I need to correct myself, I just reread the monk traits. Flurry can be done when you take the attack action, it doesn't have to be a monk weapon or unarmed attack, but multiattack is it's own action, not the attack action. It's the Martial Arts bonus action attack that requires the monk weapon or unarmed attack, my mistake.
So if you can do a single bite or claw using the attack action - I'm not 100% on creature rules - then you could bite and then flurry for two follow up unarmed strike using [monk die + creature's mod either Str or Dex].
Stunning Strike only requires that you hit with a melee weapon attack, which natural weapons qualify for, so as far as I'm aware you could multiattack and use Stunning Strike.
Ahh, you are correct. I thought Flurry of Blows just replaced the bonus unarmed attack (which you couldn't take if you attacked with a natural weapon) but it doesn't say that, it just says you have to have used the Attack action.
I can see another way to abuse this as a Monk (or really any combat multi-class) that Druids can't. If you have multiple attacks in your normal form, would that also carry over to the beast form? I know you can't use Multi-attack in combination with Extra Attack but would there be anything stopping you from using Extra Attack with a beast form that usually only has one attack? I'm looking at Ankylosuarus for example. Normally it can attack once with its 4d6+4 tail attack, if you Wild Shaped into one of those, could you make two of those tail attacks and then Flurry of Blows for two more unarmed martial arts attacks?
It looks like the answer to that as RAW is "yes". Multiattack, to my knowledge, is only an attack option and, therefore, a creature can technically take the attack action instead. Since extra attack comes into play when you use the attack action, and you technically don't lose it when in wild shape, I don't see a reason why a Druid with extra attack couldn't use the attack action to bite, extra attack with another bite, and flurry for two unarmed strikes. As a DM I think I would probably enforce any "if [attack x] is used on [target y] then [attack z] must be directed at a different target" stipulations such as with the T-Rex Bite/Tail. But then, I guess a T-Rex could always bite, then release the target as a free action, then bite again.
But this is one of the reasons why Multiclassing is an optional rule. Multiclassing has the possibility to allow characters to do completely broken things, lol.
I can see another way to abuse this as a Monk (or really any combat multi-class) that Druids can't. If you have multiple attacks in your normal form, would that also carry over to the beast form? I know you can't use Multi-attack in combination with Extra Attack but would there be anything stopping you from using Extra Attack with a beast form that usually only has one attack? I'm looking at Ankylosuarus for example. Normally it can attack once with its 4d6+4 tail attack, if you Wild Shaped into one of those, could you make two of those tail attacks and then Flurry of Blows for two more unarmed martial arts attacks?
It looks like the answer to that as RAW is "yes". Multiattack, to my knowledge, is only an attack option and, therefore, a creature can technically take the attack action instead. Since extra attack comes into play when you use the attack action, and you technically don't lose it when in wild shape, I don't see a reason why a Druid with extra attack couldn't use the attack action to bite, extra attack with another bite, and flurry for two unarmed strikes. As a DM I think I would probably enforce any "if [attack x] is used on [target y] then [attack z] must be directed at a different target" stipulations such as with the T-Rex Bite/Tail. But then, I guess a T-Rex could always bite, then release the target as a free action, then bite again.
But this is one of the reasons why Multiclassing is an optional rule. Multiclassing has the possibility to allow characters to do completely broken things, lol.
I wouldn't really consider that to be broken, to pull it off you would have to be a minimum level 14 character (Monk 5/Druid 9) and if you hit with all four attacks (more likely since the Tail attacks can knock your enemy Prone) you'd be doing 10d6 + 16 for the round with the expenditure of a Ki point. Wizards can toss multiple 8d6 Fireballs starting at level 5. You're also doing it in an AC 15 body with 68 hit points, at level 14 you've got significantly more hp and probably better AC in your natural form.
The T-Rex restriction I've assumed came from the natural weapons being on opposite ends of the Huge creature, plus it is a lot more dangerous (CR 8 vs 3 for the Ankylosaurus) and is unfortunately out of range for even a level 20 Moon Druid (though not Polymorph). My reading of Polymorph would not allow you to use Extra Attack in that form so that avoids the potential abuse.
