There's a lot going for this combo. First off, it's not MAD; both require dex and wis. Another great combo is hunter's mark with flurry of blows as you get that extra d6 on each strike you land. Way of the kensei can expand the types of weapons your ranger can use. If you prefer archery, you'll probably have a free hand to land unarmed strikes when enemies close in on you. I'm not much a min/max'er, but I did find a great guide a while back that can kind of give you some ideas on making a strong build.
I agree with AK30, it's not a bad idea inherently but I think you need a clear goal in mind.
Monk and Ranger are both very specialized. Your point about long ranged targets are one reason why I believe Wood Elf Monks are very popular (+2 Dex, +1 Wis and training in longbow). That said monks get Simple Weapons and so have access to Short Bow. That said nothing stops a Monk from being good at ranged they just aren't exceptional at ranged. To me I see Monk as very specialized and for close combat, only the Kensei's Shot ability really does anything to up the damage of ranged damage for not engaging in melee and using that sweet sweet unarmed attack. Kensei doesn't need to multiclass because it gets Martial Weapons for free.
My other concern is Monk is very dependant on lvl. Every level you give up reduces you Ki points by 1. It also reduces your Martial Arts die progression, and being a Martial Class the longer you hold off on 5th lvl the longer until you get Extra Attack. 7th lvl is very important because it's Evasion and Stillness of Mind. Personally as someone who's played a Monk I don't like multiclassing much before 7th lvl because those abilities are all very nice, but that's a person choice.
If you look at the Fighting Styles a 2nd lvl Ranger grants. Archery gives +2 to attack rolls with Ranged Attacks, but unless you're going Kensei and focusing on ranged attacks and using your Bonus Action for +1d4 damage, I don't think it's a good use of a Fighting Style. Defense useless because you don't wear armor due to Martial Arts. Dueling is your best option because you can hold a melee weapon with 1 hand and will likely not have anything in your other hand due to Martial Arts. This will give your main attacks +2 damage as long as these attacks a Monk Weapons they will scale with your Martial Arts die. Two-Weapon Fighting is useless because you're a monk and already do it better with Martial Arts.
Spell Casting: The default spell is Hunter's Mark. The only worry is Concentration. It adds +1d6 damage per attack, the benefit is monks have lots of attacks. If you use Flurry of Blows that's even more attacks, the casting will use a Bonus Action so you can't get the extra attack on that turn, but you do get the extra damage so it balances it.
Ranger Archtypes: Pick one that pairs with your monk. Gloom Stalker and Way of the Shadow would go great together. That said it would be best in a party with all Darkvision because if you carry torches it would ruin it for the character. Hunter is a good default either with Horde Breaker for more attacks or Colossus Slayer for the extra 1d8 damage a turn, but you don't get bonus spells. Horizon Walker doesn't synergize with Monk well, because it's about making a single powerful attack and Monk is about stacking lots of small attacks, it would be great for Rogue.
Remember you can only benefit from 1 "Extra Attack" so you only ever want to take 1 class to lvl 5 or that will be a dead level the 2nd time you take it.
Just because I like hearing multiclass analysis from other people (mainly because I'm not great at it), let's keep going--and make it color coded! FullMetalBunny's analysis made me think maybe it'd be good to compare a ranger/monk versus a monk/ranger for a 1-4 level dip. After reading your post, it sounds like a ranger might have more to gain from levels of monk (depending on subclass) than the other way around. Either way, you'll likely be trading some damage/strength for versatility. Sorry if this reply reiterates a lot that has already been said!
