For race I went with (Wild/Wood/Forest/Green?) Wild Elf to get base movement 35.
For level 1 and 2 I went with Monk to get martial arts.
For level 3 I went with Hexblade to get the crits on 19s and 20s. Plus other stuff (two cantrips: eldritch blast and booming blade, two 1st level spells: Hex and whatever else (you might never cast it?) you get at 1st level... one 1st level spell slot every short/long rest.
For level 4 and 5 I went back to Monk to get the Subclass Archetype (Way of the Undying?) and a Feat... Elven Accuracy.
Now at 5th level (Monk 4/Hexblade1) you can be making 3 rolls to hit per attack and crit on 19 or 20... Monks get a regular attack with their Action and an unarmed strike with their Bonus Action... if they spend a Ki point they can do Flurry of Blows which would be a total of 3 attacks per round. (with 9 rolls that's a lot of chances to crit.)
Probably not the most optimized build but you're going to get a lot of crits.
Rollback Post to RevisionRollBack
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
NNCHRIS: SOUL THIEF, MASTER OF THE ARCANE, AND KING OF NEW YORKNN Gdl Creator of Ilheia and her Knights of the Fallen Stars ldG Lesser Student of Technomancy [undergrad student in computer science] Supporter of the 2014 rules, and a MASSIVE Homebrewer. Come to me all ye who seek salvation in wording thy brews! Open to homebrew trades at any time!! Or feel free to request HB, and Ill see if I can get it done for ya! Characters (Outdated)
For race I went with (Wild/Wood/Forest/Green?) Wild Elf to get base movement 35.
For level 1 and 2 I went with Monk to get martial arts.
For level 3 I went with Hexblade to get the crits on 19s and 20s. Plus other stuff (two cantrips: eldritch blast and booming blade, two 1st level spells: Hex and whatever else (you might never cast it?) you get at 1st level... one 1st level spell slot every short/long rest.
For level 4 and 5 I went back to Monk to get the Subclass Archetype (Way of the Undying?) and a Feat... Elven Accuracy.
Now at 5th level (Monk 4/Hexblade1) you can be making 3 rolls to hit per attack and crit on 19 or 20... Monks get a regular attack with their Action and an unarmed strike with their Bonus Action... if they spend a Ki point they can do Flurry of Blows which would be a total of 3 attacks per round. (with 9 rolls that's a lot of chances to crit.)
Probably not the most optimized build but you're going to get a lot of crits.
I don't think this works the way you may be thinking it does:
You can't use Booming Blade with an Unarmed Strike.
You didn't tell us your Pact Boon, but if you're a Bladepact, you can't use Booming Blade with a summoned Pact Weapon without GM fiat, as Pact Weapons have no monetary value. I think most GMs will overrule this, because it is Stupid.
You need a way to guarantee advantage for elven accuracy to do anything. Warlocks can do that with Devil's Sight and Darkness, but you said you were relying on Hex.
For race I went with (Wild/Wood/Forest/Green?) Wild Elf to get base movement 35.
For level 1 and 2 I went with Monk to get martial arts.
For level 3 I went with Hexblade to get the crits on 19s and 20s. Plus other stuff (two cantrips: eldritch blast and booming blade, two 1st level spells: Hex and whatever else (you might never cast it?) you get at 1st level... one 1st level spell slot every short/long rest.
For level 4 and 5 I went back to Monk to get the Subclass Archetype (Way of the Undying?) and a Feat... Elven Accuracy.
Now at 5th level (Monk 4/Hexblade1) you can be making 3 rolls to hit per attack and crit on 19 or 20... Monks get a regular attack with their Action and an unarmed strike with their Bonus Action... if they spend a Ki point they can do Flurry of Blows which would be a total of 3 attacks per round. (with 9 rolls that's a lot of chances to crit.)
Probably not the most optimized build but you're going to get a lot of crits.
I don't think this works the way you may be thinking it does:
You can't use Booming Blade with an Unarmed Strike.
You didn't tell us your Pact Boon, but if you're a Bladepact, you can't use Booming Blade with a summoned Pact Weapon without GM fiat, as Pact Weapons have no monetary value. I think most GMs will overrule this, because it is Stupid.
