I love the image of   any character at our table Rudy becomes big Rudy  and she has a whole voice for the character I'm   and like it's just great I just love the idea of  a character just being like nope I'm I'm big now   and I'm going to punch you even harder and now  that's an action to cast yes but I can spend a   key point and cast it as a bonus action yes and  yeah so look for my damage reports because again   I'm always trying to just ex just explore the  very limits of what's possible I'm going to still   assume that we're using hex but if I were playing  this character in game I would not be casting hex   at the second level I'd be using in larger doel  myself yeah the other one that is very easy for   you to bring in here as well is it again if you're  talking about Feats on the table you could have   gone with a fighting style MH to grab blind sight  or the eldrich invocation for devil sight and   taking dark darkness yeah which is also going to  give you it's going to trigger Arcane empowerment   and it's going to give you the advantage on attack  rolls that you're looking for it's just going   to make everybody else at your table really mad  it's going to make them very very very sad unless   including your DM yeah unless you're in the party  with a hex blade Warlock right build around it and   the whole party party around it um beyond that I  feel like you kind of nail nailed some of the one   th those were the two the darkness and inlarger  reduce were the two that were we got to make sure   that these are factored into like they they kind  of rose to the top Shadow Blade also comes up in   a lot of conversations around this this character  and I do think that I love the flavor of the for   this character summoning the weapon um if if if  if your table lets you booming Blade with a Shadow   Blade yeah then that's what I'm concentrating  on yeah I I don't assume that that's happening   cuz rules as written doesn't work that way I  know I know a lot of you are going to say well   a scroll cost money or my component cost money  or you know I know there's there's workarounds   and and you know what if you can convince your  DM of your argument that you should be able to   booming Blade with your Shadow Blade go for it  i' I'd allow it yeah it's allowed at hard table   but uh and and and I know Jeremy Crawford said  he would allow it at his table but that doesn't   mean that that's how it works rules as written it  wouldn't work in Adventure League the wonderful   thing uh having spoken with with Jeremy Crawford  a couple times the wonderful thing about that I   the my favorite anecdote from him is that he he's  gone through so many different iterations of the   different rules in play testing and development  that um he talks about sometimes he forgets which   is the version that made it into the actual book  and I it's it's actually something that now that   we've gone through our own development process I  can actually appreciate that because even now that   we've done like all of our sub classes and all of  our classes you realize yes I wrote all these and   I spent a very intense period thinking about it  all the time but it's actually hard to hold the   knowledge of everything that you've created  in your own brain the amount of times that I   somebody will ask me a question I'm like yeah it  works like this and somebody else will be like   no it works like this you wrote it and I'm like  right I'm it was the version three out of seven   that I yeah that's funny yeah all right so yes  I think at seventh level um not only do we get   a little damage bump but maybe more importantly  the the the variety of things that you can do   really opens up and you really start to feel like  more of a gishy kind of spell sword as opposed to   just somebody who's punching harder and hitting  harder because they can cast balls right yeah   level eight we get another ability score increase  or feet I am taking our dexterity to 20 we got to   cap it lets us hit more often hit harder be harder  to hit etc etc etc and then at level 9 we get an   unarmored movement Improvement um which lets us uh  run on water and run up vertical surfaces I love   that ability right yeah that again that's another  one of those where I say like DMs like just fill a   battlefield with pawns just like once in a while  right just let me like like do that because also   the amount of times I've seen a monk like run up  over the we've had a a battle of flying creatures   but there was buildings nearby so the monk would  run up the wall jump off and like and they take no   damage when they fall perfect okay but that's all  we really get at level 9 other than uh another key   point so I do a damage report at level 9 so um the  only thing that's really changed for our damage   since last check is that our Arcane empowerment is  giving us a little bit more now we're doing four   per hit instead of two you know level 7 to 10 is  is kind of the winter of the monks discontent um   they they tend their their lack of scaling really  kind of shows I think at those levels yeah that   said especially on this subass we did pick up some  really nice utility uh and defense and um and then   yeah the for this subass especially those powerful  second level spell options that don't cost key   points to use we actually have spell slots that  we can spend on them so great but against enemies   with a 10 Armor class if we were just kind  of doing the same thing tactically in combat   we would now be doing 70 damage per round uh and  against an enemy with a 16 AC it would be like 56   DPR so that keeps us kind of in