You should check your alignment. Evil characters are often banned by DMs, and a lot of groups don’t want to play with them at the table. You are part of a team. The dark, edgy, lone wolf shtick can get tired real quick for everyone else.
I'm not making him edgy I'm making him a jerk and a little reluctant to do things for npc's in need, but will do what's in the best interest of the party 99% of the time unless it's musical. I think my DM will be good with lawful evil, but idk I'll double check.
That's the exact kind of behaviour Xalthu is talking about, though. If you play a jerk, there must be good reasons for the other characters to hang out with your jerk character. Other than "you are all players in the same group".
It'll probably be mainly to NPCs, but if the players do something that will make him want to declare he is superior at something he will like I said he has a superiority complex not a murder hobo boulevard of broken dreams complex
Again, that's still dark, edgy, lone wolf territory.
I'm going to try my hardest to steer clear from edgy, again like I said he's just an a**whole not a I'm sad and lonely and ark and brooding nihilismness all the time.
All drow are edgy, it’s practically written into the race description. But I’ll take you at your word; So, just dark and lone wolf, then? Still a problem.
You’ll Play your character the way you want, and that’s cool, just recognize that this is a game and you are playing with other people. If your character starts acting like a jerk and find yourself saying “but that’s what my character would do” that’s a good sign that you are being a jerk. understand the character is doing only what you are making him do. You can choose to do something else. (You might look up the Matt colville video on wangrods) Think in terms of in game, why would the rest of the party hang out with a jerk (you’ve already said he will treat NPCs badly), who literally uses the word evil to describe the way he interacts the world? Would you be friends with this person? Are you just going to mean girls bully them into doing what you say? Would you trust your life to someone who’s philosophy on life is seeking their own personal gain at the expense of everyone else?
In terms of the players, it might be fun for you to be this dark lone wolf, but for the others, who are just sighing to themselves when you are mean to an NPC and making things unnecessarily more difficult, it’s not fun. You are putting your fun ahead of everyone else’s.
I also have another character build in mind that I might post on this thread it's Paladin Warlock with a few other class, but I don't know which the 5 routes I've mapped to take. Winged Tiefling, but my DM said I could use the Strength bonus from the Zariel Tiefling.
You should check your alignment. Evil characters are often banned by DMs, and a lot of groups don’t want to play with them at the table. You are part of a team. The dark, edgy, lone wolf shtick can get tired real quick for everyone else.
I'm not making him edgy I'm making him a jerk and a little reluctant to do things for npc's in need, but will do what's in the best interest of the party 99% of the time unless it's musical. I think my DM will be good with lawful evil, but idk I'll double check.
That's the exact kind of behaviour Xalthu is talking about, though. If you play a jerk, there must be good reasons for the other characters to hang out with your jerk character. Other than "you are all players in the same group".
It'll probably be mainly to NPCs, but if the players do something that will make him want to declare he is superior at something he will like I said he has a superiority complex not a murder hobo boulevard of broken dreams complex
Again, that's still dark, edgy, lone wolf territory.
I'm going to try my hardest to steer clear from edgy, again like I said he's just an a**whole not a I'm sad and lonely and ark and brooding nihilismness all the time.
And again, why would anyone (ie, the other PC) want to hang out with your a**hole PC? Why would people offer him quests? Why would they reward him with anything but a closed door in the face?
I don't think anyone's brought this up yet, but just bear in mind that most campaigns don't make it to level 20, and if they do, it can take years. Just something to consider when mapping out your character up to max level, make sure it still has things you want in the early to mid levels, and that you're not getting *the* thing to make it all come together at a higher level.
A game I've been running with my family has been going on for like 2 years meeting every other week and they're still only level 10.
I don't think anyone's brought this up yet, but just bear in mind that most campaigns don't make it to level 20, and if they do, it can take years. Just something to consider when mapping out your character up to max level, make sure it still has things you want in the early to mid levels, and that you're not getting *the* thing to make it all come together at a higher level.
A game I've been running with my family has been going on for like 2 years meeting every other week and they're still only level 10.