You need a way to guarantee advantage for elven accuracy to do anything. Warlocks can do that with Devil's Sight and Darkness, but you said you were relying on Hex.
The build doesn't get to third level as a warlock. There isn't a pact boon.
You are only going to be using hexblade's curse (the feature that lets you crit on a 19) on two or three opponents a day, most of whom are going to be defeated in two or three rounds. On the first one of those rounds, you will be using a bonus action to cast or transfer hex, so you'll only have one attack. If there's no source of advantage then the elven accuracy feat doesn't apply.
As an aside, I'd rethink booming blade. It is useless to a monk, because the Cast a Spell Action doesn't trigger any of the cool stuff (martial arts, ki, etc).
You are only going to be using hexblade's curse (the feature that lets you crit on a 19) on two or three opponents a day, most of whom are going to be defeated in two or three rounds. On the first one of those rounds, you will be using a bonus action to cast or transfer hex, so you'll only have one attack. If there's no source of advantage then the elven accuracy feat doesn't apply.
As an aside, I'd rethink booming blade. It is useless to a monk, because the Cast a Spell Action doesn't trigger any of the cool stuff (martial arts, ki, etc).
I'd agree with hexblade not being optimal for the build, fighter 3 champion or Butcher's Bib for slashing weapons also get the increased crit range, but the increase is minimal in effect, there's a reason why Champion is considered a weak fighter subclass. I think Celestial or Genie might be better. Two levels to get invocations could be nice.
However, monk (and ranger) doesn't mix well with warlock due to multiclass prerequisites, requiring dex, wisdom, and charisma to all be at least 13. This leaves constitution at 12 at best with standard array or putting ASI increases into 4 different stats, neither of which is ideal for monks. There are other ways to generate stats that can make it less punitive, but it's definitely something to consider.
Leaving charisma at 13 is a legitimate option to achieve the multiclass at a lower stat cost, just make sure that you watch for how that will affect the effectiveness of your spells and abilities and plan accordingly. Avoiding spells with attacks or save DCs is possible and still provides good value, and getting save spells with half damage on a save can still provide benefits particularly with AOE implications.
The biggest challenge with this build is that you don't have a reliable way of granting yourself advantage.
As mentioned above, if you take two more levels of Warlock you can get the Devil's Sight Invocation and also learn the Darkness spell, which allows you to create a veil of magical darkness that you can see through, granting you advantage on al creatures caught in your aura of darkness that don't have blindsight or some other means of seeing in your darkness.
Alternatively, there's the option to play as a Way of Shadow monk and only take one more level of Warlock to get Devil's Sight, since a Way of Shadow monk is also capable of casting Darkness using their ki, and at higher levels you can use your Shadow Step ability to gain advantage on the first melee attack you make in a round.
Another way would be to get find familiar... either by going Pact of the Chain at level 3 Warlock, or alternatively going Pact of the Tome and taking the Book of Ancient Secrets Invocation to learn Find Familiar. If you have an owl familiar they can provide the Help action for you in combat while avoiding opportunity attacks... this isn't reliable long-term, because any decently competent DM will kill your familiar eventually, but you can always summon another one.
As mentioned above, if you take two more levels of Warlock you can get the Devil's Sight Invocation and also learn the Darkness spell, which allows you to create a veil of magical darkness that you can see through, granting you advantage on al creatures caught in your aura of darkness that don't have blindsight or some other means of seeing in your darkness.
Note that if you do this then you won't be using hex, due to the concentration requirement.
If you really want to multiclass as a wood elf monk, consider going with 3 levels of Rogue to get the Swashbuckler Archetype with its excellent movement buffs, AoO avoidance, additional opportunity for Sneak Attack damage, and the optional feature Steady Aim which absolutely guarantees an attack with Advantage. I've tried it with a Way of Mercy monk using the optional Dedicated Weapon feature with a rapier and even with Rogue 3/Monk 3, the combination can be devastating with some forethought. Rogue 3 is enough; just stay with Monk after that.