tier one but it's  it's like kind of the bottom of tier one here okay   bottom of tier one top of tier two is happy that  yeah that makes me happy yeah I think that that   that like where do most monks land um not tier  one yeah cool say that good then then I'm then   I'm very happy yeah it it in fact now now you've  got me wondering what is the highest mostly monk   um that I've ever done and well okay the gunk the  gun the gun monk um the gunk yeah the gunk uh was   like very very bottom of tier one okay um I did  have I did have a I called it the grappler it was   one of my first builds it was a it was a astral  self monk abomination it had levels in fighter   it had levels in spor drew it had levels in oh  I don't even remember and on paper the numbers   looked really great in practice it didn't work  um mostly because of the spores Druid thing and   you only get to do that extra damage so long as  you hold on to your temporary hit points and I   was using the UA version of the spores Druid which  did not have that in it so so that's in the middle   of tier one but it it's not viable I need to just  remove it from from my spreadsheets for me though   being able to be an opportuni damage stealer and  still be able to have some of that extra utility   from the spell casting cuz we have talked about  how you've got um at this level where we're ninth   level you have about six spells known you took  the feet for a couple extra ones just because hex   is already getting you in the door on the damage  front it does mean that you have the flexibility   to have the defensive features that come into play  with Shield if you want to do something like take   the teleportation effects or take the battlefield  control effect or even take my my favorite kind of   Swiss army knife spell is invisibility um and just  adding that on top of the options that you have as   a monk really does invisibility alone I think on  on a monk adds so much to what you're capable of   doing just in Exploration scenarios as well but  if you wanted to be super esoteric with this and   take something like detect thoughts or suggestion  or mind whip you have those free little options   available with this class that with the subass  that you can bring those in and just now you've   got something to contribute in a non-combat  scenario or an exploration scenario yeah it   just really opens up the play Style and what you  can do uh with the character and the variety of   things that you can do with the character it's  so so good all right let's keep going yeah cuz   it's about to get a lot better okay um so level 10  we get another unarmored movement Improvement now   we get a plus 20 feet to our move speed so we're  moving at 50 feet per round which is incredible   and then we get purity of body which is a pretty  nice feature it gives us immunity to poison and   disease and I tell the story all the time but like  yeah uh when we were fighting tmat in um uh the in   an adventure previously oh that's a spoiler anyway  for some reason my my DM kept rolling the green   dragon head was attacking me and I was just like  cuz cuz I was a monk and like it was just doing no   damage to me all the time which just was awesome  immunity to poison creeps up and your DM never   seems to expect it I mean I don't I'm not playing  a monk but I definitely my one character has a   perap of proof against poison yeah and Monty tried  to hit me recently with so much poison damage and   I was just like it's it's cuz poison damage is  on a lot of monsters yeah in the same way that   a lot of monsters have immunity to they they do a  lot of it too cuz it's really just easy to add on   to almost any type of attack right right yeah at  level 11 um this is this is yeah this is uh this   is the promised land so okay um our martial arts  die goes up to a d8 okay so that's a nice little   bump but then as an Arcane hand monk we get the  focus power ability this tells us that when we   cast a spell we can spend key points to increase  the level of the spell as if we had cast cast the   spell with a higher level spell slot we must use a  spell slot as normal to cast the spell but then we   expend one key point for each level you increase  the spell in this way although it's capped at our   proficiency bonus right so for example right now  we can cast second level spells we have second   level spell slots and our proficiency bonus is  four MH so we could spend two key points to cast   a second level spell spend a second level second  level spell slot but make it C Cast at a fourth   level correct right okay so this does some nice  things for us now and some amazing things for   us in a couple levels um basically I mean we could  upcast hex as a fourth level spell yeah right it's   expensive but regardless of whether it's hex or  not right if it's uh in largy Deuce whatever if   we're concentrating on it that means since it's  a fourth level spell it's now going to add eight   damage to each and every attack exactly right  that's the point and this is the intention this   is intended yeah um okay so yeah I mean it's now  it's not cheap I mean key points are not unlimited   and spell slots are definitely not unlimited so  you know but yeah when we do it um it's kind of   amazing and getting an extra eight damage per  hit is so cool and so fun and and now when I   first read this I was like a that might be too  strong that was my initial reaction and I'm sure   you probably had play testers that said the same  thing but I think maybe getting to some of your   earlier points right that we kind of made at the  beginning okay Fighters at level 