Yeah, I'm not sure why I mentioned the T-Rex. You'd need to be a 17th level druid in order to cast Shapechange... or have at least a level 8 spellcaster cast Polymorph. But Polymorph swaps your stats with the creature's stat block in its entirety so even if you had extra attack it would be replaced by multiattack while Polymorphed. I was clearly not thinking clearly, haha.
I've heard of other multiclass combinations that can pull off some crazy things, though none immediately come to mind, but I don't think a Monk/Druid would really end up in that realm. Monk/Druid, to me, feels like more of just a fun character build to play around with.
Yeah T-Rex is an odd example... Let me toss a more reasonable example of Monk - Moon Druid Hybrid, assume level 5 and 6 respectively. You get a +4 to Proficiency Bonus as a total level 11. You also get an Additional Attack with 5th level in Monk. Giant Constrictor snake as an example
Attack Action, part 1 - Constrict. +6 to hit, 5-foot reach 2d8+4 and Target is restrained.
Attack Action, part 2 - Bite. +6 to hit, 10-foot reach 2d6+4, if attacking the restrained target, your attack is made at advantage. Alternatively with Reach, you can hit someone else
Bonus Action: Flurry of Blows, 1 Ki Point, +8 to hit (using Snake's Strength + your PC's Proficiency, as it is a Class attack not a Snake attack). 1d6 +4 each attack. if attacking the restrained target, your attack is made at advantage
Alternatively, if you want to save Ki Points or would rather apply Stunning Strike to each attack
Attack Action, part 1 - Constrict. +6 to hit, 5-foot reach 2d8+4 and Target is restrained.
Attack Action, part 2 - Martial Art Attack... let's call it a tail whip or B**ch Slap. +8 to hit, 1d6+4 attacking the restrained target, your attack is made at advantage
Bonus Action: Tail whip or B**ch Slap. +8 to hit, 1d6+4 attacking the restrained target, your attack is made at advantage
It's a good amount of damage output, but its a lot of investment in both Monk and Druid to make work. The problem is both Monk and Druid have a lot of class level depend ability (Monk for Ki and Druid for spells and shapeshifting). Constrictor Snake at CR2 however is a great, because it has 60 HP, Good AC when mitigated by Martial Arts, the ability to either restrain or make range attacks... and because it is a regular Wildshift creature, you can do it twice per short rest as opposed to an Elemental at level 10.
------ Wizard I've tried toying with the idea of a BladeSinger - Monk Wood Elf in the past, and while its not difficult to get a 16 in Dex, and 14 in both Wisdom and Int for standard array, IMO it's not worth the deviation from both classes too far beyond level 2. That being said, there are some very nice low level spells that come into play that Monk could use. Shield is always great, and you will probably always have a free hand to cast most of these spells... but you become quite squishy. -------- Cleric, If you want to be designated Healer, Life Cleric and Tranquility Monk work really well together. and Channel Divinities come back on short rest, so you'll always have a nice pool to dish out healing. Shame that the Armor Proficiency Bonus is useless with most Cleric Domains for a Monk, but some of the domains that offer Martial Weapons proficiency and can certainly provide a good weapon with Tasha's Optional Rules. Death Domain comes to mind for Martial Weapon Proficiency, and both Reaper and its Channel Divinity will definitely make good use. I kind of envision a Long Death Monk - Death Cleric as a Chaotic Aligned character type. ------- Warlock... I haven't played with or had other players use this Hybrid, but it could work. Might be as MAD as a Wizard, the appeal of having your spells come back on a Short Rest is certainly nice. I could totally see a Persian-esk Monk with the Genie Pact running around in a campaign setting.
Yeah T-Rex is an odd example... Let me toss a more reasonable example of Monk - Moon Druid Hybrid, assume level 5 and 6 respectively. You get a +4 to Proficiency Bonus as a total level 11. You also get an Additional Attack with 5th level in Monk. Giant Constrictor snake as an example
Attack Action, part 1 - Constrict. +6 to hit, 5-foot reach 2d8+4 and Target is restrained.
