

Ring of the Ram (rare) : Imbue your punches with the power of a charging ghostly goat. The beginnings of almost every Greek demigod

The Ring of Protection is another good option here. You get a total of 10 minutes of double speed for the boots every day, which should be enough for about three encounters, or one grueling boss fight.Ĭloak of Protection (uncommon) : A great way to increase your AC without using armor, the Cloak of Protection increases your AC by 1, as well as your bonus of all saving throws, which is huge. As a bonus action, you can click your heels together to double your walking speed, and ensure any creature that makes an opportunity attack against you has disadvantage on the attack roll. In addition to being magical, if you reduce a creature to 0 hit points with this spear, you immediately gain 2d6 temporary hit points, which can make for a nice, virtually permanent buffer to your survivability.īoots of Speed (uncommon): Monks are all about mobility, and Boots of Speed are a great way to enhance your already formidable capabilities in that department. Once the amulet has restored hit points, it can’t do so again until the next dawn.īlood Spear (uncommon) : Monks are one of the few martial classes that don’t see a simple magic weapon as something of a let down. If you have a Constitution score of higher than 19, the Amulet has no effect, but that shouldn’t be the case at lower levels.Īmulet of the Drunkard (uncommon) : Another good survivability option for low level monks, the Amulet of the Drunkard allows you to regain 4d4 + 4 hit points when you drink a pint of beer, ale, mead, or wine. The Amulet of Health fixes that problem by raising your Constitution to 19. Also, because Dexterity and Wisdom are both such key stats, your Constitution often gets left behind. Utility and incremental buffs are the names of the game.Īmulet of Health (rare): For all the time monks spend in the thick of battle, their hit dice (and therefore hit point pool) tend towards being a little low.

Therefore, any magical items we select for the monk class should either augment their strengths or help compensate for their weaknesses. They also tend to suffer from poor ranged options, meaning that enemy spellcasters who like to hide in the back line, not to mention flying enemies, can give them trouble. The monk’s strengths are pretty straightforward: using simple weapons powered by their Dexterity, attacking multiple times per round (with additional effects like stunning enemies), and being extremely mobile.Īs far as weaknesses go, monks tend to be quite squishy (they only have a d8 hit die, the same as a rogue or a bard) and rely on a high AC to survive, as well as dealing relatively little damage per attack thanks to their dependence on making unarmed strikes, which means enemies with big hit point pools are going to be an issue.