11 get a third   attack every single turn doesn't cost to many  resources they just get extra extra attack right   full casters get six level spells here we're  talking Mass suggestion we're talking combat   encounter altering you know power here um so an  extra eight damage per attack as opposed to four   which is what it was before is not anything crazy  so this is a pushed feature because for a while   in development it was two key points per spell  slot M and at that point it was really expensive   yeah uh um and we did have one version where it  was actually a table of of a how many key points   depending on so it let us do like actually like a  1.5 but we decided to push it it it feels really   good yeah yeah and it feels intuitive and so yes  well and again I I would argue that because the   monk Base Class is severely underpowered yes and  there is so little scaling on them as they exist   in 5e like yeah we got to look to the subclasses  like I think Wizards is doing in 1 D and D by the   way based on what we've seen so far um to bring  a little more power to and and even if it feels   really really strong you know it might just  be getting them kind of up to par compared to   a lot of other characters right M um so yeah I I  love it and I have no complaints it's also still   worth noting that it is expensive because this  character at 11th level we still only have seven   spell slots total total per long rest these don't  reset on a short rest or anything I also do want   to point out we haven't really talked much about  this but a lot of this extra damage is dependent   on you maintaining concentration on a spell and if  we look at the stats and the distribution of our   ability scores um Constitution was a little bit  lower than our wisdom and our dexterity con and   you haven't taken War Caster or anything resilient  Constitution and you are a melee combatant and   that was another thing that was pointed out by a  lot several plers are like you need to give us a   feature that makes concentration more reliable  and we said no that's the cost that's the cost   got have some some some weakness you are using  your mind to Focus all of your power and if you   get punched in the face hard enough guess what you  you you lose that Focus you need to maintain it   again and so you can burn through your spell slots  on shielding yourself to stop that from happening   um you only have seven but you again you've only  you've only got seven yeah no I love it um and   I and I like again something I say a lot on my  builds like I like building characters that are   kind of glass Cannon like I'm totally okay with  like highrisk high reward play yeah um some people   I know like Chris our friend monk he like loves to  build maybe a little more well-rounded characters   than I do and he thinks more about his defense and  his saving throws and stuff like that and I tend   to be like eh like I just want to see how much  damage I can do and it's like you do know that   like you're probably going to lose concentration  you know on this character at some point it's like   yeah probably and when that happens I'll be like  dang it but man it was awesome while it lasted I   think I think it's the that that thing of like  how much do you want to do cool things and how   much do you want to get subjected to the worst  that D and D can throw at you and I do think for   us our our bias definitely is is it's more fun to  do cool things and there's to a certain extent um   KY and I kind of have a general like from our game  design perspective is we try to avoid the effects   that cause characters to lose control completely  because it's actually just not fun so there's   almost a kind of meta argument that don't build  your character to resist getting stunned because   getting stunned is just not fun and so it's  like good dming to be careful with how often you   subject players to those type of abilities um but  again you can't always count on the dungeon master   to to have that philosophy behind it so I think  Chris has a good point in that yeah and yeah you   can very easily get just have your defenses smash  through although at this level you are getting   advantage on saving throws against spells and  magical effects and you are getting resistance to   damage from spells yeah I was going to say we're  not finished yet the spell resistance feature   uh not only gives you resistance to damage from  spells and magical effects but gives you advantage   on saving throws against spells magical effects  and that's why I said earlier we're never failing   a saving throw on yeah combin with evasion on this  character and that's awesome I mean it makes it   feel to me like this is kind of um this character  ends up becoming almost like an ultimate anti-mage   yeah right which is cool and it's an archetype  that I really love yeah there's actually more   that they'll they'll be getting later that kind of  helps along those lines so high spell resistance   um good saving throws and um spellcasting and good  damage so much fun you know you're just touching   on this and if you don't mind I'm going to talk  a little bit about the lore of this character   please uh in our setting in our setting monks  first appeared as a rival to A Reign of sorcerer   Kings who had taken over the land and so their  entire thing was that they weren't mageborn but   they channeled energy and power through them to  fight back against mageborn tyrants and so that   whole idea of you saying that they are like the  anti- Mage is very much intentional in the lore   of our world with the monks standing up to Magic  users