Attack Action, part 2 - Bite. +6 to hit, 10-foot reach 2d6+4, if attacking the restrained target, your attack is made at advantage. Alternatively with Reach, you can hit someone else
Bonus Action: Flurry of Blows, 1 Ki Point, +8 to hit (using Snake's Strength + your PC's Proficiency, as it is a Class attack not a Snake attack). 1d6 +4 each attack. if attacking the restrained target, your attack is made at advantage
Alternatively, if you want to save Ki Points or would rather apply Stunning Strike to each attack
Attack Action, part 1 - Constrict. +6 to hit, 5-foot reach 2d8+4 and Target is restrained.
Attack Action, part 2 - Martial Art Attack... let's call it a tail whip or B**ch Slap. +8 to hit, 1d6+4 attacking the restrained target, your attack is made at advantage
Bonus Action: Tail whip or B**ch Slap. +8 to hit, 1d6+4 attacking the restrained target, your attack is made at advantage
It's a good amount of damage output, but its a lot of investment in both Monk and Druid to make work. The problem is both Monk and Druid have a lot of class level depend ability (Monk for Ki and Druid for spells and shapeshifting). Constrictor Snake at CR2 however is a great, because it has 60 HP, Good AC when mitigated by Martial Arts, the ability to either restrain or make range attacks... and because it is a regular Wildshift creature, you can do it twice per short rest as opposed to an Elemental at level 10.
------ Wizard I've tried toying with the idea of a BladeSinger - Monk Wood Elf in the past, and while its not difficult to get a 16 in Dex, and 14 in both Wisdom and Int for standard array, IMO it's not worth the deviation from both classes too far beyond level 2. That being said, there are some very nice low level spells that come into play that Monk could use. Shield is always great, and you will probably always have a free hand to cast most of these spells... but you become quite squishy. -------- Cleric, If you want to be designated Healer, Life Cleric and Tranquility Monk work really well together. and Channel Divinities come back on short rest, so you'll always have a nice pool to dish out healing. Shame that the Armor Proficiency Bonus is useless with most Cleric Domains for a Monk, but some of the domains that offer Martial Weapons proficiency and can certainly provide a good weapon with Tasha's Optional Rules. Death Domain comes to mind for Martial Weapon Proficiency, and both Reaper and its Channel Divinity will definitely make good use. I kind of envision a Long Death Monk - Death Cleric as a Chaotic Aligned character type. ------- Warlock... I haven't played with or had other players use this Hybrid, but it could work. Might be as MAD as a Wizard, the appeal of having your spells come back on a Short Rest is certainly nice. I could totally see a Persian-esk Monk with the Genie Pact running around in a campaign setting.
I actually really like doing that with a Giant Constrictor, the damage will be similar to the Allosaurus but will have the strong advantage of Restraining your enemies. Plus, a snake is a bit more of a 'martial arts' type animal than a dinosaur (Cobra Kai!). Of course there is nothing saying you couldn't turn into a snake one fight and a dinosaur the next, that freedom is cool. Level 11 is very doable, I don't know where you would want to go from there. The next several Monk levels get some very good abilities, if you can get to 8 in Druid you remove all your Wild Shape restriction, if you stay one more you open up another bunch of beasts to transform into. Although such a combination might not be extremely powerful I can see it being a lot of fun, sometimes when I come up with niche characters like this I think of a way to make them an NPC in a game, then you can get to play around with the cool effects without having to slog through all the levels of oddness.
