

With an assumed 65% chance to hit their enemy, a level 5 Monk that uses Flurry of Blows will most likely only hit 2 to 3 of their 4 attacks. The Monk now has to land their attacks to even get the opportunity to use Stunning Strike. Not to mention the presence of any other enemies who are grouped up with the Monk’s target. If their plan fails, they are now in a difficult position. Once they get there, they have now positioned themselves right next to the enemy, who is very likely to be more dangerous in melee range than at a distance. It might still be difficult to reach an enemy who is beyond a chasm, or flying in the air though. With the Monk’s increased mobility, one would expect this to be easier for them than for other classes. Getting to stun the enemy in the first place is quite the ordeal.įirst and foremost, the Monk has to be able to reach the enemy. There are several ways in which things can go wrong, however. In theory, this seems like a compelling tactic with little counterplay for the enemy. Once an enemy is stunned by Stunning Strike, the adventuring party can attack the enemy with abandon, dealing heavy damage while the enemy doesn’t get to act on their turn.



The amount of control you can exert merely by being toe-to-toe is minimal. Melee attacks as a player don’t do meaningfully more damage than ranged attacks. Most of the monsters published to date are significantly more deadly in close combat than at range. There is very little actual incentive in 5E to engage in melee with enemies. Sadly, this is a poor strategy, due to two facts: There is no real payoff once you approach your target. There’s nothing inherently wrong with skirmishing itself, right? The thing where you dip in and out of melee, and laugh at enemies who chase after you but can’t reach you?
