Priest's utilization ki, the
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mysterious vitality that moves through living bodies, to improve their physical force. Be that as it may, the utilization of ki regularly requires Wisdom. So put your second-most noteworthy fold into Erase.

 

Con is additionally a significant detail for any D&D 5E character. It will permit wizards of the coast dungeons and dragons miniatures
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you to acquire hit focuses as you level, giving you greater survivability in battle. Furthermore, it will help much of the time that require sparing tosses. Put your third-most elevated fold into Con.

 

Magnetism, insight, and quality are commonly not helpful to priests. So put your low folds into these.

 

There are issues with your investigation. Priests gets two assaults + a double using strike, and can spend ki to get 2 double employing assaults. This don't measure up to a warriors free 4 standard assaults, a brutes rage engaged strikes or a paladins destroy enabled strikes. Priests qualities are that they are pretty much invulnerable to everything that permits sparing tosses and they are amazingly versatile. On the off chance that you won't misuse those, at that point you are in an ideal situation playing a paladin. - Johan Sep 11 '14 at 17:43

 

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I differ that the manner in which priests get 4 assaults
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for every round is more awful than the manner in which contenders get them, particularly with how cool the Way of the Open Hand stuff is. I'll broadly expound with why I imagine that is still acceptable later on, when I have the opportunity to alter my post more. On the off chance that you can't help contradicting me that much, in any case, at that point post your own answer from a more improvement centered viewpoint. In fact, I'm not frightfully extraordinary at that piece of the game, so my examinations are somewhat inadequate with regards to with regards to high-streamlining games. - DuckTapeAl Sep 11 '14 at 23:21

 

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On the failing angle, the priest is a lot of second rate than the brute. Harm astute, both the brute and the warrior has higher potential. The priest can't utilize any non-basic weapon, implying that +1 tomahawks and longswords are futile to him, his harm is topped at the quantity of assaults, his most extreme conceivable dex of 20 and his priest harm. While both the contender and brute can get str higher than 20 with mysterious belts (giant's) and have a possibly bigger harm dice with two-gave weapons. Likewise, we should not begin on paladins and their crazy destroy harm and self-mending capacities. - Shadow Scratch Jun 16 '15 at 12:02 dungeons and dragons warlock spells

 

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All things considered, priests are adaptable, madly versatile, and
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have a ton of enhancements on their assaults that the other scuffle classes don't, however those impacts will either sparkle or suck contingent upon the foe battled. Along these lines, contingent upon your playstyle, they might be significantly all the more fascinating to play. Be that as it may, on the off chance that you lean toward a solid and dependable skirmish warrior, the contender / paladin / savage may be a superior decision. - ShadowKras Jun 16 '15 at 12:04 If for pretend reasons you need to utilize just your clench hands your DPR despite everything 
endures. On the low levels you bargain d4 rather than d8, on the significant levels it is difficult to utilize enchantment things to improve your assault and harm.

 

This is particularly an issue for your reward activity assaults (Flurry of Blows or Martial Arts), since you can't utilize a weapon with those. This is one reason Monks are behind Fighters on DPR.

 

Accomplishment support is awful, the best DPR expanding accomplishments in 5e are Polearm Master, Great Weapon Master, Sharpshooter and Crossbow master. None of these truly help a Monk.

 

Your AC is still capacity subordinate, so on level 16 you will at long last accomplish the AC of a seventh level Fighter who utilizes a shield. 1
THE BOARD COMMUNITY
Teamwork is essential to complete your mission and also keep all the characters alive! Each one has different abilities, weapons and powers of each race, in addition to the personality that each player impregnates personally with his figure on the board. The game becomes even more interesting and fun if you look out for your team and make sure everyone progresses side by side, working together for a common goal.
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Playing D&D frequently also helps you develop different problem-solving skills, increases analytical skills, and improves reading and listening comprehension, which are so lacking. It also encourages decision-making, since the DM constantly asks you about the course that history will take depending on how you choose to face this or that obstacle. I suppose it will also help over time to recognize and accept the results of the decisions we make in daily life.