I had similar thoughts about the armor proficiencies so many Clerics get, for a lot of characters those are an asset but they do nothing for a Monk. One of the issue I had with a lot of the Cleric subclasses (and a lot of the spellcasting classes in general) was that their abilities triggered only on spells. That makes sense for primary spellcasters but it often limits the synergy with classes that don't use spells, like Monks. I wish the abilities of a Life Domain Cleric had abilities that augmented what a Way of Mercy Monk does but they just sort of do their own thing in their own little silos. Long Death Monk/Death Domain Cleric has a lot of flavor to it but a Way of Mercy Monk (specifically with Hands of Harm)/Death Domain Cleric could be an 'Angel of Death' type character with abilities that synergize. If you can get both classes to level 6 you could really put some hurt on someone: 1d6+Dex mod+1d6+Wis mod+5+12 necrotic damage that ignores necrotic resistance and Poisons them without a saving throw to boot.
A Warlock multiclass is actually one of the ones I'm most interested in. It is certainly non-traditional but I think there are some cool opportunities there. Maybe I'll get to try it some day.
Swashbuckler has some handy abilities, although if you are Open Hand or take the Mobile feat then Fancy Footwork is pointless.
Movement and shadowstep pretty much guarantee that a Swash will have sneak attack on every turn. Also allows him to hit backline spellcasters hard (and possible stun) then shadow step away.
------ Wizard I've tried toying with the idea of a BladeSinger - Monk Wood Elf in the past, and while its not difficult to get a 16 in Dex, and 14 in both Wisdom and Int for standard array, IMO it's not worth the deviation from both classes too far beyond level 2. That being said, there are some very nice low level spells that come into play that Monk could use. Shield is always great, and you will probably always have a free hand to cast most of these spells... but you become quite squishy. --------
I am playing exactly that combination at the moment: Wood Elf Open Hand Monk with 2 levels in Bladesinger. I originally considered a druid multiclass, as many on this thread are discussing, but story-telling-wise, the wizard multi-class worked much better for my character: she was always bookish, having grown up in various monasteries, and we have a full-fledged wizard in the party to learn and trade spells with. I haven't regretted the unconventional multi-class: I LOVE the extra movement speed, boost to AC, and combat utility of spells like Shield, Absorb Elements, Protection from Good and Evil. In addition, the expansion of non-combat skills with spells like Disguise Self and an array of ritual spells is adding fun versatility to my character. Yes, she is squishy, but that's just part of being a monk...
A Four Elements/Storm Domain combo would be interesting (think Raiden from Mortal Kombat), though probably not very effective.
From personal experience, a Four Elements monk also works well with a one-level dip in Arcana Domain to grab a couple elemental-themed cantrips from the Wizard list and cast them with Wisdom. It's annoying that a Four Elements monk's only subclass feature that doesn't cost ki takes up one of their precious few Elemental Attunement slots and is on par with, say, Prestidigitation, so at least the Arcana Domain dip gets them some free ways to dish out elemental damage. I think I went with Fire Bolt (for a ranged attack) and Shocking Grasp (for the advantage against enemies wearing metal armor, which covers a fair enough portion of high-AC enemies and also comes with that rider to prevent reactions).
Way of the astral self to lvl8/clockwork sorc the rest of the way. As a variant human with your free feat as mobile.
would focus on dexterity and constitution. Take the resilient feat to gain proficiency in con saving throws. I envision being able to use astral visage granting dark vision and using darkness to get into the thick of things or isolate groups of mobs. Alternatively being able to twin cast haste on my self and another. With a run walk speed of 110+ and the monks ability to strike and not cause attacks of opportunity could make for hilarious hit and runs. Also using the clockwork ability to impose disadvantage on a ki stun would be pretty handy. Maintaining concentration would be decent I think with warcaster / capture missiles/ and your ability to most likely take no damage from most aoe attacks. Later on with clockwork you can gain several D8’s to absorb damage. Casting enlarge/reduce on your self would be pretty fun as well.
this is only an idea was toying with. Let me know if you like it or have something to add.
I haven't found a more comprehensive description of multiclassing for monk. Comments are also very helpful. You guys are great!!!!!
Currently I'm facing the choice of multiclass:
Shadow monk/warlock (Patron: Djinn & Chain Pact) In this combination I like the access to spells and other additions Features from the genie's patron. Hex is great and Devil's Sight is great with a shadow monks Darkness. However, I do not like the fact that tactics are based on Darkness. This will be a real problem to the rest of the team.
