I am almost at lvl 4, and I first want to gain the stunning strike and evasion, so not before lvl 7. Mechanically, do you think it's a good idea or go full monk? If yes, which one?
Lore wise, I have good ideas depends on the class.
Since you like the basic abilities of the monk all the way up to 7th level, why not continue to 11th level, especially if you take Way of the Long Death.
Great game mechanic features and really good story with roleplay opportunities.
Touch of Death
Starting when you choose this tradition at 3rd level, your study of death allows you to extract vitality from another creature as it nears its demise. When you reduce a creature within 5 feet of you to 0 hit points, you gain temporary hit points equal to your Wisdom modifier + your monk level (minimum of 1 temporary hit point).
Hour of Reaping
At 6th level, you gain the ability to unsettle or terrify those around you as an action, for your soul has been touched by the shadow of death. When you take this action, each creature within 30 feet of you that can see you must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.
Mastery of Death
Beginning at 11th level, you use your familiarity with death to escape its grasp. When you are reduced to 0 hit points, you can expend 1 ki point (no action required) to have 1 hit point instead.
Touch of the Long Death
Starting at 17th level, your touch can channel the energy of death into a creature. As an action, you touch one creature within 5 feet of you, and you expend 1 to 10 ki points. The target must make a Constitution saving throw, and it takes 2d10 necrotic damage per ki point spent on a failed save, or half as much damage on a successful one.
You admit not before level 7 I would say you get major improvements at every level until level 10, after that it might depend on how far you expect the campaign to last and how good youd starting stats were (if rolled)
Level 8: Monks are MAD you need your ASI to boost your wisdom or Dex
Level 9: The main thing here is the ability to run up walls, out of combat can save a fly spell in combat you can get to the bad guys making ranged attacks from the castle ramparts or in a dungeon run up the wall so you can jump of it to attack a flying monster I found this REALLY useful until I got winged boots.
Level 10: Poison is a very common form of damage and immunity to it makes a huge difference ot the party very often
Level 11: Tranquility is very situational and / build dependent so you are really taking this in order get future features ASAP
Level 12: See level 8
Level 13: By level 13 language is rarely an issue, it might depend on the campaign (I am currently in a compaign where the majority of dwarfs and eles etc do not speak common so not having a cast a spell in order to talk to the innkeeper would be useful)
Level 14: Proficiency in all saving throws is awesome one of the best class features in the game
Level 15: Very situation I never used this
Level 16: Finally max out dex and wis or at last take that feat you always wanted
Level 17: I found quivering palm less powerful that it appears from reading it. By this point I was doing close to 55 damage against low AC targets just using flurry of blows so if the save was made I was effectively losing 2 ki. Mobs will generally not be worth the cost of 3 ki and are likely not t survive long enough anyway, Most bosses will have legendary resistances so you are better off burning off those with stunning strike if you you expect the enemy to use it legendary resistances while still having a stack of hit points it can be useful if not you are better off using stunning strike to either use up a legendary resistance or have it stunned at a point the rest of the party can finish it off before it gets to act again.
Level 18 Empty body was the opposite, I didn't expect much from it but resistance to all damage except force effectively doubles your hit points, and if the enemy doesn't have blind sight, true sight or similar all your attacks are at advantage.
Level 19 Feats are great (or boost your con)
Level 20: After combat if you have 3 ki spend 18 seconds in patient defence so you get to start the next battle with 4 ki. If you used all your ki expecting to have a rest afterwards and are prevented from doing so it does have a use but it is situational and underwhleming for a capstone
I would take monk at least to 10 and the usefulness of ki points means it is worth progressing monk after that though if you are not expecting to get to 14 you might want to take a dip at that point. The same applies when you get to level 14.
Regarding what dip to take if you ar eafter pure combat effectiveness go one level of peace cleric, a single level of peace cleric on a high level character is insanely broken to the point your DM might ban it. Otherwise a lvel or two of twilight cleric,
I am not a fan of a barb multiclass unless you rolled for stats and your 4th highest was at least 13 you need Dex, Wis and Con too much to put 13 into strength other wise. On top of that barbs need more than 13 strength so yu would also really need a belt of ogre power or belt og giant strength.
