The best weapons for monks and where they are often found
Monks in Dungeons & Dragons remain the core martial artists – their very bodies are weapons, and their complicated maneuvers can turn their punches, kicks, throws, and lunges into devastating attacks. Well-trained monks are not averse to weapons training, as some monks specialize in using weapons as extensions of their body.
With the right weapon, a monk in D&D 5th can wipe out entire swathes of enemy forces. And getting the right magical item can help monks exercise enormous magical powers or live the life of heroes in martial arts fiction. A monk with the right weapon and the right backstory to match can easily become the stuff of legends.
Melee weapon (single, spear), common
As a simple melee weapon, anyone in Dungeons & Dragons can hold and use a spear – making it surprising for monks to almost always want a spear from the start. Spears deal 1d6 piercing damage, making them a little less threatening than the basic longsword. Luckily for Spears, they have a 20/60 range, which gives the monks more legroom in terms of distance.
Although the spear looks quite simplistic, it shines with its other properties. As a multipurpose weapon, wielding the spear with both hands will deal 1d8 damage. His Jeté property also gives monks an emergency throwing weapon. When lacking magical items, a spear’s properties can override a monk’s unarmed strikes until they take 1d10 damage at 17th level. Due to its common nature, spears can be found almost anywhere.
9 Moon Touched Sword
Weapon (Sword), Common
Any sword can become a moon-touched sword when given to the right blacksmith – or perhaps an elven sorcerer. As a moon-touched sword, the unsheathed blade will diffuse moonlight into dark dungeons, illuminating the space with light (15 bright feet, 15 dark feet).
Although without a significant increase in damage, a Moon Touched Sword is a practical replacement for a torch and is a gateway to more powerful magical weapons. While a monk with high enough dexterity can do wonders with a moon-touched sword in the early stages, it’s best to reserve him until he gets a more decent melee weapon with range. .
8 Weapon +1, +2, +3
Weapon (Any), Uncommon (+1), Rare (+2), Very rare (+3)
One could argue that monks have their whole body as weapons at their disposal. If the opportunity arises, a +1 Weapon can do wonders for a Monk following an ancient theme. With a +1 weapon, monks gain a +1 bonus to attack rolls and damage rolls when attacking with this magical weapon. This bonus increases depending on the weapon variant.
Monks who can get a +1 weapon or its higher types should jump at the chance. With the boost from +1 to +3, a regular spear or staff can greatly increase its base damage. While the bonuses do not apply to a monk’s bonus action abilities, the basic attack bonus is of great help in first level dungeons. Due to their unusual nature, a sufficiently skilled blacksmith can upgrade any weapon to their +1 variant.
7 Spell Storage Ring
Ring (Ring), Rare
Depending on the player, a Ring of Spell Storage can become just as much an offensive asset as it is a supporting element. A spell storage ring can hold up to 5 spell levels. To store spells, a caster simply needs to touch the ring while casting the spell he wishes to deposit. When a user spends a spell stored in the ring, it uses all of the original properties (slot level, DC save, attack bonus, spellcasting ability) of the original caster.
Most monks would like to use the ring to store shield and absorption elements to improve their survivability. Offensive monks can also store some of their favorite spells – and even have their comrades’ spells – in the ring as emergency attacks.
6 Adornment Stick, Bird Calls, Flowers
Weapon (Staff), Common
Regardless of the type (adornment, bird calls, flowers), this stick works just like a regular neighborhood stick. It deals 1d6 bludgeoning damage which becomes 1d8 when wielded with two hands via Versatile. Much of his additional magical effects work more like fluff, which can enhance the monk theme. And as a magical weapon, it works beyond resistance to non-magical attacks.
Monks who want a weapon with better additional effects could work with other long swords. However, wielding this staff with both hands gives 1d8 much needed base damage.
5 Eldritch Claw Tattoo
Wonderful object (tattoo), unusual (requires link)
What better weapon for a monk than his whole body? With the Eldritch Claw tattoo, a monk can dramatically improve their fighting potential. Considering its nature as a magical tattoo, a monk can get it in an isolated monastery or among the ranks of foreign magical travelers. When in harmony with the tattoo, the monk gains a +1 bonus on attack rolls and damage rolls. Due to its nature as a wonderful object, all strikes with bare hands during attunement are considered magical when overcoming non-magical resistance.
The Eldritch Claw tattoo also comes with Eldritch Maul, a new option for bonus action. When used, the tattoo-attuned monk can hit enemies up to 15 feet away with weapons and unarmed strikes. Hits made with Eldritch Maul gain 1d6 Force damage.
4 Lightning Javelin
Weapon (Javelin), Uncommon
The lightning javelin has all the basic qualities of a normal javelin, in that it deals 1d6 piercing damage, with a throwing property. Users such as monks can throw the Javelin from a distance of 30 to 120 feet. In the case of the lightning javelin, magic operates whenever the monk casts it.
After uttering his command word, a thrown lightning javelin becomes a 5 foot lightning bolt. This lightning bolt can hit a target up to 120 feet in a straight line, with all creatures in the line having to make a dexterity check to take half of the 4d6 lightning damage. If the Javelin hits its target, it takes damage from the normal Javelin and 4d6 lightning damage. Given the theme of the javelin, a monk can acquire it from a storm god or a location magically suited to lightning.
3 Strike stick
Adventure gear (personal), very rare (requires link)
For all intents and purposes, the strike staff functions like a regular staff. Unlike its regular counterpart, the Attack Staff appropriately has a +3 Bonus on Attack and Damage Rolls as well as 10 Charges for its effects. When attacking with the staff, a monk can spend up to three charges to deal an additional 1d6 Force damage to hits per charge expended. Charges are replenished to 1d6 + 4 charges at dawn, with the risk of transforming into a regular staff when all charges are expended.
As a very rare Adventurer’s Gear, a Monk can get the Staff of Striking in the equivalent of an Adventurer’s Guild in the Campaign. They can also acquire the Attack Staff in an ancient temple, or even in a monastery.
2 Staff of thunder and lightning
Adventure gear (personal), very rare (requires link)
As with the punching stick, the thunder and lightning stick functions as a quarter stick. It gives a +2 bonus to attack rolls and damage rolls, with five properties that can be used once per dawn. Due to its extremely versatile nature and affinity with lightning, a monk can acquire the staff of a temple worshiping a storm god. They can also have a powerful Imbued Wizard and enchant a Quarter Staff to have its effects.
When used with its properties, this staff can unleash an additional 2d6 lightning damage (lightning), the potential to stun an enemy (thunder), trigger a line of lightning (thunderbolt), unleash deafening thunder (thunder) thunder) or a fusion of Thunderclap and Lightning Strike.
1 Blood Fury Tattoo
Wonderful item (tattoo), legendary (requires link)
True to the adage that the monk’s best weapon is his or her own body, the Blood Fury tattoo is a wonderful item of choice. Due to his affinity with bloodlust, a Monk can earn this in a brutal tournament, or perhaps by encountering infamous magical mercenaries.
When tuned in, the Blood Fury Tattoo grants the Monk access to Bloodthirsty Strikes. They gain 10 stacks from these attacks, all of which are replenished at Dawn. Whenever the Monk attacks while in harmony with the tattoo, he can spend a charge to deal an additional 4d6 necrotic damage to the opponent – and he takes the same damage dealt as HP. When a creature attacks the Monk in harmony with the tattoo, it can use Charge and Reaction to strike with Advantage.
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