Shadow monk/Gloom stalker No MAD; big attack buffs, hunters mark which works like a Hex and gives you tracking which is great for use outside of combat. Bonus attack at the beginning of the fight from Dread Ambusher . Favored Foe from Tasha's Handbook and the Dueling fighting style. Cons: I miss access to catrips (Prestidigitation in particular) I was thinking whether to solve this problem by choosing the Variant human race and choose feet Magic Initiate (sorc) which would give me access to Prestidigitation and Mage Hand, and I could throw in some useful spell like Silvery Barbs, but I don't know if that would be a waste of potential. The second problem is the inability to see in my own the darkness. This could potentially be a big problem, as it is a very useful spell.
Warlock only requires lvl 2 from me to be a sufficiently effective combo with a lvl 6 monk, while Gloom stalker needs lvl 3 which delays a monk.
Do you have any experience with either of these two combinations?
I have a 19 Open Hand monk / 1 Wizard. I took the dip at the end because the capstone for monks is pretty lackluster and I wanted some utility. I also wanted to start using a Staff of Power that we'd found as a weapon. So basically it's a +2 quarter staff/+2 ring of protection combo that can also throw several great spells. I get some cantrips that do decent damage as well as a few 1st-level spells for more utility.
Just fun. I've been soloing him lately to clear out an area for his monastery (in the branches and trunk of a huge tree) to see how he solos against some bigger monsters.
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It looks like the answer to that as RAW is "yes". Multiattack, to my knowledge, is only an attack option and, therefore, a creature can technically take the attack action instead. Since extra attack comes into play when you use the attack action, and you technically don't lose it when in wild shape, I don't see a reason why a Druid with extra attack couldn't use the attack action to bite, extra attack with another bite, and flurry for two unarmed strikes. As a DM I think I would probably enforce any "if [attack x] is used on [target y] then [attack z] must be directed at a different target" stipulations such as with the T-Rex Bite/Tail. But then, I guess a T-Rex could always bite, then release the target as a free action, then bite again.
But this is one of the reasons why Multiclassing is an optional rule. Multiclassing has the possibility to allow characters to do completely broken things, lol.
I wouldn't really consider that to be broken, to pull it off you would have to be a minimum level 14 character (Monk 5/Druid 9) and if you hit with all four attacks (more likely since the Tail attacks can knock your enemy Prone) you'd be doing 10d6 + 16 for the round with the expenditure of a Ki point. Wizards can toss multiple 8d6 Fireballs starting at level 5. You're also doing it in an AC 15 body with 68 hit points, at level 14 you've got significantly more hp and probably better AC in your natural form.
The T-Rex restriction I've assumed came from the natural weapons being on opposite ends of the Huge creature, plus it is a lot more dangerous (CR 8 vs 3 for the Ankylosaurus) and is unfortunately out of range for even a level 20 Moon Druid (though not Polymorph). My reading of Polymorph would not allow you to use Extra Attack in that form so that avoids the potential abuse.
Yeah, I'm not sure why I mentioned the T-Rex. You'd need to be a 17th level druid in order to cast Shapechange... or have at least a level 8 spellcaster cast Polymorph. But Polymorph swaps your stats with the creature's stat block in its entirety so even if you had extra attack it would be replaced by multiattack while Polymorphed. I was clearly not thinking clearly, haha.
I've heard of other multiclass combinations that can pull off some crazy things, though none immediately come to mind, but I don't think a Monk/Druid would really end up in that realm. Monk/Druid, to me, feels like more of just a fun character build to play around with.
Yeah T-Rex is an odd example... Let me toss a more reasonable example of Monk - Moon Druid Hybrid, assume level 5 and 6 respectively. You get a +4 to Proficiency Bonus as a total level 11. You also get an Additional Attack with 5th level in Monk.