If the character attributes are high enough to begin with (both DEX & WIS 16-18), spending the first ASI to get the feat Unarmed Combat makes all unarmed combat rolls do the same damage as the rapier, effectively doing even more damage with Flurry of Blows than a straight rogue wielding two rapiers. Once the monk table allows the unarmed damage to be 1d8 without the feat, swap out the feat for something more useful at that point, like Defensive Duelist if the character's AC from attributes is a bit too low or Elven Accuracy which works decently when combining Steady Aim with Unarmed attacks.
If you still want a taste of Warlock then rather than Defensive Duelist or Elven Accuracy, take the feat Magic Initiate (Warlock). Doing so gets your Rogue/Monk access to the cantrips Eldritch Blast and Booming Blade (which can be used with that rogue's rapier!) as well as the spell Expeditious Retreat for when your monk really, really needs to move at Mach 1 around a battlefield or out of danger by combining the spell with the Swashbuckler's archetype feature "Fancy Footwork".
Just keep in mind that every non-monk level is a hit to the number of total Ki points your monk will have access to and, therefore, your success as a monk. The character is fundamentally a monk OR a rogue OR a warlock; not all three.
"To be one with the universe, each must find his true path and follow it." - Master Kan
Life should not be a journey to the grave with the intention of arriving safely in a pretty and well preserved body, but rather to skid in broadside in a cloud of smoke, thoroughly used up, totally worn out, and loudly proclaiming "Wow! What a Ride!" - Hunter S. Thompson
When life is bleak, all hope is lost, a wall is at your back, you always have one option left...attack! Attack! ATTACK! - Me
To post a comment, please login or register a new account.
For race I went with (Wild/Wood/Forest/Green?) Wild Elf to get base movement 35.
For level 1 and 2 I went with Monk to get martial arts.
For level 3 I went with Hexblade to get the crits on 19s and 20s. Plus other stuff (two cantrips: eldritch blast and booming blade, two 1st level spells: Hex and whatever else (you might never cast it?) you get at 1st level... one 1st level spell slot every short/long rest.
For level 4 and 5 I went back to Monk to get the Subclass Archetype (Way of the Undying?) and a Feat... Elven Accuracy.
Now at 5th level (Monk 4/Hexblade1) you can be making 3 rolls to hit per attack and crit on 19 or 20... Monks get a regular attack with their Action and an unarmed strike with their Bonus Action... if they spend a Ki point they can do Flurry of Blows which would be a total of 3 attacks per round. (with 9 rolls that's a lot of chances to crit.)
Probably not the most optimized build but you're going to get a lot of crits.
its wood elf
NNCHRIS: SOUL THIEF, MASTER OF THE ARCANE, AND KING OF NEW YORKNN
Gdl Creator of Ilheia and her Knights of the Fallen Stars ldG
Lesser Student of Technomancy [undergrad student in computer science]
Supporter of the 2014 rules, and a MASSIVE Homebrewer. Come to me all ye who seek salvation in wording thy brews!
Open to homebrew trades at any time!! Or feel free to request HB, and Ill see if I can get it done for ya!
Characters (Outdated)
I don't think this works the way you may be thinking it does:
The build doesn't get to third level as a warlock. There isn't a pact boon.
I have a weird sense of humor.
I also make maps.(That's a link)
I don't think you are.
You are only going to be using hexblade's curse (the feature that lets you crit on a 19) on two or three opponents a day, most of whom are going to be defeated in two or three rounds. On the first one of those rounds, you will be using a bonus action to cast or transfer hex, so you'll only have one attack. If there's no source of advantage then the elven accuracy feat doesn't apply.
As an aside, I'd rethink booming blade. It is useless to a monk, because the Cast a Spell Action doesn't trigger any of the cool stuff (martial arts, ki, etc).
I'd agree with hexblade not being optimal for the build, fighter 3 champion or Butcher's Bib for slashing weapons also get the increased crit range, but the increase is minimal in effect, there's a reason why Champion is considered a weak fighter subclass. I think Celestial or Genie might be better. Two levels to get invocations could be nice.