Monk/Ranger -Favored enemy/terrain ability gives flavor and out of combat utility -You get a ranger fighting style. FullMetalBunny outlined some really good picks -Ranger spellcasting, especially hunter's mark. Lets you boost damage or your speed, gives you healing options -Gloomstalker and Hunter subclasses give neat bonuses to damage or the hunter's horde breaker which gives yet another attack -Gloomstalker's ability to make you invisible in dim light/darkness doubles up on Way of Shadow's later abilities. However, it gives you conditional invisiblity as well as darkvision if you didn't already have it. Like said previously, it may depend on how much darkness you'll be in -Your martial arts die gets stunted in its scaling -Certain monk subclasses are more dependent on level and your martial arts die than others. Way of the Open Hand especially comes to mind
Ranger/Monk -Unarmed strikes let you use your bonus action. Conflicts with horizon walker's main damage ability -Ki abilities let you do cool things and is a separate resource from spells -Extra movement and deflect missiles -Way of the shadow basically gives you extra spells, should you choose. -Way of the kensei lets your ranger use versatile weapons, such as a warhammer or longsword, using your dex (and dueling fighting style?). Kensei's shot also isn't bad if you're doing ranged attacks and have a free bonus action -Unarmored defense is probably going to be just as good as light armor, but potentially worse than medium armor -Level 5, which gives the powerful stunning strike, also doubles up on extra attack. Not exactly a "dead" level, butyou still only get half the benefits -Many of the monk ways base their power off your fury of blows/martial arts die which will never be powerful due to how few levels you take -You delay improvements in favored enemy and travel benefits that help the part in non-combat situations
I realized I did a dive of Monk/Ranger and not Ranger/Monk and thought I should do a post about that. I'm glad you took care of that. Honestly it's my own bias. I like Ranger, but don't love Ranger. I want to love Ranger but some of the design decision in the class keep me from really loving it.
Either way I'd like to hear what Corvacks is trying to accomplish. I personally think Monk and Ranger are both very open classes with a lot to work with, I personally think it's best to pick a thing to be best at. That said a little bit on Monk in a Ranged Ranger will definitely punish anyone who gets to close, without having to draw a weapon. If you're looking to stay close in then it should work well together, but both classes do trade something on every level.
It sounds like he wants to primarily be a sniper, but have monk's martial arts to fall back on while in melee, without having to micro-manage a bunch of extra weapons. Perhaps he wants to do both of those things, while not wearing any armor. I think it's safe to say, a couple of levels of ranger would be better at range than a wood-elf monk with a bow. Ranger adds a little in melee too, as I'd think hunter's mark would still be useful.
I've thought about going the route a few times myself, mainly to make a dex-based staff ranger. I usually feel pretty bleh about them every time I try to make one I like. I keep coming back to the idea for some reason, though.
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Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
I've been playing a ranger to level 5. I'm not sure how much I'm enjoying pure ranger, because all I'm doing is shooting. I looked at rogue, and warrior but they didn't catch me. I suppose my biggest weakness is if someone gets close to me and sometimes it's just a bit dull standing back and pinging arrows into the fighting lol.
With the stats I have, my only other option is monk, and I've not been keen on the idea of them but I see this as the missing link to my character being wicked.
First of all, I can dual wield and still use martial arts. Unarmed strikes don't have to be made with a free hand, you can headbutt or kick, for example. And as long as I'm using a monk weapon, which includes short swords that I already use (but I will swiftly be working towards acquiring "a club that has been modified to attach 2 lengths of wood with a short chain" 😁 ), I can still use that bonus attack which stacks with hunters mark.
Second, Unarmoured Defence. I currently have 16AC with studded leather armour and a +4 dex modifier. UD is worked out as 10+dex+wisdom, which is my second highest stat with a +3 which puts me at a nice 17AC. I'm not fussed about the novelty of wearing armour, so if I can run around stark naked and be better defended while doing so then that's what I'm doing. If I'm forced to put clothes on, I imagine some sort of ninja-esque attire will do.
Third, KI points at level 2. A second resource I can use to either deal more damage, or avoid it? And I get it back after a short rest? And I get more with each monk level? Yes.
Fourth, Unarmoured Movement at level 2. So, while qualifying with defence requirements, extra 10ft of movement thrown in as well. Bonus?
