RPing direction:
Karlach’s Infernal Engine chaotically surges, generating Wild Magic. As a Way of the 4-Elements Monk, she’s learned to tame and channel that power.
Combat Tips:
- Step of the Wind: Dash allows Karlach to basically get ANYWHERE on a map as long as you make each movement a jump. If you’re already in a good position, the bonus action is better used for an Unarmed Strike or Flurry of Blows.
- Throwing Nyrulna, Unarmed Strike, and Flurry of Blows all trigger Soul Catching. When Karlach dips below 3/4 health I prioritize Soul Catching for healing over Attack Advantage. Try to use this effect right away because sometimes it will bug and disable itself in certain interactions before the turn ends.
- Throwing Nyrulna is great for crowd control and hits the main target hard because of Tavern Brawler and Throwing Boost. In fact, it hits harder than a normal Weapon Attack. Make sure allies aren’t in proximity.
- Unarmed Strike will only be available after a Weapon Attack, and will not be available from Throwing Nyrula (since Thrown Weapon is its own classification.)
- The Vest of Soul Rejuvenation paired with Viconia’s Walking Fortress guarantees you will always be able to hit someone making a melee attack against you with a reaction. Additionally, you’re more likely to succeed against Spell Attacks and will heal when doing so.
- The bow is mostly there for its Initiative Bonus. You’re unlikely to use it with how much positioning you can get from all your other actions.