I know the DM said the campaign probably won't go past 12th level
Does anyone know how make a Tiefling with good unarmored defense(not monk) that can fireball, hellish rebuke, and searing smite(and rage if possible) without being MAD because I've run through like 5 builds and they all end up have low armor class or with the main ability scores no higher than 16.
Barbarians also get unarmored defense, but otherwise if you don't want to wear armor you'd probably be looking at Mage Armor, either though the spell or the Armor of Shadows warlock invocation.
So you might want to go warlock or sorcerer plus a level or 2 of barb for unarmored defense, and maybe some paladin (vengeance possibly) for searing smite, but your main class should either be sorcerer or warlock (both of which play fairly nice with paladin)
Does anyone know how make a Tiefling with good unarmored defense(not monk) that can fireball, hellish rebuke, and searing smite(and rage if possible) without being MAD because I've run through like 5 builds and they all end up have low armor class or with the main ability scores no higher than 16.
Arcanist, some ways to get a good AC without being a Monk:
Bladesinging wizard school (if your DM doesn't restrict it to Elves) can easily net you +[Int] AC twice per Short Rest. A wizard character that is maxing Dex and Intelligence will normally be at AC 16-18 (depending on your Dex) while Mage Armor is up, and 21-23 when Shield is up. A Bladesinger will be at 19-23, or 24-28 with Shield. A Wizard will be able to cast Fireball and plenty of other similar fire-themed spells, though not Hellish Rebuke using spell slots (though Tiefling will let you as a racial ability) or Searing Smite specifically without a multiclass... and Wizards aren't great at multiclassing, since nothing else wants Intelligence.
If you really need those specific three spells, a Sorcerer/Paladin would be your best bet. And Paladins (even 'pure' Paladins) perform better and less MAD with a splash of Hexblade so that they don't have to needlessly bump Strength for their melee attacks. So while it isn't MAD, it is a little multiclass dependent.... Hexblade 1/Paladin 2+/Sorcerer X can be accomplished by starting with 13 Strength (or 15, if you don't want -10 speed) and maxing Charisma. 18 Plate + 2 from a shield+1 Defensive fighting style will net you an easy 21 AC, though it will complicate your need for an open hand for casting. Without a shield, 19 AC is still good.
Just realized you said unarmored AC, so finding a way to wear Plate isn't necessarily what you're looking for. Looking to Monk for AC will make you MAD unless you're a Wisdom caster, and looking to Barbarian for AC will make you MAD no matter what (and will have very poor ability synergy), so just building for max dex with Mage Armor is probably your best bet.
There are a few more misc. AC bonuses which may or may not become relevant depending on what you're doing:
Draconic Sorcerer can be an alternative to casting Mage Armor, giving you the same 13+Dex unarmored AC calculation that the spell provides.
Shield gives you +5 AC for an entire round after being cast as a Reaction, which is awesome, but will cause you to chew through Spell Slots at an alarming rate if you rely on it too much.
Defensive Duelist feat can give you a new Reaction to add your prof bonus as AC against an attack, so long as you're wielding a Finesse Weapon. Inferior to Shield, but doesn't use a Spell Slot.
War Magic Wizard's Arcane Deflection gives you a new Reaction to add +2 AC against an attack/+4 to a save without using a Spell Slot. However, it so severely limits your spellcasting on the following round that a lot of people don't like it, and again, it only applies against a single attack.
Dual Wielder feat comes with +1 AC while you have a melee weapon in each hand, though dual wielding can be tough for casters that can't treat those weapons like Spell Focuses.
A monk's Patient Defense lets you dodge as a Bonus Action for so long as you have ki points, which is an indirect way of making that AC work more effectively. You said you didn't want to be a Monk, though you could use this part of their kit with as little as 13 wisdom (and most Monk features other than the AC bonus and Stunning Strike don't need higher Wisdom at all_.
Holding a Shield for +2 AC may or may not fit your concept of "unarmored." Do note that it takes a full action to equip/unequip a Shield, it isn't as simple as just drawing/stowing with a free action like a weapon or item would be.