Fifth, Deflect Missiles at level 3. You can catch arrows? As a reaction?? Basically, roll a 1d10 then add dexterity and monk level and it deflects a missile. If the damage is reduced to 0, the arrow is caught and can then be used as a proficient throwing weapon to retaliate as part of the same reaction, even at the cost of a KI point, this is solid but you don't have to do that if you don't want to?
Sixth, this is the big choice at level 3... Monastic Tradition. All of these have a use, I haven't properly decided which to take, but there doesn't seem to be a bad choice with any of them.
Beyond this is slow fall, reducing falling damage based on monk level and an ability score improvement! I could put 2 in dex or wisdom to get more bonuses which have benefits at close range or long for both ranger and monk.
Ranger/monk (or ninja, if you prefer) is a very well balanced fighter using both KI and spell slots and decent short and long range attacks enabling maximum versatility on the battlefield, making full use of all actions on offer during turns and interesting role play angles too. Change my mind?
I'm currently playing a Ranger/Monk. It's been pretty great! Currently Lvl 10 (6/4 split). When fighting big bads, after you hunter's mark you can also add a d4 with kensei shot, or if you're melee, you get a +2 to AC if you make an unarmed strike as part of your attack with a melee kensei weapon. Add zephyr strike for free disengage instead and run through the battle field striking as you see fit without taking opportunity attacks. And as someone already mention, since a ranger is already Dex + Wis based, it works well with unarmored defense. My ranger went from AC 16 to AC 18 on the first level of monk.
Yeah, I'd like to play a ranger/monk elven archer type character. Take kensai and you can make all the traditional elven weapons monk weapons. So longbow, longsword, shortbow, etc.
Take Monk up to at least 9th level and you are running up walls, across water, down the backs of dragons, whatever and basically being a total Legolas badass. Yeah, that is a character I would definitely love to see in action someday.
I personally have been having fun with a Brass Dragonborn Monk/Ranger build. But depending on the way you go you need to get to at least lvl 7 or 8 before really add in the other class. Lvl 5 at the earliest. And the one thing i like to remind everyone. Just cause the build is not necessarily the best, its about also having fun, so if you enjoy it its a great build.
i had the exact same idea once, yeah might work, hunters mark plus flurry of blows is not an horrible idea and you might even figure out a workable backstory to it all, go for it
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i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
i had the exact same idea once, yeah might work, hunters mark plus flurry of blows is not an horrible idea and you might even figure out a workable backstory to it all, go for it
Hunters mark requires a weapon attack, it won't trigger on unarmed strikes
i had the exact same idea once, yeah might work, hunters mark plus flurry of blows is not an horrible idea and you might even figure out a workable backstory to it all, go for it
Hunters mark requires a weapon attack, it won't trigger on unarmed strikes
Yes it will. Unarmed strikes count as melee weapon attacks for the sake of abilities requiring melee weapon strikes. This is covered in the Sage advice compendium. Also, makes sense because a monk can use stunning strike with an unarmed strike. Stunning strike requires a melee weapon attack.
i had the exact same idea once, yeah might work, hunters mark plus flurry of blows is not an horrible idea and you might even figure out a workable backstory to it all, go for it
Hunters mark requires a weapon attack, it won't trigger on unarmed strikes
Yes it will. Unarmed strikes count as melee weapon attacks for the sake of abilities requiring melee weapon strikes. This is covered in the Sage advice compendium.
Oh damn. This is big news for my grapple-happy melee ranger.
I have a thread over on the Monk forum HERE about a similar combo, but I was more melee focused. But I think you can go either way, ranged or melee with Monk/Ranger or Ranger/Monk.
I hadn't really thought a dip into Monk would be a good idea, since so many features are dependent on level. But if your goal is Archery with melee as a back up, I think it could be quite doable. Having Patient Defense, or Step of the Wind as a bonus action would be helpful if your targets get too close. You will probably already have extra attack from Ranger, if that's your primary class, so other than Flurry of blows, which will probably be d4's or maybe d6's if you go to Monk 5, won't give much extra damage, unless you have Hunter's Mark on that target already. And if your enemies get close you might be best served using your two main attacks with Monk weapons and using the Bonus action to either dodge or disengage so you can get back to ranged attacks.