Alternative to cleric would be rogue (or a little extra damage from sneak attack, some extra skills and, if you take a second level the ability to disengage or dash without using ki.
In some campaigns I could also see a couple of levels of druid being useful for non-combat wild shapes, (especially if the DM rules that polymorphing into a mouse to do some scouting means you don't have the intelligence to remember you need to scout).
If you are willing to go 3 levels into fighter then there is great synergy between the battlemaster manuevers and the monks style of fighting. Parry, riposte and trip attack are all fantastic options for a monk and like ki, they all reset on a short rest. Plus you get second wind, action surge and a fighting style. If you are using the dedicated weapon option for monks then proficiency in martial weapons also opens up a variety of options. What you get for those three levels in fighter might be worth as much as the 3ki points you would be missing out on.
When I have to create a Monk, very often I feel almost obliged to choose the human variant race, clearly to take a feat. I recommend the "Mobile", or even better "Crusher" feat. At 5th monk level take 3 ranger levels for "Hunter mark" and "Druidic warrior" combat style for the spells "Create bonfire" and "Guidance". "Create bonfire" combined with "Crusher" feat and the open hands martial arts synnergy could have good results. (haven't tried yet). The spells the ranger offers are gold. "zephyr strike", "absorb elements", "black lotus assault",....
Too bad the ranger doesn't reload spells like warlocks do. That would be epic.
In the character builder AURORA I found this subclass for the ranger. If it wasn't a homebrew, I would always take the first 3 levels of this subclass to make a monk.
NENTYAR HUNTER The Nentyar archdruid of the Circle of Leth grants unique primal abilities to a special conclave of rangers in their employ. These rangers master a greater command of druidic and totemic powers. Using these gifts, the Nentyar Hunters, as they are called, root out evil that would threaten the forest and the natural order.
In Other Settings Outside the Forgotten Realms, these rangers are referred to as Wildheart Striders, named for their greater connection to the natural world. In worlds such as Eberron, these rangers serve the druids in the Eldeen Reaches. In Ravnica, these rangers might be guardians of the Selesnya Conclave’s guildhall, Vitu- Ghazi, or gifted scouts of the Gruul Clans. However you might choose to use them, these rangers are often considered champions of the primeval.
NENTYAR HUNTER MAGIC Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Nentyar Hunter Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
NATURE’S GRACE You can leap, bound, dive, and swim gracefully through any environment. At 3rd level, you gain proficiency in Acrobatics, if you aren’t already proficient, and as long as you are not wearing armor heavier than light armor, and have at least one hand free, you have a climb and swim speed equal to your movement speed.
NATURE’S FURY When you access the primal powers granted to you through your spells, it invigorates your inner hunter. Starting at 3rd level, while you concentrate on a ranger spell, your movement speed increases by 10 feet, and you gain a bonus to weapon damage rolls equal to your proficiency bonus. Additionally, once per long rest you may change a normal hit from a weapon attack into a critical hit.
AGILITY OF THE WILD Starting at 7th level, you have resistance to the damage dealt by opportunity attacks. Also, when you provoke an opportunity attack, you can use your reaction to cause the opportunity attack to miss you, but you must choose to do so before the attack roll is made against you.
You can use this reaction a number of times equal to your Dexterity modifier (minimum of 1). You regain all expended uses of this feature when you finish a long rest.
MASTER OF THE HUNT You swiftly coordinate hunts to the utmost efficiency, ending them faster than they began. Beginning at 11th level, you have advantage on initiative rolls. Also, when you roll for initiative, every allied creature within 30 feet of you gains a bonus to their initiative rolls and weapon damage rolls during the first round of combat equal to your Wisdom modifier.
UNTAMED FEROCITY When challenged, you fearlessly strike back at all that would oppose you. Starting at 15th level, you can no longer be frightened.
Additionally, when a creature misses you with an attack, you can use your reaction to make an attack against the creature as long as it is within range of your weapon.
Then you have to look at all the bonuses you receive by taking 3 ranger levels. The first one is an extra skill with 3d10 life, spells and stuff (see below). All of these skills enrich your monk and give him usefulness outside of combat as well.
