Dropping to Monk 10 means you lose your Subclass ability Tranquility, which.... meh. You also lose Tongue of the Sun and Moon which is pretty handy for RP but otherwise not remarkable, and you lose an ASI which is a pretty big deal. You also drop from 13 Ki points to 10. Most importantly, your Martial Arts die is dropped form a d8 to a d6 which is significant.
You gain Expertise, Sneak Attack (1d6), Thieves' Cant | Fighting Style, Second Wind, and Action Surge (one use)
The 1d6 of Sneak Attack does not make up for the drop (d8 to d6) to your Martial Arts die. Action Surge is amazing for a quick burst of damage, but the 2 extra attacks (Attack + Extra Attack) you can gain once every fight or two don't make up for the 3 extra hits you can gain from the lost ki points via Flurry of Blows, particularly since those extra 3 hits will be at a d8 of damage instead of a d6.
Depending on what weapons you use (if any) the Fighting Style (GWF or Dueling) could at least partially make up for the lowered Martial Arts die, but since your Bonus Action attack/Flurry of Blows has to be Unarmed Strikes... probably not.
Expertise of course is awesome, if you find yourself making a lot of Skill checks in your game it might be worth the switch, and Second Wind is good for a little bit of extra healing, but personally I wouldn't say either is worth the loss of your Ki points and lowering of your MA die.
Thieves' Cant can be fun, but Tongue of the Sun and Moon is better.
In my opinion, it wouldn't be worth the switch, at least for those particular levels. Losing an ASI alone is a pretty huge deal.
You can just post the link to your character sheet to share it.
I mostly agree with Jaysburn on this. If you are looking for a multiclass that increases your power, this isnt it. 3 levels in either rogue or fighter to get their subclass might be worth it, both in terms of power and versatility.
Thanks guys. I was looking at average damage and the d6 vs d8 was a glaring difference. As you said, action surge made a cool bump but it's once per long rest. I hadn't thought about the loss of three Ki that's a biggie. Also, as I have used it several times in game, I'd like to keep the tongues.
I think the biggest issue isn't what you lose but what you fail to gain. Assuming this isn't just a one shot, a level 13 monk is one level away from proficiency in all saving throws. This is a gold medal feature of the monk at high levels. So if you will play the character for at least one more level I wouldn't multiclass until after 14.
By the way, the action surge is available every short rest so it is a bit better than every long rest, however, still not worth the loss of level 13 monk abilities.
You don't have to wear armor just because you have levels in Fighter. Fighter/Monk can be a good combo given the right subclasses in each, just not 10 levels of monk and 2 levels of fighter.
My character doesn't wear armor, Are you talking about a different character? Driftwood has the adaptive armor thing but with his bonuses, he doesn't gain anything from switching to armored.
I am currently playing a lvl13 monk and kind of wondered what a monk heavy multiclass at the same level would look like.
So, true lvl13 monk, way of the open hand or
Rogue1, Fighter2, monk10
I wish I could figure out how to attach the char sheet.
Well, let's see what you gain and lose.
Dropping to Monk 10 means you lose your Subclass ability Tranquility, which.... meh. You also lose Tongue of the Sun and Moon which is pretty handy for RP but otherwise not remarkable, and you lose an ASI which is a pretty big deal. You also drop from 13 Ki points to 10. Most importantly, your Martial Arts die is dropped form a d8 to a d6 which is significant.
You gain Expertise, Sneak Attack (1d6), Thieves' Cant | Fighting Style, Second Wind, and Action Surge (one use)
The 1d6 of Sneak Attack does not make up for the drop (d8 to d6) to your Martial Arts die. Action Surge is amazing for a quick burst of damage, but the 2 extra attacks (Attack + Extra Attack) you can gain once every fight or two don't make up for the 3 extra hits you can gain from the lost ki points via Flurry of Blows, particularly since those extra 3 hits will be at a d8 of damage instead of a d6.
Depending on what weapons you use (if any) the Fighting Style (GWF or Dueling) could at least partially make up for the lowered Martial Arts die, but since your Bonus Action attack/Flurry of Blows has to be Unarmed Strikes... probably not.
Expertise of course is awesome, if you find yourself making a lot of Skill checks in your game it might be worth the switch, and Second Wind is good for a little bit of extra healing, but personally I wouldn't say either is worth the loss of your Ki points and lowering of your MA die.
Thieves' Cant can be fun, but Tongue of the Sun and Moon is better.
In my opinion, it wouldn't be worth the switch, at least for those particular levels. Losing an ASI alone is a pretty huge deal.
You can just post the link to your character sheet to share it.
I mostly agree with Jaysburn on this. If you are looking for a multiclass that increases your power, this isnt it. 3 levels in either rogue or fighter to get their subclass might be worth it, both in terms of power and versatility.
Thanks guys. I was looking at average damage and the d6 vs d8 was a glaring difference. As you said, action surge made a cool bump but it's once per long rest. I hadn't thought about the loss of three Ki that's a biggie. Also, as I have used it several times in game, I'd like to keep the tongues.
https://www.dndbeyond.com/profile/0reset0_ss/characters/17542101
My actual character uses a different race, Homebrew, so I don't have a sheet for it on here.
I think the biggest issue isn't what you lose but what you fail to gain. Assuming this isn't just a one shot, a level 13 monk is one level away from proficiency in all saving throws. This is a gold medal feature of the monk at high levels. So if you will play the character for at least one more level I wouldn't multiclass until after 14.
By the way, the action surge is available every short rest so it is a bit better than every long rest, however, still not worth the loss of level 13 monk abilities.
Actually I would not multiclass into fighter class at all, you since you're earing armor, you lose your unarmored movement, which is a huge thing.
D&D is a game for nerds... so I guess I'm one :p
You don't have to wear armor just because you have levels in Fighter. Fighter/Monk can be a good combo given the right subclasses in each, just not 10 levels of monk and 2 levels of fighter.
Yeah I agree w/that, but the character WAS wearing armor.
D&D is a game for nerds... so I guess I'm one :p
Ah, my bad. I didn't even look lol.
My character doesn't wear armor, Are you talking about a different character? Driftwood has the adaptive armor thing but with his bonuses, he doesn't gain anything from switching to armored.
But then how did you get a 20 in AC? Your Dex Modifier is +4 and Wis modifier is +1, for unarmored defense that would be 15.
D&D is a game for nerds... so I guess I'm one :p
Warforged in darkwood form with light armor proficiency get 11+dex+proficiency, in this case 11+4+5=20 while still counting as unarmored.
Ahhhh ok, I didn't see that
D&D is a game for nerds... so I guess I'm one :p
I should have lead with that. Sorry.