Giant Constrictor snake as an example
Alternatively, if you want to save Ki Points or would rather apply Stunning Strike to each attack
It's a good amount of damage output, but its a lot of investment in both Monk and Druid to make work. The problem is both Monk and Druid have a lot of class level depend ability (Monk for Ki and Druid for spells and shapeshifting). Constrictor Snake at CR2 however is a great, because it has 60 HP, Good AC when mitigated by Martial Arts, the ability to either restrain or make range attacks... and because it is a regular Wildshift creature, you can do it twice per short rest as opposed to an Elemental at level 10.
------
Wizard
I've tried toying with the idea of a BladeSinger - Monk Wood Elf in the past, and while its not difficult to get a 16 in Dex, and 14 in both Wisdom and Int for standard array, IMO it's not worth the deviation from both classes too far beyond level 2. That being said, there are some very nice low level spells that come into play that Monk could use. Shield is always great, and you will probably always have a free hand to cast most of these spells... but you become quite squishy.
--------
Cleric, If you want to be designated Healer, Life Cleric and Tranquility Monk work really well together. and Channel Divinities come back on short rest, so you'll always have a nice pool to dish out healing. Shame that the Armor Proficiency Bonus is useless with most Cleric Domains for a Monk, but some of the domains that offer Martial Weapons proficiency and can certainly provide a good weapon with Tasha's Optional Rules. Death Domain comes to mind for Martial Weapon Proficiency, and both Reaper and its Channel Divinity will definitely make good use. I kind of envision a Long Death Monk - Death Cleric as a Chaotic Aligned character type.
-------
Warlock... I haven't played with or had other players use this Hybrid, but it could work. Might be as MAD as a Wizard, the appeal of having your spells come back on a Short Rest is certainly nice. I could totally see a Persian-esk Monk with the Genie Pact running around in a campaign setting.
I actually really like doing that with a Giant Constrictor, the damage will be similar to the Allosaurus but will have the strong advantage of Restraining your enemies. Plus, a snake is a bit more of a 'martial arts' type animal than a dinosaur (Cobra Kai!). Of course there is nothing saying you couldn't turn into a snake one fight and a dinosaur the next, that freedom is cool. Level 11 is very doable, I don't know where you would want to go from there. The next several Monk levels get some very good abilities, if you can get to 8 in Druid you remove all your Wild Shape restriction, if you stay one more you open up another bunch of beasts to transform into. Although such a combination might not be extremely powerful I can see it being a lot of fun, sometimes when I come up with niche characters like this I think of a way to make them an NPC in a game, then you can get to play around with the cool effects without having to slog through all the levels of oddness.
I had similar thoughts about the armor proficiencies so many Clerics get, for a lot of characters those are an asset but they do nothing for a Monk. One of the issue I had with a lot of the Cleric subclasses (and a lot of the spellcasting classes in general) was that their abilities triggered only on spells. That makes sense for primary spellcasters but it often limits the synergy with classes that don't use spells, like Monks. I wish the abilities of a Life Domain Cleric had abilities that augmented what a Way of Mercy Monk does but they just sort of do their own thing in their own little silos. Long Death Monk/Death Domain Cleric has a lot of flavor to it but a Way of Mercy Monk (specifically with Hands of Harm)/Death Domain Cleric could be an 'Angel of Death' type character with abilities that synergize. If you can get both classes to level 6 you could really put some hurt on someone: 1d6+Dex mod+1d6+Wis mod+5+12 necrotic damage that ignores necrotic resistance and Poisons them without a saving throw to boot.
A Warlock multiclass is actually one of the ones I'm most interested in. It is certainly non-traditional but I think there are some cool opportunities there. Maybe I'll get to try it some day.
Movement and shadowstep pretty much guarantee that a Swash will have sneak attack on every turn. Also allows him to hit backline spellcasters hard (and possible stun) then shadow step away.