I like the Hunter's Colossus Slayer ability to do an extra d8 damage, but I'm sure other Rangers have their advantages as well.
Also, If you go Kensai, with dueling fighting style, you can choose whatever d8 one handed weapon fits your theme. Even if it isn’t versatile you will be doing more damage than with versatile.
I myself am building one, and what I have seems to synergize very well. My end goal for the build is 16 Shadow Monk / 4 Gloom Stalker Ranger Rabbitfolk (+2 Dex, +1 Wis). My current build has been played up to lv 8.
On the Gloom Stalker Ranger side you get Hunter's Mark, adding your Wis modifier to your initiative, +10 movement , an additional 1d8 weapon attack on the first round with Dread Ambusher, Darkvision and being invisible to those with Darkvision with Umbral Sight, picking up Fighting Style: Blindsense 10 feet, Deft Explorer for doubling a proficiency (I picked Acrobatics because of how many enemies grapple) and 2 extra languages, Primal Awareness, and an ASI/Feat at 4th (I chose Resilient: Wisdom to gain proficiency on Wisdom Checks)
On the Shadow Monk side, you get your unarmored defense, flurry of blows, unarmored movement, dedicated weapon (which can used for the longbow), Deflect Missiles, Ki-fueled attack, Slow Fall, Quickened healing, and being able to cast wi 2 ki points one of the following: Darkness, Pass Without Trace, and Silence. You can cast Darkvision as well, but Gloom Stalker already gives you Darkvision for free. You also get the Minor Illusion cantrip. And at the ASI, I put 1 into Dex and 1 into Wis to round them both up to 18 (+4)
Being able to drop Darkness and not have disadvantage because of Blindsight is huge. Being able to cast Hunter's Mark and then get an extra 1d6 on every punch while doing a flurry of blows really stacks on the damage. And then when you get Stunning Strike, extra attack and Shadow Step, that just cranks the shenanigans up to 11, and that's in just two levels more of monk.
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Would a MC Ranger/Monk be viable, i.e ranger for long range targets and monk to defend it targets manage to close in?
There's a lot going for this combo. First off, it's not MAD; both require dex and wis. Another great combo is hunter's mark with flurry of blows as you get that extra d6 on each strike you land. Way of the kensei can expand the types of weapons your ranger can use. If you prefer archery, you'll probably have a free hand to land unarmed strikes when enemies close in on you. I'm not much a min/max'er, but I did find a great guide a while back that can kind of give you some ideas on making a strong build.
I agree with AK30, it's not a bad idea inherently but I think you need a clear goal in mind.
Monk and Ranger are both very specialized. Your point about long ranged targets are one reason why I believe Wood Elf Monks are very popular (+2 Dex, +1 Wis and training in longbow). That said monks get Simple Weapons and so have access to Short Bow. That said nothing stops a Monk from being good at ranged they just aren't exceptional at ranged.
To me I see Monk as very specialized and for close combat, only the Kensei's Shot ability really does anything to up the damage of ranged damage for not engaging in melee and using that sweet sweet unarmed attack. Kensei doesn't need to multiclass because it gets Martial Weapons for free.
My other concern is Monk is very dependant on lvl. Every level you give up reduces you Ki points by 1. It also reduces your Martial Arts die progression, and being a Martial Class the longer you hold off on 5th lvl the longer until you get Extra Attack. 7th lvl is very important because it's Evasion and Stillness of Mind. Personally as someone who's played a Monk I don't like multiclassing much before 7th lvl because those abilities are all very nice, but that's a person choice.
If you look at the Fighting Styles a 2nd lvl Ranger grants.