who had gotten too powerful and for those   that don't know in in the world of drenim um  one of the conceits of the setting is that all   Arcane spellcasters are the the origin of their  power is sorcery so in the world of a wizard is   just a sorcerer that went to school at a young  age so you can't so classes like the Arcane hand   and the Elder Knight and the Arcane trickster  they represent the most Arcane magic a person   can kind of muster up without needing to have the  the mageborn Gen yeah right um and so that element   I think really works nice nicely with the the  setting as as a whole and where the Arcane hand   monks fit into our lore super cool all right  uh don't forget also at level 11 our booming   blade gets a tick um so we get 2 d8 damage now on  our booming blade attacks um and then 3d8 if they   move or 3d8 to an adjacent Target if we're using  green flame blade um okay level 12 we get another   ability score increase our feet and I got a bump  wisdom now I mean I I love taking Feats but monks   won want both of these so badly that yeah getting  that to 18 is nice it's going to help not only   with our stunning strike and our armor class and  our wisdom saves but yeah you know now our spells   too so it's kind of a no-brainer and then at  level 13 um I said level 11 was the promised   line level 13 is the the real promised L because  we get tongue of the sun and moon no actually that   that that's a really crappy feature and and yeah  it just lets us kind of understand other languages   there you go now and for most monks that's all  you get at level 13 it's like the worst monk   level ever you get a key point the key point is  actually better than tongue of the Sun and Moon   because you actually have to wait till level 17  for your monastic tradition but this is how this   subass sneaks in class because as an Arcane hand  monk we get third level spells and this just opens   up the world of amazingness so okay yeah level 13  monk just went from like the worst level ever to   the like the one level that I've just been gunning  for and salivating over the whole time right so   yes of course we could get hypnotic pattern fear  slow counter spell fly counter spell now we're the   real anti-mage cuz we can counter spell right  Fireball of course um haste haste and haste is   very tempting I do I do really want haste and if  it were the Ballers Gate 3 version of of it then   haste would be better yeah uh but but in D and  D haste only gives you one extra attack one one   more weapon attack instead of like a full action  right so no we're actually going to get a little   more mileage out of as we mentioned earlier Spirit  shroud um and not only is Spirit shroud awesome   because it does an extra de8 of damage on all of  our attacks it can potentially slow enemies that   are around us anyway keep them from healing um  but thanks to our Focus power we could you know   now that we're level 13 we've got um we've got a a  a proficiency bonus of five we can spend a couple   of key points and upcast spirit shroud to a fifth  level spell yes and that means so right when we   get Spirit shroud it's doing 2 d8 damage on every  single attack and that's awesome and and since   we're concentrating on a fifth level spell now  we're doing an extra 10 damage per hit so we are   getting great weapon Master Level damage without  the minus five to hit penalty that you know you   get from great weapon master right um so awesome  and now some people are might be like oh that   sounds too powerful um I don't know I don't know  that it is so I'm doing a damage report level 13   okay um in addition to the defensive and utility  Buffs that we've picked up since last check we're   now adding two d8 damage to each attack instead  of 1 D6 thanks to uh spirit Shard instead of   hex right and then thanks to the combo of Arcane  empowerment plus Focus attack every single attack   now does 10 extra damage you've seen a slight bump  to our martial arts die and then booming blade got   a little bump as well since last check an extra  d8 this is the Golden Age of monom as far as as   we're concerned and so against an enemy with a 10  Armor class we would on average do 124 damage per   round um once we had Spirit shout going assuming  that we're able to concentrate on it assuming that   we've got the key points to spend yeah you know  and the spell slots right um and against an enemy   with a 17 AC it would be oo 99 DPR so close we are  we are the Wayne Gretzky of damage dealers yeah um   that that felt appropriate cuz I'm in Canada well  are you saying that the former worst level to take   as a monk is now feeling like the best it's almost  like that was a design intent or something yeah   now um okay compared to other sustained damage  dealing characters that I've built to date that is   again near the top but not like blowing everybody  else out of the water or anything right um I mean   you've got the the cheese grater sorlock I'll  link to it here I guess um they were like uh   casting Spike growth and like pushing and pulling  uh enemies like back and forth across I love that   with with their eldrich blast and I think with  maybe Thorn Whip too or telekinesis I can't even   remember but anyway it was crazy she Creator they  they were doing a little bit more damage um there   at this level um the hex blade blade singer was  very close not quite but um yeah so you know uh   really really good but not just like oh this is  so overpowered like it's no like this needs to   be nerfed you know so I don't know again like  I love it because I love like the variety the   versatility and playing