Cover is worth either +2 AC, +5 AC, or immunity from attacks depending on its degree. "Walls, trees, creatures, and other obstacles can provide cover during combat, making a target more difficult to harm." A tiny familiar in the square between you and your enemy (who is attacking you with a Reach weapon or with a Ranged Attack) may or may not be enough to give you +2 AC, but a small or medium sized ally (ranger animal companion?) is likely to. Or, a light-but large object held aloft by a Mage Hand (like a dinner platter?), which could even be within your own space to provide some measure of cover against regular melee attacks.
A Battlemaster Fighter has some defensive tricks, most notably Evasive Footwork will let you add a Superiority Dice roll to your AC while moving.
The Defense fighting style (fighter, paladin, ranger) provides +1 AC while "wearing armor." Depending on whether your DM considers wielding a shield to be "wearing armor," (it appears in the armor section, you have to "don" and "doff" it instead of just wielding it, this may or may not apply when just holding a Shield.
The Hunter Ranger's Multiattack Defense at level 7 gives you a strong +4 AC against a creature's subsequent attacks after they hit you once, not bad (but pretty deep investment into Ranger).
Hanging out in Darkness will give creatures without Blindsight Disadvantage when attacking you (or possibly even being unable to target you at all). With a Warlock's Devil Sight invocation, or using a Shadow Sorcerer's Eyes of the Dark feature, your ability to hide in Darkness and still participate meaningfully in combat as a caster is greatly improved.
A College of Swords Bard Defensive Flourish will add a roll of your Bardic Inspiration dice to your AC for an entire round after making a melee attack. It also gives you the ability to use your weapon as a spell focus, so it synergizes well with the Dual Wielder and Defensive Duelist feats mentioned above!
A College of Valor Bard that has given themself Bardic Inspiration can expend it with a reaction for an AC bonus against a single attack.
Not relevant for a Tiefling, but there are certain races which provide their own alternative unarmored AC calculations, notably Tortle (base 17 unarmored AC, but no Dex modifier), Lizardfolk (Base 13+Dex AC), Loxodon (Base 12+Con AC), Warforged (+1 AC Bonus across the board).
Big list there, lots of potential ways to boost your AC while unarmored without needing to be MAD and chase a Monk's +WIS or Barbarian's +CON modifier.
Again I'm considering another character build I'm several campaigns a lot of the time.
So I was thinking a Feral Tielfing dual wielder feat to short swords upgrade to rapiers. Either 11 levels of hunter, gloom stalker, or horizon walker Ranger, 2 levels of fighter for Action Surge and Second Wind, 1 level of rogue for Sneak Attack and Expertise, 3 levels of Way of the Shadow monk for a total of 21 unarmored AC 10 extra feet of movement and Shadow Arts, and finally 2 levels of Warlock for Armor of Agathys, Darkness, Hex, Devil's Sight, and Shroud of Shadows.
First off, that's very MAD. You'd need above a 13 in 4 ability scores. Five classes is nuts; you'll only ever have low level abilities, and a couple mid-level ranger abilities. You'll have lots of low level stuff (realistically more than you can use due to action economy), but no high level stuff. You'll only get two ASIs the entire campaign, and you want one of them for dual wielder, so you're ability scores will be mediocre at best (especially since you'll need to spread them so thin for all that multi-classing). Correction, you get three ASI, if you use your level-by-level list, since you actually hit 12 in ranger there, though the 3rd one won't be until 20th level. Your build doesn't really come online until well after most campaigns would end.
Remember you are part of a team. Don't try to do everything. Pick a role and be good at it, leave the other things to other characters. This is spreading you way too thin.
First off, that's very MAD. You'd need above a 13 in 4 ability scores. Five classes is nuts; you'll only ever have low level abilities, and a couple mid-level ranger abilities. You'll have lots of low level stuff (realistically more than you can use due to action economy), but no high level stuff. You'll only get two ASIs the entire campaign, and you want one of them for dual wielder, so you're ability scores will be mediocre at best (especially since you'll need to spread them so thin for all that multi-classing). Correction, you get three ASI, if you use your level-by-level list, since you actually hit 12 in ranger there, though the 3rd one won't be until 20th level. Your build doesn't really come online until well after most campaigns would end.
Remember you are part of a team. Don't try to do everything. Pick a role and be good at it, leave the other things to other characters. This is spreading you way too thin.