However, monk (and ranger) doesn't mix well with warlock due to multiclass prerequisites, requiring dex, wisdom, and charisma to all be at least 13. This leaves constitution at 12 at best with standard array or putting ASI increases into 4 different stats, neither of which is ideal for monks. There are other ways to generate stats that can make it less punitive, but it's definitely something to consider.
Leaving charisma at 13 is a legitimate option to achieve the multiclass at a lower stat cost, just make sure that you watch for how that will affect the effectiveness of your spells and abilities and plan accordingly. Avoiding spells with attacks or save DCs is possible and still provides good value, and getting save spells with half damage on a save can still provide benefits particularly with AOE implications.
The biggest challenge with this build is that you don't have a reliable way of granting yourself advantage.
As mentioned above, if you take two more levels of Warlock you can get the Devil's Sight Invocation and also learn the Darkness spell, which allows you to create a veil of magical darkness that you can see through, granting you advantage on al creatures caught in your aura of darkness that don't have blindsight or some other means of seeing in your darkness.
Alternatively, there's the option to play as a Way of Shadow monk and only take one more level of Warlock to get Devil's Sight, since a Way of Shadow monk is also capable of casting Darkness using their ki, and at higher levels you can use your Shadow Step ability to gain advantage on the first melee attack you make in a round.
Another way would be to get find familiar... either by going Pact of the Chain at level 3 Warlock, or alternatively going Pact of the Tome and taking the Book of Ancient Secrets Invocation to learn Find Familiar. If you have an owl familiar they can provide the Help action for you in combat while avoiding opportunity attacks... this isn't reliable long-term, because any decently competent DM will kill your familiar eventually, but you can always summon another one.
Watch Crits for Breakfast, an adults-only RP-Heavy Roll20 Livestream at twitch.tv/afterdisbooty
And now you too can play with the amazing art and assets we use in Roll20 for our campaign at Hazel's Emporium
Note that if you do this then you won't be using hex, due to the concentration requirement.
If you really want to multiclass as a wood elf monk, consider going with 3 levels of Rogue to get the Swashbuckler Archetype with its excellent movement buffs, AoO avoidance, additional opportunity for Sneak Attack damage, and the optional feature Steady Aim which absolutely guarantees an attack with Advantage. I've tried it with a Way of Mercy monk using the optional Dedicated Weapon feature with a rapier and even with Rogue 3/Monk 3, the combination can be devastating with some forethought. Rogue 3 is enough; just stay with Monk after that.
If the character attributes are high enough to begin with (both DEX & WIS 16-18), spending the first ASI to get the feat Unarmed Combat makes all unarmed combat rolls do the same damage as the rapier, effectively doing even more damage with Flurry of Blows than a straight rogue wielding two rapiers. Once the monk table allows the unarmed damage to be 1d8 without the feat, swap out the feat for something more useful at that point, like Defensive Duelist if the character's AC from attributes is a bit too low or Elven Accuracy which works decently when combining Steady Aim with Unarmed attacks.
If you still want a taste of Warlock then rather than Defensive Duelist or Elven Accuracy, take the feat Magic Initiate (Warlock). Doing so gets your Rogue/Monk access to the cantrips Eldritch Blast and Booming Blade (which can be used with that rogue's rapier!) as well as the spell Expeditious Retreat for when your monk really, really needs to move at Mach 1 around a battlefield or out of danger by combining the spell with the Swashbuckler's archetype feature "Fancy Footwork".
Just keep in mind that every non-monk level is a hit to the number of total Ki points your monk will have access to and, therefore, your success as a monk. The character is fundamentally a monk OR a rogue OR a warlock; not all three.
"To be one with the universe, each must find his true path and follow it." - Master Kan
Life should not be a journey to the grave with the intention of arriving safely in a pretty and well preserved body, but rather to skid in broadside in a cloud of smoke, thoroughly used up, totally worn out, and loudly proclaiming "Wow! What a Ride!"
- Hunter S. Thompson
When life is bleak, all hope is lost, a wall is at your back, you always have one option left...attack! Attack! ATTACK!
- Me