Rue's Manual of the Hidden Path

On Fists and Chains

“Mother said my hands were enough. But the chain feels like distance, and sometimes I need that.”

Game Note:

  • Use Unarmed Strikes when you’re in melee range (and to trigger Flurry of Blows).
  • Use your chain/monk weapon when you need reach or want to threaten someone just out of arm’s length.

On the Flow of Ki

“Breathe. Strike. Step. Shadows move because the light forgets them.”

Game Note:

  • Flurry of Blows: Use when you want to push extra damage through or apply monk subclass features tied to unarmed strikes.
  • Step of the Wind: Great for chasing, escaping, or crossing gaps — it doubles your jump distance and protects from opportunity attacks.
  • Patient Defense: If you’re surrounded or about to take a lot of hits, spend ki to Dodge. It makes you very hard to touch.

On Shadows

“The dark is not empty. It is mine.”

Game Note:

  • Darkness: Create a safe zone, block archers, or give yourself an escape. Remember: you can spend ki to see inside it.
  • Pass Without Trace: +10 Stealth for the whole party. It makes scouting, sneaking, and ambushes almost guaranteed.
  • Minor Illusion: Use for distractions — sounds, shapes, shadows. It can change the flow of a fight or let you slip away.

On the Fire

“The blood burns, even when I do not want it to.”

Game Note:

  • Hellish Rebuke: Punish enemies when they land a hit — best against enemies who think they’ve cornered you.
  • Fire Resistance: Don’t be afraid of traps, fire spells, or lava hazards as much as others. You can stand where allies can’t.
  • Thaumaturgy: Useful for intimidation, loud distractions, or dramatic entrances.

On Discipline

“Balance is not standing still. It is knowing when to strike, and when to wait.”

Game Note:

  • Your bonus action is your edge — each turn you can:
  • Make one extra unarmed strike (Martial Arts)
  • Dash (double your movement)
  • Disengage (move without provoking opportunity attacks)
  • Dodge (enemies have disadvantage to hit you, and you get advantage on Dexterity saves until your next turn)
  • If you spend 1 ki with your bonus action, you can instead:
  • Flurry of Blows (make two unarmed strikes)
  • Patient Defense (Dodge as a bonus action — very strong for survival)
  • Step of the Wind (Dash or Disengage as a bonus action, and jump distance doubles)

Always ask: what keeps me alive and dangerous this turn?

Use your mobility — climb, leap, reposition. A monk’s best defense is being where the enemy doesn’t expect.

Entry: The Spider in the Mine

“Its eyes caught the lantern-light. Too many. Too sharp. The chain kept it back, but only for a breath. In the end, I had to be faster than its fangs.”

Game Note (vs. Giant Spider):

  • Open with a chain strike (Attack action).
  • Bonus Action: spend 1 ki for Flurry of Blows — two unarmed strikes to pile on damage before the spider can retreat.
  • If poisoned or swarmed, spend 1 ki for Patient Defense next turn — giving the spider disadvantage on its bite attack.
  • Stay mobile: climb walls or reposition if webbing blocks the ground.

Lesson: Against single, hard-hitting foes, use Flurry to finish fast or Patient Defense to tank its big hit.


Entry: The Kobolds in the Tunnels

“The warrior barked, shield high, blocking the way. But shadows slip where steel cannot. The caster never saw me until my fist struck her jaw.”

Game Note (vs. Kobold Warrior + Kobold Caster):

  • Turn 1: Attack the warrior to sell the feint, then Step of the Wind (Disengage + Dash, 1 ki) as your Bonus Action to slip past without provoking.
  • Move through to the caster and strike — enemies often crumble if you take out their leader first.
  • Use Darkness (Shadow Arts, 2 ki) to separate the warrior from the caster, fighting one without interference.
  • If retreat is needed, Dash + Disengage keeps you out of reach.

Lesson: Monks excel at bypassing tanks to strike at vulnerable targets — use ki to ignore opportunity attacks and control who you fight.


Entry: Holding the Line for the Miners

“They were not fighters. Just men with picks and prayers. I stood where the tunnel narrowed, chain in hand. If anything wanted them, it would pass me first. None did.”

Game Note (Protecting Allies / Casters):

  • Positioning: Rue takes the front in a narrow tunnel, whip/chain extended. Allies (miners, casters, or her party) stand behind her.
  • Opportunity Attacks with Reach: Any creature moving past her to reach the backline provokes an opportunity attack at 10 ft. This discourages enemies from rushing through.
  • Patient Defense (1 ki): If multiple enemies push forward, she can Dodge as a bonus action, making her hard to hit while still threatening attacks.
  • Flurry of Blows: When holding the line, Flurry helps apply damage to any who try to break through — punishing multiple targets if they come in close.
  • Mobility to Re-Engage: If a foe slips past, she can use Step of the Wind (Disengage + Dash, 1 ki) to catch up and block again.