Ok what should I drop my DM decided to make apparently very difficult campaign and I'm with a Forge Cleric, and I think a Moon Druid she hasn't decided what subclass yet I chose Monk because of it's Shadow Arts Darkness plus Devil's Sight combo and with Armor of Agathys just in case rogue for expertise and fighter for defense and action surge maybe I'll go more into rogue and choose scout or maybe I could go with battlemaster or more warlock or more monk or just drop ranger entirely and go with fighter, monk, rogue, or a hexblade warlock as my main class, and switch to mephistopheles, or levistus tiefling. Wait does Hex warrior work with dual wielding.
Or maybe I could go Bloodhunter Order of the Profane Soul and grab some War Mage or Bladesinger(If my DM is okay with that) Wizard, but I'm leaning towards Ranger
Nah, it can work, though I wouldn't ride Ranger as my primary class with 12 levels. Sure it gets you some (wisdom based) spellcasting, but with the need to also keep up with dexterity for attacks and/or AC, you're a lil' mad... not a big deal if you stick to self buffs and non-combat utility from the Ranger spell list, but a lil limiting. Also keep in mind that dual wielding is an action-intensive fighting style that is greedy for your Bonus Action, and possibly your free object interaction each round as well, so class features and spells that give you a new way to spend a Bonus Action have some competition. Ranger buff spells, Warlock buff spells or Hexblade's curse, Rogue Cunning Action stuff, Monk ki point and martial arts stuff.... all of it competes with two weapon fighting style.
The best parts of Gloomstalker, what people splash Ranger to pick up, are accomplished right away at level 3. Even with a 13 Wis gloomstalker only receiving a +1 to intiative, that darkness enhancement may be relevant to your build, and the first-turn movement and attack buff is always relevant. That said, i've never seen a build that needs Gloomstalker, it's a decent splash to leave until late levels in a build.
Shadow Monk is a very good subclass with lots of crunchy utility features... even if you decide to wear armor and surrender a lot of your Martial Arts and speed enhancement features. I find it hard to stop before 11, or at the very least, 6. Past 11, the 17th level feature is so-so, but the regular monk 14 is also something that you should have a good reason for not pursuing. Past that is all minor/fluff, very little reason to take a Monk past 14.
A single level of Rogue, for 1d6 once per round on a sneak attack, may or may not be worth it. I mean it also gets you a new skill and some Expertise, which can be nice, but I'd suggest either MORE rogue, or losing it. Rogue is a weird class where the base features are good, but none of the subclasses are all that special, but depending on whether you're going to try to make this build Wisdom based (Inquisitor), Dex based (Thief's fast hands is actually very helpful for a dual wielding character that sometimes needs to fix what they have in their hands), or Cha based (Swashbuckler), you may pick up some ok features along the road to Rogue 5 or 8.
Two levels of fighter for Action Surge and a fighting style is fine. One more level for Champion (better Crit range) or Battlemaster (some very flexible control options 4/short rest to save yourself or your party) is probably even better. But steer clear of anything asking for your bonus action, if you plan on being a dual wielder.
One or two levels of Hexblade can make you a lot less MAD by unlocking Charisma-based attacks, but you'd be better off doing it early instead of late. Some of the invocations can be game changing (like Devil Sight unlocking wholly different tactics around Darkness for a Shadow Monk), but mixing a Cha caster and a Wis caster is again going to leave you casting nothing but non-save and non-attack spells, unless you lean into being primarily Cha focused.
Put it all together and what's good?
As a Feral Tiefling (+2 Dex, +1 Int), you don't have much going for any of what we discussed above. A variant Tiefling bloodline (Fierna, Dispater, or Glasya) is more likely to help you reach the stats you'll need. There's no need to chase high Wis for monk AC if you already plan on using non-monk weapons, 13 is plenty for a Shadow Monk. 13 is plenty for a Gloomstalker too, you didn't need that initiative bonus that badly. 13 Dex is also sufficient, if you're willing to attack with Cha using Hexblade, and wear heavy armor. Many would tell you you'd need 15 strength for plate to not get slowed down... but -10 speed isn't a big deal, and you'll have Bonus Action dashes to mitigate it if it's ever necessary.