Archery gives +2 to attack rolls with Ranged Attacks, but unless you're going Kensei and focusing on ranged attacks and using your Bonus Action for +1d4 damage, I don't think it's a good use of a Fighting Style. Defense useless because you don't wear armor due to Martial Arts. Dueling is your best option because you can hold a melee weapon with 1 hand and will likely not have anything in your other hand due to Martial Arts. This will give your main attacks +2 damage as long as these attacks a Monk Weapons they will scale with your Martial Arts die. Two-Weapon Fighting is useless because you're a monk and already do it better with Martial Arts.
Spell Casting: The default spell is Hunter's Mark. The only worry is Concentration. It adds +1d6 damage per attack, the benefit is monks have lots of attacks. If you use Flurry of Blows that's even more attacks, the casting will use a Bonus Action so you can't get the extra attack on that turn, but you do get the extra damage so it balances it.
Ranger Archtypes:
Pick one that pairs with your monk.
Gloom Stalker and Way of the Shadow would go great together. That said it would be best in a party with all Darkvision because if you carry torches it would ruin it for the character.
Hunter is a good default either with Horde Breaker for more attacks or Colossus Slayer for the extra 1d8 damage a turn, but you don't get bonus spells.
Horizon Walker doesn't synergize with Monk well, because it's about making a single powerful attack and Monk is about stacking lots of small attacks, it would be great for Rogue.
Remember you can only benefit from 1 "Extra Attack" so you only ever want to take 1 class to lvl 5 or that will be a dead level the 2nd time you take it.
Just because I like hearing multiclass analysis from other people (mainly because I'm not great at it), let's keep going--and make it color coded! FullMetalBunny's analysis made me think maybe it'd be good to compare a ranger/monk versus a monk/ranger for a 1-4 level dip. After reading your post, it sounds like a ranger might have more to gain from levels of monk (depending on subclass) than the other way around. Either way, you'll likely be trading some damage/strength for versatility. Sorry if this reply reiterates a lot that has already been said!
Monk/Ranger
-Favored enemy/terrain ability gives flavor and out of combat utility
-You get a ranger fighting style. FullMetalBunny outlined some really good picks
-Ranger spellcasting, especially hunter's mark. Lets you boost damage or your speed, gives you healing options
-Gloomstalker and Hunter subclasses give neat bonuses to damage or the hunter's horde breaker which gives yet another attack
-Gloomstalker's ability to make you invisible in dim light/darkness doubles up on Way of Shadow's later abilities. However, it gives you conditional invisiblity as well as darkvision if you didn't already have it. Like said previously, it may depend on how much darkness you'll be in
-Your martial arts die gets stunted in its scaling
-Certain monk subclasses are more dependent on level and your martial arts die than others. Way of the Open Hand especially comes to mind
Ranger/Monk
-Unarmed strikes let you use your bonus action. Conflicts with horizon walker's main damage ability
-Ki abilities let you do cool things and is a separate resource from spells
-Extra movement and deflect missiles
-Way of the shadow basically gives you extra spells, should you choose.
-Way of the kensei lets your ranger use versatile weapons, such as a warhammer or longsword, using your dex (and dueling fighting style?). Kensei's shot also isn't bad if you're doing ranged attacks and have a free bonus action
-Unarmored defense is probably going to be just as good as light armor, but potentially worse than medium armor
-Level 5, which gives the powerful stunning strike, also doubles up on extra attack. Not exactly a "dead" level, but you still only get half the benefits
-Many of the monk ways base their power off your fury of blows/martial arts die which will never be powerful due to how few levels you take
-You delay improvements in favored enemy and travel benefits that help the part in non-combat situations
Thanks AK30,
I realized I did a dive of Monk/Ranger and not Ranger/Monk and thought I should do a post about that. I'm glad you took care of that.
Honestly it's my own bias. I like Ranger, but don't love Ranger. I want to love Ranger but some of the design decision in the class keep me from really loving it.
Either way I'd like to hear what Corvacks is trying to accomplish. I personally think Monk and Ranger are both very open classes with a lot to work with, I personally think it's best to pick a thing to be best at. That said a little bit on Monk in a Ranged Ranger will definitely punish anyone who gets to close, without having to draw a weapon. If you're looking to stay close in then it should work well together, but both classes do trade something on every level.