Favored Enemy
Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.
Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.
You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.
When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.
You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.
Favored Foe (Optional)
This 1st-level feature replaces the Favored Enemy feature and works with the Foe Slayer feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it.
When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell).
The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you increase that damage by 1d4.
You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
This feature's extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.
Natural Explorer
Also at 1st level, you are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.
While traveling for an hour or more in your favored terrain, you gain the following benefits:
Difficult terrain doesn’t slow your group’s travel.
Your group can’t become lost except by magical means.
Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
If you are traveling alone, you can move stealthily at a normal pace.
When you forage, you find twice as much food as you normally would.
While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
You choose additional favored terrain types at 6th and 10th level.
Deft Explorer (Optional)
This 1st-level feature replaces the Natural Explorer feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it.
You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels. You gain the Canny benefit below, and you gain an additional benefit when you reach 6th level and 10th level in this class.
Canny (1st Level)
Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make using the chosen skill.
You can also speak, read, and write 2 additional languages of your choice.
Roving (6th Level)
Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.
Tireless (10th Level)
As an action, you can give yourself a number of temporary hit points equal to 1d8 + your Wisdom modifier (minimum of 1 temporary hit point). You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.
Fighting Style
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.
Blind Fighting. You have blind sight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Defense. While you are wearing armor, you gain a +1 bonus to AC.
Druidic Warrior. You learn two cantrips of your choice from the Druid spell list. They count as ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the Druid spell list.
Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Thrown Weapon Fighting. You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Close Quarters Shooter (UA). When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.
Interception (UA). When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
Mariner (UA). As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.
Tunnel Fighter (UA). As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.
Unarmed Fighting (UA). Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8.
When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.
Spellcasting
By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does.
Spell Slots
The Ranger table shows how many spell slots you have to cast your ranger spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell Animal Friendship and have a 1st-level and a 2nd-level spell slot available, you can cast Animal Friendship using either slot.
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the ranger spell list.
The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Spellcasting Focus (Optional)
At 2nd level, you can use a druidic focus as a spellcasting focus for your ranger spells. A druidic focus might be a sprig of mistletoe or holly, a wand or rod made of yew or another special wood, a staff drawn whole from a living tree, or an object incorporating feathers, fur, bones, and teeth from sacred animals.
Primeval Awareness
Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.
Primal Awareness (Optional)
This 3rd-level feature replaces the Primeval Awareness feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it.
You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Primal Awareness Spells table. These spells don't count against the number of ranger spells you know.
You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest.
The official ranger subclasses are also phenomenal. Hunter (Hunter's Prey), Swarmkeeper (gathered Swarm), Gloom Stalker (Dread Ambushe and Umbral Sight), Monster Slayer (Hunter's Sense and Slayer's Prey), Fey Wanderer (Otherworldly Glamour).
Otherworldly Glamour
Additionally at 3rd level, your fey qualities give you a supernatural charm. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1). In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.
Gathered Swarm
At 3rd level, a swarm of intangible nature spirits has bonded itself to you and can assist you in battle. Until you die, the swarm remains in your space, crawling on you or flying and skittering around you within your space. You determine its appearance, or you generate its appearance by rolling on the Swarm Appearance table.
Swarm Appearance
d4
Appearance
1
Swarming insects
2
Miniature twig blights
3
Fluttering birds
4
Playful pixies
Once on each of your turns, you can cause the swarm to assist you in one of the following ways, immediately after you hit a creature with an attack:
The attack's target takes 1d6 piercing damage from the swarm.
The attack's target must succeed on a Strength saving throw against your spell save DC or be moved by the swarm up to 15 feet horizontally in a direction of your choice.
You are moved by the swarm 5 feet horizontally in a direction of your choice.
Dread Ambusher
At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier. At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type.
Umbral Sight
At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet. You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.
Hunter's Prey
At 3rd level, you gain one of the following features of your choice.
Colossus Slayer. Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.
Giant Killer. When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.
Horde Breaker. Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.
Hunter's Sense
At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.
Slayer's Prey
Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon. This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.