like my favorite class  that actually is like really good and really   strong just by being that class and not having to  get crazy creative and like take all these other   multiclasses to just you know be at par right  yeah I think it does show you how much adding   multiple Source book material together results in  something that is whoa like like if spirit troud   is not in the picture I think it does really  pull the options down and so again you do have   to think from a design perspective like where are  groups going to land are we going to balance the   class around the absolute top shelf or are we get  going to balance the class round not necessarily   assuming that people are grabbing every single  Source book and so for us this is where we want to   consider all those things and know where we land  but also with the knowledge that there's going to   be some dungeon Masters that are going to perit  permit this material but aren't necessarily going   to be permitting absolutely everything or players  that aren't necessarily going to reach for every   single option I do think a lot of players are  going to reach for haste first yes um and and with   good reason because like there's a lot that we get  from haste more than just damage right exra armor   class to your dexterity double your move speed  which I mean that would give us 100 feet of move   speed now right um yeah lots of great reasons and  then yeah that extra attack I mean make no mistake   when we're adding 10 damage to every single attack  thanks to concentrating on a what could be a fifth   level spell if we upcast it um you know getting  even just one more attack on our turn is really   nice yeah and and here's where a couple of the  other options again you only have two third level   spell slots so it does mean that in if yes if  you are running the style of campaign where it   is only two encounters per day this is very very  strong right um in the context of the of again   the world of drenim and thinking of our adventure  designs if you're only getting two Encounters in   um your DM's being pretty merciful for for you  um so now you have to pick and choose when are   you going to when are those going to one of those  going to come come down and you do also have to   weigh that against hey you could have taken fly  here and upcast upcast it yeah and get yourself   and two other party members flying so there's a  couple different choices that you can make that   that weigh those options but if you just want to  destroy your it's it it almost feels like the the   the calculations that you're doing the question  becomes which combat encounter are you going to be   pumping out 100 damage on because it's only going  to be one probably right maybe two maybe two yeah   um if you're not using that third level spell SL  or anything else does your damage calculation is   that just the snapshot of the single round yes  um so it doesn't take into account like the ramp   up over time yeah exactly that's just when we're  firing on all cylinders this is our DPR see for us   we do what what we try to do in our our snapshots  is we always try to think around um a standard   combat encounter going to last three rounds and a  climactic combat encounter is going to last five   and so in the context of a combat encounter that  is only lasting three rounds that ramp up turn is   a cost yeah huge um and in this in the case of  this character there's two attacks that you're   not making in that in that round and then you get  full capacity for hopefully two two turns which I   think if you then average that out over the three  rounds it probably pulls things down down a little   bit but it probably pulls everybody that you've  made down a little bit past evens out anyway but   yeah I mean I like that they're near the top they  deserve to be yes I agree all right level 14 um   so as good as level 13 was for our damage level  14 is almost as good for our defense because all   monks get diamond Soul uh which gives Proficiency  in every single saving throw this really helps   to keep the concentration yes it really helps to  keep the concent ation and especially for us who   have advantage on saving throws against spells and  magical effects and resistance to all damage from   spells and magical effects like yeah we are just  the ultimate anti-age I feel like at this point   we got we've got we've got proficiency on every  single saving throw advantage against every single   spell um we're just yeah spells are just bouncing  off us and and on the off chance that like we   really need it we could counter spell oh we do  get another bump to our move speed here as well   so it's 25 ft so yeah now if we're if we're hasted  we've got 110 ft of move speed nobody's running   away from you at this point like like nobody is  running where do you want to be on the battlefield   it's like your first turn you just get to be  like I'm I'm here yeah yeah yeah level 15 we get   Timeless body this is this is now the new worst  monk level um now that you guys made level 13   good cuz Timeless body just like makes us not get  affected by old age basically um and we get a key   Point uh but then level 16 we get another ability  score increaser feat I'm going to bump wisdom one   more time so we're going to cap it I love having  two capped uh ability scores it's so great we've   got a good armor class now and um our spell DC is  fantastic our stunning strike DC is really great I   mean that's just really good and then finally for  us we are going to be level 17 and that means that   that well a few things first of all because  our proficiency