Lesson: Rue isn’t a tank like a fighter, but with reach, ki, and speed, she can play a guardian role:

  • Threaten enemies who try to push past.
  • Buy time for miners or casters to cast, retreat, or escape.
  • Use ki to survive in the choke point while allies do their work.

Takeaway for Rue

“Mother said: do not wrestle shadows. Pass through them. Strike where it matters.”

Game Note:

  • Against a single, strong foe, use Flurry or Dodge to win trades.
  • Against groups, use mobility + ki to pick your target, disable the threat (caster), and slip away before you’re pinned.

Rue's Quick Guide

Exploration & Skill Checks

  • Survival (Rue’s Strength):
  • Tracking creatures across wilds or mines.
  • Identifying safe paths, food, or hazards.
  • When the party needs to find their way, Rue leads.
  • Stealth (Both Strong):
  • Vex has the edge for infiltration and solo sneaking.
  • Rue can cover the group stealth role (Pass Without Trace = everyone sneaky).
  • Investigation & Perception (Vex’s Strength):
  • Let Vex spot traps, locks, or fine details.
  • Rue supports by handling background tasks like watching for ambushes or monitoring side tunnels.
  • Insight (Shared, but weaker):
  • Vex may shine in cons and persuasion.
  • Rue’s Insight can quietly read the room to back him up.

In Combat

  • Martial Arts: Every turn you can make a bonus unarmed strike after an Attack (no ki). Don’t forget this!
  • Flurry of Blows (1 ki): Upgrade that bonus strike into two extra strikes — best for burst damage or applying subclass features tied to unarmed hits.
  • Patient Defense (1 ki): Dodge as a bonus action — use this if you’re about to get swarmed or focus-fired. Enemies roll with disadvantage, and you get advantage on Dex saves.
  • Step of the Wind (1 ki): Dash or Disengage as a bonus action (jump distance doubled). Use this to bypass front-liners, escape a bad spot, or reach priority targets.
  • Opportunity Attacks with Chain: Your whip has reach (10 ft.). You threaten enemies trying to move past — great for protecting casters or punishing chargers.
  • Advantage for Vex: Enemies engaged with you at reach can be a setup for Vex’s Sneak Attack — you control space so he can strike where it hurts.
  • Shadow Arts (2 ki): Darkness for control, Pass Without Trace for group stealth, Minor Illusion for distractions.
  • Tiefling Features: Hellish Rebuke punishes enemies who hit you; Fire Resistance makes you safer in fire-heavy fights.

Combat Roles (You + Vex)

  • Rue: Mobile controller — reach weapon to guard allies, ki to disrupt enemies, shadows to divide the battlefield.
  • Vex: Precision striker — locks down priority targets with Sneak Attack.
  • Together:
  • Rue stalls or distracts enemies (Patient Defense, chain reach), giving Vex the advantage he needs for Sneak Attack.
  • Rue bypasses tanks with Step of the Wind or Darkness, so Vex can follow up on exposed casters.
  • If Vex goes deep, Rue can hold the line behind him, keeping the rest of the party safe.

Takeaway: Rue isn’t just a lone wolf fighter. She’s the one who creates openings and space for Vex to shine, while still protecting the vulnerable behind her.

General Tips

  • Use ki only when it matters — it’s limited. Save Flurry for big threats, Patient Defense for survival, Step of the Wind for positioning.
  • Stay mobile. You’re not a tank — win fights by picking where you engage, not by standing toe-to-toe.
  • Remember your bonus action menu — each turn, ask: Do I need more damage, defense, or mobility this round?
  • Out of combat, lean on Insight + Investigation + Survival to make yourself indispensable in exploration and roleplay.

Quick Out of Combat Triggers

  • Need to follow tracks, find food, or avoid hazards → Survival
  • Trying to read someone’s true feelings or lies → Insight
  • Searching a room, tunnel, or item for secrets/traps → Investigation
  • Party wants to sneak past guards / stalk enemies → Pass Without Trace (+10 Stealth to everyone)
  • Need to distract or mislead → Minor Illusion
  • Covering an ally who scouts ahead (like Vex) → Stay close with Survival/Stealth to back them up

Quick Combat Triggers

  • If you hit once and want more damage → Flurry of Blows (1 ki)
  • If you’re surrounded / about to take big hits → Patient Defense (1 ki, Dodge)
  • If you need to chase, bypass, or escape → Step of the Wind (1 ki, Dash/Disengage)
  • If enemies try to push past you → Opportunity Attack with Chain (10 ft. reach)
  • If Vex is nearby and needs advantage → Engage an enemy in reach so he can Sneak Attack
  • If the battlefield is against you → Shadow Arts (Darkness, Pass Without Trace, Minor Illusion)
  • If struck hard and want payback → Hellish Rebuke (reaction)


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