It sounds like he wants to primarily be a sniper, but have monk's martial arts to fall back on while in melee, without having to micro-manage a bunch of extra weapons. Perhaps he wants to do both of those things, while not wearing any armor. I think it's safe to say, a couple of levels of ranger would be better at range than a wood-elf monk with a bow. Ranger adds a little in melee too, as I'd think hunter's mark would still be useful.
I've thought about going the route a few times myself, mainly to make a dex-based staff ranger. I usually feel pretty bleh about them every time I try to make one I like. I keep coming back to the idea for some reason, though.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha
Crzyhawk, that's it exactly, sniper with some melee survivability or damage
I've been playing a ranger to level 5. I'm not sure how much I'm enjoying pure ranger, because all I'm doing is shooting. I looked at rogue, and warrior but they didn't catch me. I suppose my biggest weakness is if someone gets close to me and sometimes it's just a bit dull standing back and pinging arrows into the fighting lol.
With the stats I have, my only other option is monk, and I've not been keen on the idea of them but I see this as the missing link to my character being wicked.
First of all, I can dual wield and still use martial arts. Unarmed strikes don't have to be made with a free hand, you can headbutt or kick, for example. And as long as I'm using a monk weapon, which includes short swords that I already use (but I will swiftly be working towards acquiring "a club that has been modified to attach 2 lengths of wood with a short chain" 😁 ), I can still use that bonus attack which stacks with hunters mark.
Second, Unarmoured Defence. I currently have 16AC with studded leather armour and a +4 dex modifier. UD is worked out as 10+dex+wisdom, which is my second highest stat with a +3 which puts me at a nice 17AC. I'm not fussed about the novelty of wearing armour, so if I can run around stark naked and be better defended while doing so then that's what I'm doing. If I'm forced to put clothes on, I imagine some sort of ninja-esque attire will do.
Third, KI points at level 2. A second resource I can use to either deal more damage, or avoid it? And I get it back after a short rest? And I get more with each monk level? Yes.
Fourth, Unarmoured Movement at level 2. So, while qualifying with defence requirements, extra 10ft of movement thrown in as well. Bonus?
Fifth, Deflect Missiles at level 3. You can catch arrows? As a reaction?? Basically, roll a 1d10 then add dexterity and monk level and it deflects a missile. If the damage is reduced to 0, the arrow is caught and can then be used as a proficient throwing weapon to retaliate as part of the same reaction, even at the cost of a KI point, this is solid but you don't have to do that if you don't want to?
Sixth, this is the big choice at level 3... Monastic Tradition. All of these have a use, I haven't properly decided which to take, but there doesn't seem to be a bad choice with any of them.
Beyond this is slow fall, reducing falling damage based on monk level and an ability score improvement! I could put 2 in dex or wisdom to get more bonuses which have benefits at close range or long for both ranger and monk.
Ranger/monk (or ninja, if you prefer) is a very well balanced fighter using both KI and spell slots and decent short and long range attacks enabling maximum versatility on the battlefield, making full use of all actions on offer during turns and interesting role play angles too. Change my mind?
I'm currently playing a Ranger/Monk. It's been pretty great! Currently Lvl 10 (6/4 split). When fighting big bads, after you hunter's mark you can also add a d4 with kensei shot, or if you're melee, you get a +2 to AC if you make an unarmed strike as part of your attack with a melee kensei weapon. Add zephyr strike for free disengage instead and run through the battle field striking as you see fit without taking opportunity attacks. And as someone already mention, since a ranger is already Dex + Wis based, it works well with unarmored defense. My ranger went from AC 16 to AC 18 on the first level of monk.
Yeah, I'd like to play a ranger/monk elven archer type character. Take kensai and you can make all the traditional elven weapons monk weapons. So longbow, longsword, shortbow, etc.
Take Monk up to at least 9th level and you are running up walls, across water, down the backs of dragons, whatever and basically being a total Legolas badass. Yeah, that is a character I would definitely love to see in action someday.