bonus goes up to six we can   upcast a spell to six now which means if it's a  concentration spell uh we're adding 12 damage per   hit right um and then we get man I this again I  love this feature meditative casting so all right   we've been talking a lot about haste right and  how great would it be if we could haste on the   spell yeah but Spirit shroud might do a little  bit damage well what if we could have both right   because um with meditative casting when you cast  a spell uh with a casting time of one action so   it has to have an action to cast right not a bonus  action um and it requires your concentration you   can expend key points equal to the Spell's level  to modify the spell so that it does not require   your concentration now instead the spell lasts up  to 1 minute or its maximum duration whichever is   short order yes so that's kind of a way to maybe  temper that a little bit there's a couple key   tempering that are in this wording that are very  subtle when you realize oh it doesn't work with   that yeah yeah yeah like like it couldn't be used  for Spirit shroud because Spirit shroud's a bonus   action to cast but it could work for haste yes and  here's the great thing normally the haste spell as   good as it is as strong a buff as it is has a  very severe risk and it's that when the spell   ends you're essentially incapacitated for a round  right and most of the time the the the risk then   is you're going into combat you're hasted if you  lose concentration you're you're borked you're you   you're incapacitated for a round well correct me  if I'm wrong but if we used meditative casting on   haste it no longer requires concentration it just  lasts for a minute correct so we kind of lose we   kind of get to there's a I don't know if I want  to call it a loophole but there's a way to kind   of avoid now the risk of losing haste early we use  meditative casting to put haste on ourselves and   now it's going to just last for a minute period  it's not requiring concentration so there's no   risk of oh crap I lost concentration now I'm  stunned for for a round right um that's awesome   it is worth noting that there is some intentional  anti- Synergy here because if you meditatively   cast a spell you are no longer concentrating  on that spell thus Arcane empowerment is not   activated right so if you so there is a a bit of  a that's one of the costs of getting this is that   you have a feature that really says you really  want to concentrate on spell yeah but meditative   casting is taking that is taking that and saying  well better get a sec you better get something   to concentrate on right so then that but that  but because it's not requiring concentration we   could still concentrate on the spelled right so  what we could do um well let me just say this uh   booming blade goes up to 3d8 at this level and our  martial arts day scales as well to a d10 so we get   some nice some really nice bumps at level 17 but  so then for our level 17 damage report final one   let's kind of talk about what I think combat would  look like cuz tactics have changed a little bit I   think what happens for us here is that round one  I think I'm going Spirit shroud bonus action you   know attack booming blade attack okay round two  I'm going to haste but with um using a meditative   casting yeah right as my action mhm um and then I  still get a weapon attack I get one weapon attack   because I'm hasted now right yep um so I still  get to make an attack and I could still Flurry   of Blows yes um so I'm still getting three attacks  that round indeed by putting haste on myself and   then from that point on I'm making five attacks  per turn all of them doing an extra 28 damage plus   12 uh plus five from our dexterity and then I mean  if we have a magic weapon or whatever like I never   calculate for magic items but you know um that's  amazing it's really good it's really good damage   um and I mean yeah then the benefits of course  with haste is that we increased our Armor class   um we increased our move speed uh increased our  dexterity saves not that we probably need it but   you know um it's it's just it's so good and we're  not even concentrating on haste so yeah so we get   to make five weapon attacks um well five attacks  three with a weapon uh two with our unarmed   strikes so at this level then against enemies with  a 17 Armor class on average we would do about 168   damage per round and against enemies with um  a 18 Armor class something probably a little   more feasible that we'll be fighting here uh it's  still really good it's 134 DPR and so okay looking   at other builds that I've done today for sustained  damage that is like at the very top of the class   it's beating out everybody but not by a ton I mean  we're talking like against the blad singer build   that I did and the cheese grater actually for that  matter it's like seven points of damage higher you   know eight points of damage higher let's let's  just put something on the table yeah if it is   only seven points ahead of a blade singer who is  a full Caster wizard full cter wizard I think the   trade for being 17 levels of Monk is fair yeah  yeah someone who has ninth level spells someone   who has wish right um so yeah it's it's a little  higher but but also we and we've talked about this   right there's some ramp up y um there's like some  danger of you know losing concentration all those   kinds of things um yeah we're not firing on all  cylinders until round three if that's a regular   kind of run-of-the-mill encounter you might be  ending combat right as you get into like firing   on all cers