I just played my first game as a Kenku monk and had fun. We hit level and 2 and I am thinking of doing a bit of multiclassing and would love some feedback.
Now for me, I am not impressed with the 20th level ability and actually, I feel you only need to go as high as 17 for the 1d10 martial arts damage, and I can survive with only adding 25 more feet of movement, vs the 30.
I am looking at these options.. Option 1- Going Kensi with a long sword with 2 hands, until 17th and we see from there. 1 Level of Barbarian- so I can rage and get the damage resistance. I will never have the really big AC of a Pally, some Warriors, Bladesingers at higher level, but I can mitigate part of that with damage reduction and get a few more points to damage with the str bonus for when I eventually find a str belt.
2 Levels of Fighter- Action Surge, Second wind, and another fighting style: Duelist for another 2 points of damage per swing with the weapon.
Option 2- Again Going Kensi with a long sword with 2 hands, until 17th and we see from there. 3 levels in Fighter and going Battle master for all types of Trips, and extra damage stuff to add to Furry of Blows. Magic initiate as a feat and going Warlock line for Hex (1 per long rest), +2 cantrips Eldritch Blast and something else.
I like option 2 better, but I really feel like I need that 1 level of Barbarian for the resistance to Slashing, Piercing, Blunt damage.
I just played my first game as a Kenku monk and had fun. We hit level and 2 and I am thinking of doing a bit of multiclassing and would love some feedback.
Now for me, I am not impressed with the 20th level ability and actually, I feel you only need to go as high as 17 for the 1d10 martial arts damage, and I can survive with only adding 25 more feet of movement, vs the 30.
I am looking at these options.. Option 1- Going Kensi with a long sword with 2 hands, until 17th and we see from there. 1 Level of Barbarian- so I can rage and get the damage resistance. I will never have the really big AC of a Pally, some Warriors, Bladesingers at higher level, but I can mitigate part of that with damage reduction and get a few more points to damage with the str bonus for when I eventually find a str belt.
2 Levels of Fighter- Action Surge, Second wind, and another fighting style: Duelist for another 2 points of damage per swing with the weapon.
Option 2- Again Going Kensi with a long sword with 2 hands, until 17th and we see from there. 3 levels in Fighter and going Battle master for all types of Trips, and extra damage stuff to add to Furry of Blows. Magic initiate as a feat and going Warlock line for Hex (1 per long rest), +2 cantrips Eldritch Blast and something else.
I like option 2 better, but I really feel like I need that 1 level of Barbarian for the resistance to Slashing, Piercing, Blunt damage.
Thoughts?
I am not enormously fond of multiclassing unless there is an actual story/character concept-related reason, but in any case it is always best to try and focus on as few stats needed as possible, so I would suggest to only focus on combo that can work well with a DEX+WIS focus.
Barbarian, aside from the damage reduction ,synergises very poorly with the Monk, and believe when I say that a Kensei, post level 5, is virtually always around 19 AC without magic items, thanks to Agile Parry, and able to dish out a total of 4 attacks most turns, all of them using DEX. The damage reduction is not worth the one level dip, imho, as the Rage doesn't offer anything else to you.
Fighter is a much better combination, so I would suggest going for option number 2. Battle Master is the go-to combination for almost all multiclassing into Fighter, being an incredibly versatile subclass. Sadly, the combo Kensei-Samurai is an unviable one, as the Samurai 3rd level feature, Fighting Spirit, which could be extremely interesting, use a Bonus Action to activate, which doesn't really work too well with what the Monk can already do with the Bonus Action.
EDIT: Another option might be Ranger, going the Gloom Stalker or Hunter way. With this you still get a fighting style but also access to spells (Hunter's Mark) making use of your high WIS, and selecting either subclass getting a boost to your damage (Gloom Stalker for start of combat burst, Hunter [Colossus Slayer] for steady damage increase after the first turn against a wounded enemy).
Barbarian bad mix it need 13 str and 13dex/wisdom to unlock both class, you spreading you abilities to much.