Current Characters I am playing: Dr Konstantin van Wulf | Taegen Willowrun | Mad Magnar
Check out my homebrew: Items | Monsters | Spells | Subclasses | Feats
I personally have been having fun with a Brass Dragonborn Monk/Ranger build. But depending on the way you go you need to get to at least lvl 7 or 8 before really add in the other class. Lvl 5 at the earliest. And the one thing i like to remind everyone. Just cause the build is not necessarily the best, its about also having fun, so if you enjoy it its a great build.
AK30, I feel like that guide could be published. It's such an amazing resource!
Gloomstalker/Kensei (or the other way around) or Gloomstalker/Shadow Monk are some really good combinations.
i had the exact same idea once, yeah might work, hunters mark plus flurry of blows is not an horrible idea and you might even figure out a workable backstory to it all, go for it
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
Hunters mark requires a weapon attack, it won't trigger on unarmed strikes
Yes it will. Unarmed strikes count as melee weapon attacks for the sake of abilities requiring melee weapon strikes. This is covered in the Sage advice compendium. Also, makes sense because a monk can use stunning strike with an unarmed strike. Stunning strike requires a melee weapon attack.
Oh damn. This is big news for my grapple-happy melee ranger.
I have a thread over on the Monk forum HERE about a similar combo, but I was more melee focused. But I think you can go either way, ranged or melee with Monk/Ranger or Ranger/Monk.
I hadn't really thought a dip into Monk would be a good idea, since so many features are dependent on level. But if your goal is Archery with melee as a back up, I think it could be quite doable. Having Patient Defense, or Step of the Wind as a bonus action would be helpful if your targets get too close. You will probably already have extra attack from Ranger, if that's your primary class, so other than Flurry of blows, which will probably be d4's or maybe d6's if you go to Monk 5, won't give much extra damage, unless you have Hunter's Mark on that target already. And if your enemies get close you might be best served using your two main attacks with Monk weapons and using the Bonus action to either dodge or disengage so you can get back to ranged attacks.
I like the Hunter's Colossus Slayer ability to do an extra d8 damage, but I'm sure other Rangers have their advantages as well.
Also, If you go Kensai, with dueling fighting style, you can choose whatever d8 one handed weapon fits your theme. Even if it isn’t versatile you will be doing more damage than with versatile.
I myself am building one, and what I have seems to synergize very well. My end goal for the build is 16 Shadow Monk / 4 Gloom Stalker Ranger Rabbitfolk (+2 Dex, +1 Wis). My current build has been played up to lv 8.
On the Gloom Stalker Ranger side you get Hunter's Mark, adding your Wis modifier to your initiative, +10 movement , an additional 1d8 weapon attack on the first round with Dread Ambusher, Darkvision and being invisible to those with Darkvision with Umbral Sight, picking up Fighting Style: Blindsense 10 feet, Deft Explorer for doubling a proficiency (I picked Acrobatics because of how many enemies grapple) and 2 extra languages, Primal Awareness, and an ASI/Feat at 4th (I chose Resilient: Wisdom to gain proficiency on Wisdom Checks)
On the Shadow Monk side, you get your unarmored defense, flurry of blows, unarmored movement, dedicated weapon (which can used for the longbow), Deflect Missiles, Ki-fueled attack, Slow Fall, Quickened healing, and being able to cast wi 2 ki points one of the following: Darkness, Pass Without Trace, and Silence. You can cast Darkvision as well, but Gloom Stalker already gives you Darkvision for free. You also get the Minor Illusion cantrip. And at the ASI, I put 1 into Dex and 1 into Wis to round them both up to 18 (+4)
Being able to drop Darkness and not have disadvantage because of Blindsight is huge. Being able to cast Hunter's Mark and then get an extra 1d6 on every punch while doing a flurry of blows really stacks on the damage. And then when you get Stunning Strike, extra attack and Shadow Step, that just cranks the shenanigans up to 11, and that's in just two levels more of monk.