I I also think it's important to note  that we are discussing 17th level so you spent   the three rounds of your final boss Encounter of  your campaign ramping up to do nearly 200 damage   against the final like sure this is the ending of  your campaign and you are awesome and I think that   that's totally valid if you if you are running a  longer campaign that goes to 20th yeah you get a   few levels of being this I think that if you  stuck with monk for 17 levels you deserve it   yeah um and uh you know what sticking with this  monk is not nearly as difficult as sticking with   most that that that's that's a very I I'm I'm  going to I'm going to retrack that and say it   is a pleasure and a delight to stick with monk  for 17 levels with this with this character I   mean I I usually have a final thoughts segment  right and and and the only thing that I could   think of to say in my final thoughts is what do I  have to do to play this character with you guys in   the camp like please I will give up my firstborn  child like like just tell me like what do I have   to do because I want to play it so bad I want  to see you play it I mean you flew to Canada so I am um I mean it's really nice to hear your  thoughts on this because yeah I I think that you   managed to find all of the cool things and like  the power build within this which is all the   things that we had to be cautious of but the fact  that like it just sounds fun to play and you know   it's funny that when I look at meditative casting  my first thought wasn't even about doing damage   my first thought was oh boy a flying invisible  monk um which also sounds awesome it's like for   the amount of shenanigans that you can just get up  to with this character if you think like okay well   we need to do infiltration the rogue's going to go  in but I can fly invisibly through the window and   like what up so there's just so many fun ways to  take this build and I think probably the smartest   choice that we made was that releasing it from  the confines of only two schools of magic cuz it   just it lets it be what you want it to be yeah  we we could have put a lot more restraints on   the subass and that was where the play testing  feedback really mattered because again and this   is always the challenge with with the development  cycle is that like you run into the problem of   like if you are always worried about the very top  end the are you throwing out the playfulness of   that people want from it in the in the process and  that comes from again like the fly invisible monk   or throwing Fireballs because I do think that that  the a lot of people talk about the most exciting   thing that they're interested in doing with this  class is counter spelling someone and throwing a   fireball at them as a monk and as you pointed out  that's actually not the optimal way of playing the   character but if if we're letting the top end  Define all of what is possible with it we then   have to start CL climb things things back and I  feel like that's maybe a trap that Wizards of the   Coast falls into a lot of the times when they're  working on class design probably um on the other   hand maybe it's something that they should think  about more depends if they're designing it I I do   think and and not to say that like um ultimately  you know it's also where you're raising the   ceiling right like if you um with with Fighters  and paladins if you're introducing a paladin some   Quest that is Raising you have to be careful about  raising the ceiling on what a paladin can do right   you have to be very careful about raising the  ceiling on what a wizard can do or what a sorcerer   or a war lot can do but with a monk we really felt  like putting something that was at the top end of   overall power in the hands of a monk felt like  something that the game that people wanted to   see um and that did it in a way that worked with  a lot of elements that are already in play in the   game and ultimately ends up being something  that is really fun and satisfying to play um   I think that there's probably a couple other like  what this is strong combos in there especially as   soon as you get into you know flying invisibility  that's really strong the fourth level spells start   opening up a bunch of other other things um you're  not getting fourth level spells until 19th and   you're only ever getting the one the one slot with  it which that that's where cuz the the one that   really comes up there is greater invisibility as  well because then you just toss that on yourself   and you got a really really always have Advantage  disadvantage but again if you're playing at 19th   level like you're fighting Gods so but that's also  where it comes into as soon as you take it off the   page I think that you find in play the cost of  ramping up a character is a lot more expensive   in actual play than we give it credit for on paper  um because a lot changes round to round to round   in combat um and your party members are doing  things as well they're they're doing damage and   sometimes it can be a case where you spend all  this time ramping up and now in the third round   of combat you actually don't need that amount of  damage anymore cuz you're just you're finishing   off you already won yes you you need fire ball  maybe would have been a better choice yeah and so   in a lot of cases um my my brain almost always  goes to uh how do you frontload things on the   first round and that's why why really like I I  personally feel that burst damage is way more   powerful than sustain damage um by in terms of the  way that people actually play the