I am playing exactly that combination at the moment: Wood Elf Open Hand Monk with 2 levels in Bladesinger. I originally considered a druid multiclass, as many on this thread are discussing, but story-telling-wise, the wizard multi-class worked much better for my character: she was always bookish, having grown up in various monasteries, and we have a full-fledged wizard in the party to learn and trade spells with. I haven't regretted the unconventional multi-class: I LOVE the extra movement speed, boost to AC, and combat utility of spells like Shield, Absorb Elements, Protection from Good and Evil. In addition, the expansion of non-combat skills with spells like Disguise Self and an array of ritual spells is adding fun versatility to my character. Yes, she is squishy, but that's just part of being a monk...
From personal experience, a Four Elements monk also works well with a one-level dip in Arcana Domain to grab a couple elemental-themed cantrips from the Wizard list and cast them with Wisdom. It's annoying that a Four Elements monk's only subclass feature that doesn't cost ki takes up one of their precious few Elemental Attunement slots and is on par with, say, Prestidigitation, so at least the Arcana Domain dip gets them some free ways to dish out elemental damage. I think I went with Fire Bolt (for a ranged attack) and Shocking Grasp (for the advantage against enemies wearing metal armor, which covers a fair enough portion of high-AC enemies and also comes with that rider to prevent reactions).
Way of the astral self to lvl8/clockwork sorc the rest of the way. As a variant human with your free feat as mobile.
would focus on dexterity and constitution. Take the resilient feat to gain proficiency in con saving throws. I envision being able to use astral visage granting dark vision and using darkness to get into the thick of things or isolate groups of mobs. Alternatively being able to twin cast haste on my self and another. With a run walk speed of 110+ and the monks ability to strike and not cause attacks of opportunity could make for hilarious hit and runs. Also using the clockwork ability to impose disadvantage on a ki stun would be pretty handy. Maintaining concentration would be decent I think with warcaster / capture missiles/ and your ability to most likely take no damage from most aoe attacks. Later on with clockwork you can gain several D8’s to absorb damage. Casting enlarge/reduce on your self would be pretty fun as well.
this is only an idea was toying with. Let me know if you like it or have something to add.
I like open hand / battlemaster.
Attack (disarm) stunning strike, attack, FoB (push), follow, FoB (push). Now your opponent is disarmed, stunned, and 30 feet from his weapon.
I haven't found a more comprehensive description of multiclassing for monk. Comments are also very helpful.
You guys are great!!!!!
Currently I'm facing the choice of multiclass:
Shadow monk/warlock (Patron: Djinn & Chain Pact)
In this combination I like the access to spells and other additions Features from the genie's patron. Hex is great and Devil's Sight is great with a shadow monks Darkness.
However, I do not like the fact that tactics are based on Darkness. This will be a real problem to the rest of the team.
Shadow monk/Gloom stalker
No MAD; big attack buffs, hunters mark which works like a Hex and gives you tracking which is great for use outside of combat. Bonus attack at the beginning of the fight from Dread Ambusher . Favored Foe from Tasha's Handbook and the Dueling fighting style.
Cons: I miss access to catrips (Prestidigitation in particular) I was thinking whether to solve this problem by choosing the Variant human race and choose feet Magic Initiate (sorc) which would give me access to Prestidigitation and Mage Hand, and I could throw in some useful spell like Silvery Barbs, but I don't know if that would be a waste of potential. The second problem is the inability to see in my own the darkness. This could potentially be a big problem, as it is a very useful spell.
Warlock only requires lvl 2 from me to be a sufficiently effective combo with a lvl 6 monk, while Gloom stalker needs lvl 3 which delays a monk.
Do you have any experience with either of these two combinations?
I have a 19 Open Hand monk / 1 Wizard. I took the dip at the end because the capstone for monks is pretty lackluster and I wanted some utility. I also wanted to start using a Staff of Power that we'd found as a weapon. So basically it's a +2 quarter staff/+2 ring of protection combo that can also throw several great spells. I get some cantrips that do decent damage as well as a few 1st-level spells for more utility.
Just fun. I've been soloing him lately to clear out an area for his monastery (in the branches and trunk of a huge tree) to see how he solos against some bigger monsters.