Start as a Fighter at level 1, for healthy starting HP and Heavy Armor proficiency so you don't have to waste a feat on it later. Either Defense or Two Weapon Fighting style.
At level 2, pick up Hexblade to be able to start attacking Charisma, and provide some other spells and utilities.
At level 3, pick up a second Hexblade level to get some invocations going. You can limp through a very crappy build for a lot of levels by falling back on casting Eldritch Blast with Cha added to it, so take that for now and Devil Sight.
At levels 4-6, rush to Monk 3 to start unlocking some features like deflecting arrows, ki-point dodge/dash when needed, and ki-point castings of Darkness that refresh on short rests. From this point on, your ability to put yourself in a Darkness bubble every combat that you can see in (getting advantage on all your attacks, all attacks against you have disadvantage, most harmful spells can't even target you) makes you much more effective than your mismatch of features and poor stats would suggest.
Levels 7 and 8, go back to Fighter to get Action Surge, and then either Champion (crit on 19's, which helps since you roll so many dice always attacking with advantage) or Battlemaster (push people out of your darkness bubble if they get close, make your attacks more accurate when you really need to, etc).
Level 9 and 10... probably time to start picking up some feats, lol. In whatever order tickles your fancy, grab a fourth level of Fighter and Monk. +2 CHA taken at both, to bring you up to 20 CHA.
Level 11-20: More ki points (and better Shadow Monk features) are the biggest pull from here out, so taking 10 more levels of monk would be my preference. If you're willing to lose out on proficiency in all Saves, at-will Invisibility , immunity to Poison and Disease, and one of your two remaining feats.... you could devote 3 levels somewhere to Gloomstalker... but it doesn't feel necessary to me. Feats you'll want might include Dual Wielder, Mobile, Inspiring Leader, Tough, or War Caster.
What will you have by the end of all that?
Decent-ish HP
AC that's 18-20, depending on what Fighting Style and feats you took, with attackers having Disadvantage against you if you're in a Darkness bubble.
All the saves!
Three attacks per round (Attack Action for two, Bonus Action for one more offhand), all with Advantage if you're in a Darkness bubble. Any or all of them can be made as Stunning Strikes, though you don't have great save DC on that and may want to save your ki for Darkness or Silence castings.
Action surge, to double that up to 5 attacks in a round, or some enhanced mobility if necessary.
Fully decent ranged attacks whenever you want to make them, Eldritch Blast for d10's+5!
A small handful of level 1 spells that you can choose from twice/short rest. Recommend Shield, Hex, and Charm Person, as they'll keep their value throughout levels.
Evasion, immunity from poison, easily can end charmed or frightened if it lands on you.
If you're ever caught without armor.... your AC and attacks won't be great, but you'll be very very fast and good at escaping :)
Is this a "good" build? Meh, it's okay. You could do similar stuff swapping Fighter 4 for Gloomstalker 4, if that's your preference, or drop that entirely to take 6 levels of Hexblade for more spells and invocations. Dual Wielding and wearing armor aren't really necessary, so the Monk 14/Hexblade 6 would be my preference (leave your Cha low at 14, and spend all four feats on buffing Dex and Wis instead)
Just played a 7 hour session with a Forge Cleric and Moon Druid we went from levels 1-4 almost 5 and my fighter/warlock/monk characters is holding up well I'm the damage dealer in the campaign although I was 2 hit points when we beat the boss, I'm having fun.
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All drow are edgy, it’s practically written into the race description. But I’ll take you at your word; So, just dark and lone wolf, then? Still a problem.
You’ll Play your character the way you want, and that’s cool, just recognize that this is a game and you are playing with other people. If your character starts acting like a jerk and find yourself saying “but that’s what my character would do” that’s a good sign that you are being a jerk. understand the character is doing only what you are making him do. You can choose to do something else. (You might look up the Matt colville video on wangrods)
Think in terms of in game, why would the rest of the party hang out with a jerk (you’ve already said he will treat NPCs badly), who literally uses the word evil to describe the way he interacts the world? Would you be friends with this person? Are you just going to mean girls bully them into doing what you say? Would you trust your life to someone who’s philosophy on life is seeking their own personal gain at the expense of everyone else?