game um by such   a substantial margin yeah if combat encounters  lasted 10 Rounds then that wouldn't be the case   but when they last 3 four five yeah maybe six  right um then yeah if you can turn the tide of the   battle in your favor by taking out an enemy or two  right at the beginning it's more valuable and so   that was the so for anyone being like the dungeon  D have build such an overpowered class those those   kind of not evident on the page things were front  Center for us in our play testing because those   reflect the ways that we actually play the game  the types of things that we actually see at the   table where the burst damage is flat out stronger  right than the sustained damage and if you're at   the final combat Encounter of your campaign with  this character and you dish out 200 damage like   I think that's great I think that's the dream  yeah and you know to to your point I mean I've   built Nova damage characters that are dealing 400  plus almost 500 damage in a single round of combat   blowing you know their best resources are most  of the time sure but you know would you rather   do you know 150 damage around from level three on  right and before that maybe 100 or 80 or whatever   right um we're level 17 yeah um or like 450 damage  on round one and then significantly less later on   but like at that point it's almost like well  we're done like the the fight's already been W   You Killed The Demon Lord with your Smite so like  good job yeah so that that is the the balancing   factor I like in talking from like the design  perspective those were the things that were on   our mind as we were putting this together and it's  it's interesting to see like you know your overall   comparison and in your full spreadsheet cuz like  yes our kind of measuring stick is always a Gloom   stalker or polar Master sort of sort of build so  that's what we compare things to in our design   process but I'm very proud proud of this subass  I think I think for me as someone who does not   enjoy playing the monk this was very much like  what is the monk sub class that I would want   to play and it's the same it's the same yeah the  other monk Hub class that I would really love to   play is the uh way of the serpent which so if we  are talking about design intent Monty came to the   table and said if I wanted to play a monk this is  the one I would want to play and my fantasy for a   monk was always I love the martial arts that use  a pole arm I just think it's so cool and the fact   that you can't realize that in DND was highly  upsetting to me so yeah the serpent monk was me   I mean there is a nod in the title uh to The Red  Viper from Game of Thrones uh because he was the   best character and he fought really cool with  a spear yeah yeah well maybe I'll have to do a   build for that one at a future date but for now  that uh that ends this very very long deep dive   deep dive uh character build and I know that  most of you really loved it and if you didn't   love it then you're not watching anymore so those  of you watching loved it and you're welcome yeah   huge thanks to Kelly and Monty you guys are the  best um thank you for uh letting me come and do   this with you guys and do the other video that we  did too um it's just been a blast and for being   great amazing tour guides um around Toronto while  we're here too it's just been so fun um love you   guys love you guys uh thank you for watching and  for all that you do for me and for the channel of   course if you have not subscribed to the dungeon  dudes I know very few of you haven't but just in   case make sure that you do CU their content is  so good and just inspiring um and yeah have a   fantastic day and a great week and if you don't  then please hang in there and you know I know   you got this um but yeah be kind and good and  um stay safe and I hope to see you again soon [Music] we'll always love you hey that was my singing  for the outakes yeah that well yeah so we're   rolling yeah we're rolling and uh Kobe I  guess this is your video so yeah I guess   I need to figure out how to start this  huh I hadn't really thought about that   yet usually I do like a little if you  enjoy these kinds of characters you're   going to love this video but I'm just  going to do like um okay let's let's do as a way oh it's just your on arm strikes it  is just your on arm strikes okay yeah cool well   you you win well y we all lose we all lose we  were all wrong at some point yeah say that all   right but Lev 11 pause cuz I'm realizing I'm going  to have to rework this so you ended up in the same   place you just actually got there in a different  order it's going to change my numbers at level six   at my level six damage report ever so slightly  though so let me sorry now I got to I like to   be accurate okay all right I'm ready okay sorry  about that you okay yeah okay you guys got to see   what I do pretty much every week I'm I'm in the  middle of video and oh wait a second I forgot to   add blah blah blah and I'm like pause the video  go recalculate numbers and then y pretend like   it never happened yeah well let's talk about level  seven okay um I need to pee first though go for it
Info
Channel: d4: D&D Deep Dive
Views: 109,391
Rating: undefined out of 5
Keywords: D&D, dnd, dungeons & dragons, dungeon dudes, sebastian crowe, drakkenheim, monk, arcane hand, overpowered, character, build, creation, guide, how to, tips, tricks, min max, damage, dpr, stunning strike, fun
Id: pKDM5F45mME
Channel Id: undefined
Length: 104min 38sec (6278 seconds)
Published: Tue Oct 24 2023
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