I am almost at lvl 4, and I first want to gain the stunning strike and evasion, so not before lvl 7. Mechanically, do you think it's a good idea or go full monk? If yes, which one?
Lore wise, I have good ideas depends on the class.
But I am open hand monk, not long death
Barbarian . . . . . Totem . . . . . 3rd Level. Though monks are OP so your choice.
You admit not before level 7 I would say you get major improvements at every level until level 10, after that it might depend on how far you expect the campaign to last and how good youd starting stats were (if rolled)
I would take monk at least to 10 and the usefulness of ki points means it is worth progressing monk after that though if you are not expecting to get to 14 you might want to take a dip at that point. The same applies when you get to level 14.
Regarding what dip to take if you ar eafter pure combat effectiveness go one level of peace cleric, a single level of peace cleric on a high level character is insanely broken to the point your DM might ban it. Otherwise a lvel or two of twilight cleric,
I am not a fan of a barb multiclass unless you rolled for stats and your 4th highest was at least 13 you need Dex, Wis and Con too much to put 13 into strength other wise. On top of that barbs need more than 13 strength so yu would also really need a belt of ogre power or belt og giant strength.
Alternative to cleric would be rogue (or a little extra damage from sneak attack, some extra skills and, if you take a second level the ability to disengage or dash without using ki.
In some campaigns I could also see a couple of levels of druid being useful for non-combat wild shapes, (especially if the DM rules that polymorphing into a mouse to do some scouting means you don't have the intelligence to remember you need to scout).
If you are willing to go 3 levels into fighter then there is great synergy between the battlemaster manuevers and the monks style of fighting. Parry, riposte and trip attack are all fantastic options for a monk and like ki, they all reset on a short rest. Plus you get second wind, action surge and a fighting style. If you are using the dedicated weapon option for monks then proficiency in martial weapons also opens up a variety of options. What you get for those three levels in fighter might be worth as much as the 3ki points you would be missing out on.
When I have to create a Monk, very often I feel almost obliged to choose the human variant race, clearly to take a feat. I recommend the "Mobile", or even better "Crusher" feat. At 5th monk level take 3 ranger levels for "Hunter mark" and "Druidic warrior" combat style for the spells "Create bonfire" and "Guidance". "Create bonfire" combined with "Crusher" feat and the open hands martial arts synnergy could have good results. (haven't tried yet). The spells the ranger offers are gold. "zephyr strike", "absorb elements", "black lotus assault",....
Too bad the ranger doesn't reload spells like warlocks do. That would be epic.
In the character builder AURORA I found this subclass for the ranger. If it wasn't a homebrew, I would always take the first 3 levels of this subclass to make a monk.
NENTYAR HUNTER
The Nentyar archdruid of the Circle of Leth grants unique primal abilities to a special conclave of rangers in their employ. These rangers master a greater command of druidic and totemic powers. Using these gifts, the Nentyar Hunters, as they are called, root out evil that would threaten the forest and the natural order.
In Other Settings
Outside the Forgotten Realms, these rangers are referred to as Wildheart Striders, named for their greater connection to the natural world. In worlds such as Eberron, these rangers serve the druids in the Eldeen Reaches. In Ravnica, these rangers might be guardians of the Selesnya Conclave’s guildhall, Vitu- Ghazi, or gifted scouts of the Gruul Clans. However you might choose to use them, these rangers are often considered champions of the primeval.
NENTYAR HUNTER MAGIC
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Nentyar Hunter Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Nentyar Hunter Spells
Ranger Level Spell
3rd entangle
5th enhance ability
9th dispel magic
13th dominate beast
17th hold monster
NATURE’S GRACE
You can leap, bound, dive, and swim gracefully through any environment. At 3rd level, you gain proficiency in Acrobatics, if you aren’t already proficient, and as long as you are not wearing armor heavier than light armor, and have at least one hand free, you have a climb and swim speed equal to your movement speed.
NATURE’S FURY
When you access the primal powers granted to you through your spells, it invigorates your inner hunter. Starting at 3rd level, while you concentrate on a ranger spell, your movement speed increases by 10 feet, and you gain a bonus to weapon damage rolls equal to your proficiency bonus. Additionally, once per long rest you may change a normal hit from a weapon attack into a critical hit.
