I’ve seen a dungeon master go from openly rolling saves against a monk’s Stunning Strike to rolling in secret. I’m sure that meaningless switch had nothing to do with prior encounters where the monk ran around the battlefield and stunned all the strongest monsters before they acted.
The title of this post uses the word “cheat,” but we know DMs can’t really cheat. I chose the word for a provocative headline. The DM’s sudden switch to secret rolls certainly came from a noble goal. He aimed to make the game more fun, and Dungeons & Dragons rarely proves fun when every encounter turns into a beat down of helpless monsters.
At least a monk’s player always relishes such encounters. I love playing a monk with boots of speed and the Mobility feat, who zooms about like the Flash and punches everything. I’m sure my monk’s stunning fist has irked a few DMs, but I play an unwise monk. My monk pushed Constitution ahead of Wisdom, a poor choice because he hardly needs the hit points. Before the monsters’ turns, his speed lets him run for a cup of tea. (I like tea.) A good monk focuses on Wisdom for a more potent Stunning Strike. The Stunning Strike feature rates as so powerful that an optimal monk rarely squanders ki on anything else. Good monks barely need hit points. Their foes wind up with cartoon stars and birds swirling around their heads.
Some folks suppose that monsters typically enjoy good Constitution saves, and that limits the power of Stunning Strike. That theory mixes a sliver of truth with lots of wishful thinking. Few monsters can repeat saves against stuns from a monk with a high Wisdom. Monks regain ki after just a short rest, so they usually bring enough to make three or even four stun attempts on their first turn. After a monk’s allies finish mauling stunned foes, turn two rarely needs so many stun attempts.
Monk ability scores
For the best monk, make Wisdom and Dexterity your highest attributes. Both raise a monk’s AC. Dexterity helps your attack bonus and damage, but Wisdom stuns. By the time you near 10th level, you usually hit anyway. When you spend ki to stun, you want the high save.
With ability score increases to Dexterity and Wisdom, plus a 35-foot walking speed, wood elves make especially good monks.
The Mobile and Alert feats combine so well with the monk class that human monks make another sound choice. A variant human can start boosted by a feat.
If your campaign allows aarakocra characters, consider one. They gain +2 Dexterity, +1 Wisdom, and a 50-foot fly speed, which seems too strong when paired with a monk’s hit-and-stun tactics. Without special permission, the Adventurers League forbids aarakocra characters.
The power of Stunning Strike typically makes spending ki on anything else a poor choice. That makes the Way of the Shadow a strong choice for monastic tradition. Shadow monks can use Shadow Step, their strongest ability, without spending ki. In dim light, this ability lets shadow monks teleport up to 60 feet. Plus, they can spend 2 ki to cast Pass Without Trace, a spell good enough to merit 2 fewer stun attempts.
If the optimal strategy of spamming Stunning Strike seems tiresome, other traditions bring more variety. Here are some stronger options.
If you prefer lots of attacks and battlefield control, the Way of the Open Hand lets every hit from a flurry of blows bring a chance of knocking foes back 15 feet or knocking prone, which brings advantage to the rest of your flurry.
The Drunken Master tradition lets monks disengage after a flurry of blows, adding some mobility and defense. The tipsy flavor may not resonate with some players though.
The Path of the Kensi enables a monk to use more damaging weapons and to become a master archer. However, if you want an Asian-flavored archer that deals game-breaking amounts of damage, opt for a Samurai. (See How to Build a Sharpshooter Who Wins D&D (If the Rest of Your Group Doesn’t Mind).)
The Mobile feat combines with monk so well that according to D&D Beyond, 23% of monks select it. You gain even more speed and foes you attack in combat can’t make opportunity attacks against you. This enable monks to attack, and then dart from reach. Monks hardly need hit points when they only run into combat on their turns.
The Tough feat ranks as the second most popular monk feat, but it makes a weak choice. Well-played monks can survive on fewer hit points. If you want a more durable monk, choose Resilient (Constitution) instead.
The Alert feat pairs well with a monk’s Stunning Strike. Combining the feat’s +5 bonus to initiative with the monk’s Dexterity means you almost always go first. This gives you a chance to stun all the most dangerous monsters before they act.
No wonder Stunning Strike tempts DMs to roll saves in secret for no particular reason.