1)lvl 19 kensei monk / lvl1 war cleric: this give you 5 ASI and cantrip/lvl1 cleric spell for defensive/utility (you can grab concentration spells since monk use none)
cantrip: guidance/resitence cast constanly before battle for a free one time extra 1d4 ability/save trown Thaumaturgy give a big kit on how to do roleplay encounter depending on your creativity :) light usefull in darkness to have light for yourself or cast it on some arrows to shoot glowing arrows to your enemy and keep enemy visible.
lvl 1 (war cleric): bless 1d4 for 3 creature for attack and save roll shield of faith +2 AC divine favor (war cleric) 1d4 radiant for each weapon attack (work with flurry blow)
War priest (war cleric): "when you use the Attack action, you can make one weapon attack as a bonus action." although it overlaps with monk unarmed bonus action it still usefull if you use a ranged kensei weapon like longbow. This can still be usefull if melee not option or deal damage while waiting for your slower melee buddies to catch up before engagin in group battle.
2)kensei monk/battle master fighter: knocking people prone with trip attack and getting advantage with the rest of your melee attack. This might be less usefull if you party more ranged based since they get disadvatage on prone target.
3)kensei monk/gloom stalker ranger:
lvl1: Hunter mark 1d6 per attack on marked target ensnaring strike on hit weapon attack the target get restrained on failed str save zephyr strike you wont trigger oppertunity attack + one time advantage attack,+1d8 force atttack,+30 speed
gloom stalker: +initiative bonus from widom modifier +darkvision, Invisble in darkness againt other darkvision creature
4)kensei monk/swashbuckler: cunning action: you gonna be very speedy/dodgy monk :O
swashbuckler: fancy footwork hit people so they cant trigger oppertunity attack against you this save you disengage to do hit and run tactic. Rakish Audacity give you additonal option to sneak attack when you fighting 1 v 1.
Personaly i like the the monk19/cleric1: it basicly replace the monk capstone ability with war cleric domain utility/ranged option withouth taking monk core abilities and still have 5 ASI.
Personally, I think it depends on your party. I am currently running open hand/ eldritch knight/ ranger (I forget which), and yeah, action surge is great, but the problem is pushing through that boundary of not stepping on each other's toes. Our DM made the horrible mistake of combining skill check and fight based XP gain with the ability to start another class at lv1 for 500xp, then leveling from their with each one being independent. One of our introductions to this was a level 37 barbarian/ fighter... ANYWAYS, I think you should focus on your role for the group. Yeah, extra damage is nice, but maybe you should invest in something to build upon your lockdown capabilities, or even improve your specific playstyle.
Our DM made the horrible mistake of combining skill check and fight based XP gain with the ability to start another class at lv1 for 500xp, then leveling from their with each one being independent. One of our introductions to this was a level 37 barbarian/ fighter...
First of all, I just noticed my typo. Second of all, it's as insane as it sounds, and the only limit on it is multiclassing twice, or three times if you have a high enough constitution score, sooooo...
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I just played my first game as a Kenku monk and had fun. We hit level and 2 and I am thinking of doing a bit of multiclassing and would love some feedback.
Now for me, I am not impressed with the 20th level ability and actually, I feel you only need to go as high as 17 for the 1d10 martial arts damage, and I can survive with only adding 25 more feet of movement, vs the 30.
I am looking at these options..
Option 1-
Going Kensi with a long sword with 2 hands, until 17th and we see from there.
1 Level of Barbarian- so I can rage and get the damage resistance. I will never have the really big AC of a Pally, some Warriors, Bladesingers at higher level, but I can mitigate part of that with damage reduction and get a few more points to damage with the str bonus for when I eventually find a str belt.
2 Levels of Fighter- Action Surge, Second wind, and another fighting style: Duelist for another 2 points of damage per swing with the weapon.
Option 2-
Again Going Kensi with a long sword with 2 hands, until 17th and we see from there.
3 levels in Fighter and going Battle master for all types of Trips, and extra damage stuff to add to Furry of Blows.
Magic initiate as a feat and going Warlock line for Hex (1 per long rest), +2 cantrips Eldritch Blast and something else.
I like option 2 better, but I really feel like I need that 1 level of Barbarian for the resistance to Slashing, Piercing, Blunt damage.
Thoughts?
I am not enormously fond of multiclassing unless there is an actual story/character concept-related reason, but in any case it is always best to try and focus on as few stats needed as possible, so I would suggest to only focus on combo that can work well with a DEX+WIS focus.