AGILITY OF THE WILD
Starting at 7th level, you have resistance to the damage dealt by opportunity attacks. Also, when you provoke an opportunity attack, you can use your reaction to cause the opportunity attack to miss you, but you must choose to do so before the attack roll is made against you.
You can use this reaction a number of times equal to your Dexterity modifier (minimum of 1). You regain all expended uses of this feature when you finish a long rest.
MASTER OF THE HUNT
You swiftly coordinate hunts to the utmost efficiency, ending them faster than they began. Beginning at 11th level, you have advantage on initiative rolls. Also, when you roll for initiative, every allied creature within 30 feet of you gains a bonus to their initiative rolls and weapon damage rolls during the first round of combat equal to your Wisdom modifier.
UNTAMED FEROCITY
When challenged, you fearlessly strike back at all that would oppose you. Starting at 15th level, you can no longer be frightened.
Additionally, when a creature misses you with an attack, you can use your reaction to make an attack against the creature as long as it is within range of your weapon.
Then you have to look at all the bonuses you receive by taking 3 ranger levels. The first one is an extra skill with 3d10 life, spells and stuff (see below). All of these skills enrich your monk and give him usefulness outside of combat as well.
Favored Enemy
Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.
Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.
You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.
When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.
You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.
Favored Foe (Optional)
This 1st-level feature replaces the Favored Enemy feature and works with the Foe Slayer feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it.
When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell).
The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you increase that damage by 1d4.
You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
This feature's extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.
Natural Explorer
Also at 1st level, you are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.
While traveling for an hour or more in your favored terrain, you gain the following benefits:
You choose additional favored terrain types at 6th and 10th level.
Deft Explorer (Optional)
This 1st-level feature replaces the Natural Explorer feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it.
You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels. You gain the Canny benefit below, and you gain an additional benefit when you reach 6th level and 10th level in this class.
Canny (1st Level)
Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make using the chosen skill.
You can also speak, read, and write 2 additional languages of your choice.
Roving (6th Level)
Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.
Tireless (10th Level)
As an action, you can give yourself a number of temporary hit points equal to 1d8 + your Wisdom modifier (minimum of 1 temporary hit point). You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.
Fighting Style
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Spellcasting
By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does.
Spell Slots
The Ranger table shows how many spell slots you have to cast your ranger spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell Animal Friendship and have a 1st-level and a 2nd-level spell slot available, you can cast Animal Friendship using either slot.
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the ranger spell list.
The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Spellcasting Focus (Optional)
At 2nd level, you can use a druidic focus as a spellcasting focus for your ranger spells. A druidic focus might be a sprig of mistletoe or holly, a wand or rod made of yew or another special wood, a staff drawn whole from a living tree, or an object incorporating feathers, fur, bones, and teeth from sacred animals.
Primeval Awareness
Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.
Primal Awareness (Optional)
This 3rd-level feature replaces the Primeval Awareness feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it.
You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Primal Awareness Spells table. These spells don't count against the number of ranger spells you know.
You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest.
The official ranger subclasses are also phenomenal. Hunter (Hunter's Prey), Swarmkeeper (gathered Swarm), Gloom Stalker (Dread Ambushe and Umbral Sight), Monster Slayer (Hunter's Sense and Slayer's Prey), Fey Wanderer (Otherworldly Glamour).
Otherworldly Glamour
Additionally at 3rd level, your fey qualities give you a supernatural charm. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1). In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.
Gathered Swarm
At 3rd level, a swarm of intangible nature spirits has bonded itself to you and can assist you in battle. Until you die, the swarm remains in your space, crawling on you or flying and skittering around you within your space. You determine its appearance, or you generate its appearance by rolling on the Swarm Appearance table.
Once on each of your turns, you can cause the swarm to assist you in one of the following ways, immediately after you hit a creature with an attack:
Dread Ambusher
At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier. At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type.
Umbral Sight
At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet. You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.
Hunter's Prey
At 3rd level, you gain one of the following features of your choice.
Hunter's Sense
At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.
Slayer's Prey
Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon. This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.