Barbarian, aside from the damage reduction ,synergises very poorly with the Monk, and believe when I say that a Kensei, post level 5, is virtually always around 19 AC without magic items, thanks to Agile Parry, and able to dish out a total of 4 attacks most turns, all of them using DEX. The damage reduction is not worth the one level dip, imho, as the Rage doesn't offer anything else to you.
Fighter is a much better combination, so I would suggest going for option number 2. Battle Master is the go-to combination for almost all multiclassing into Fighter, being an incredibly versatile subclass. Sadly, the combo Kensei-Samurai is an unviable one, as the Samurai 3rd level feature, Fighting Spirit, which could be extremely interesting, use a Bonus Action to activate, which doesn't really work too well with what the Monk can already do with the Bonus Action.
EDIT: Another option might be Ranger, going the Gloom Stalker or Hunter way. With this you still get a fighting style but also access to spells (Hunter's Mark) making use of your high WIS, and selecting either subclass getting a boost to your damage (Gloom Stalker for start of combat burst, Hunter [Colossus Slayer] for steady damage increase after the first turn against a wounded enemy).
At least imho :)
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
Barbarian bad mix it need 13 str and 13dex/wisdom to unlock both class, you spreading you abilities to much.
1)lvl 19 kensei monk / lvl1 war cleric: this give you 5 ASI and cantrip/lvl1 cleric spell for defensive/utility (you can grab concentration spells since monk use none)
cantrip:
guidance/resitence cast constanly before battle for a free one time extra 1d4 ability/save trown
Thaumaturgy give a big kit on how to do roleplay encounter depending on your creativity :)
light usefull in darkness to have light for yourself or cast it on some arrows to shoot glowing arrows to your enemy and keep enemy visible.
lvl 1 (war cleric):
bless 1d4 for 3 creature for attack and save roll
shield of faith +2 AC
divine favor (war cleric) 1d4 radiant for each weapon attack (work with flurry blow)
War priest (war cleric): "when you use the Attack action, you can make one weapon attack as a bonus action." although it overlaps with monk unarmed bonus action it still usefull if you use a ranged kensei weapon like longbow. This can still be usefull if melee not option or deal damage while waiting for your slower melee buddies to catch up before engagin in group battle.
2)kensei monk/battle master fighter: knocking people prone with trip attack and getting advantage with the rest of your melee attack. This might be less usefull if you party more ranged based since they get disadvatage on prone target.
3)kensei monk/gloom stalker ranger:
lvl1:
Hunter mark 1d6 per attack on marked target
ensnaring strike on hit weapon attack the target get restrained on failed str save
zephyr strike you wont trigger oppertunity attack + one time advantage attack,+1d8 force atttack,+30 speed
gloom stalker:
+initiative bonus from widom modifier
+darkvision, Invisble in darkness againt other darkvision creature
4)kensei monk/swashbuckler:
cunning action: you gonna be very speedy/dodgy monk :O
swashbuckler:
fancy footwork hit people so they cant trigger oppertunity attack against you this save you disengage to do hit and run tactic.
Rakish Audacity give you additonal option to sneak attack when you fighting 1 v 1.
Personaly i like the the monk19/cleric1: it basicly replace the monk capstone ability with war cleric domain utility/ranged option withouth taking monk core abilities and still have 5 ASI.
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Jartrin Ephok - Dragonborn - Zanoliv
Bunol - Grim Angel - The Floating Lands of Goriate
Level 18 monk lets you go permanently invisible for 1 minute with resistance to all damage but force.
Personally, I think it depends on your party. I am currently running open hand/ eldritch knight/ ranger (I forget which), and yeah, action surge is great, but the problem is pushing through that boundary of not stepping on each other's toes. Our DM made the horrible mistake of combining skill check and fight based XP gain with the ability to start another class at lv1 for 500xp, then leveling from their with each one being independent. One of our introductions to this was a level 37 barbarian/ fighter... ANYWAYS, I think you should focus on your role for the group. Yeah, extra damage is nice, but maybe you should invest in something to build upon your lockdown capabilities, or even improve your specific playstyle.
That... i.... *walks away*
First of all, I just noticed my typo. Second of all, it's as insane as it sounds, and the only limit on it is multiclassing twice, or three times if you have a high enough constitution score, sooooo...