In terms of the players, it might be fun for you to be this dark lone wolf, but for the others, who are just sighing to themselves when you are mean to an NPC and making things unnecessarily more difficult, it’s not fun. You are putting your fun ahead of everyone else’s.
It’ll be fine. Don’t let folks backseat drive your character.
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I'm going to make this way harder than it needs to be.
I also have another character build in mind that I might post on this thread it's Paladin Warlock with a few other class, but I don't know which the 5 routes I've mapped to take. Winged Tiefling, but my DM said I could use the Strength bonus from the Zariel Tiefling.
And again, why would anyone (ie, the other PC) want to hang out with your a**hole PC? Why would people offer him quests? Why would they reward him with anything but a closed door in the face?
I don't think anyone's brought this up yet, but just bear in mind that most campaigns don't make it to level 20, and if they do, it can take years. Just something to consider when mapping out your character up to max level, make sure it still has things you want in the early to mid levels, and that you're not getting *the* thing to make it all come together at a higher level.
A game I've been running with my family has been going on for like 2 years meeting every other week and they're still only level 10.
I know the DM said the campaign probably won't go past 12th level
Does anyone know how make a Tiefling with good unarmored defense(not monk) that can fireball, hellish rebuke, and searing smite(and rage if possible) without being MAD because I've run through like 5 builds and they all end up have low armor class or with the main ability scores no higher than 16.
Barbarians also get unarmored defense, but otherwise if you don't want to wear armor you'd probably be looking at Mage Armor, either though the spell or the Armor of Shadows warlock invocation.
So you might want to go warlock or sorcerer plus a level or 2 of barb for unarmored defense, and maybe some paladin (vengeance possibly) for searing smite, but your main class should either be sorcerer or warlock (both of which play fairly nice with paladin)
Why would you even want all of those things?
Arcanist, some ways to get a good AC without being a Monk:
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I'm going to make this way harder than it needs to be.
It's part of the character theme
Just realized you said unarmored AC, so finding a way to wear Plate isn't necessarily what you're looking for. Looking to Monk for AC will make you MAD unless you're a Wisdom caster, and looking to Barbarian for AC will make you MAD no matter what (and will have very poor ability synergy), so just building for max dex with Mage Armor is probably your best bet.
There are a few more misc. AC bonuses which may or may not become relevant depending on what you're doing:
Big list there, lots of potential ways to boost your AC while unarmored without needing to be MAD and chase a Monk's +WIS or Barbarian's +CON modifier.
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I'm going to make this way harder than it needs to be.
I think I'm going with a 5 Oathbreaker 12 Draconic Sorcerer Paladin 3 Hexblade Warlock.
Again I'm considering another character build I'm several campaigns a lot of the time.
So I was thinking a Feral Tielfing dual wielder feat to short swords upgrade to rapiers. Either 11 levels of hunter, gloom stalker, or horizon walker Ranger, 2 levels of fighter for Action Surge and Second Wind, 1 level of rogue for Sneak Attack and Expertise, 3 levels of Way of the Shadow monk for a total of 21 unarmored AC 10 extra feet of movement and Shadow Arts, and finally 2 levels of Warlock for Armor of Agathys, Darkness, Hex, Devil's Sight, and Shroud of Shadows.
First off, that's very MAD. You'd need above a 13 in 4 ability scores. Five classes is nuts; you'll only ever have low level abilities, and a couple mid-level ranger abilities. You'll have lots of low level stuff (realistically more than you can use due to action economy), but no high level stuff. You'll only get two ASIs the entire campaign, and you want one of them for dual wielder, so you're ability scores will be mediocre at best (especially since you'll need to spread them so thin for all that multi-classing). Correction, you get three ASI, if you use your level-by-level list, since you actually hit 12 in ranger there, though the 3rd one won't be until 20th level. Your build doesn't really come online until well after most campaigns would end.
Remember you are part of a team. Don't try to do everything. Pick a role and be good at it, leave the other things to other characters. This is spreading you way too thin.
Ok what should I drop my DM decided to make apparently very difficult campaign and I'm with a Forge Cleric, and I think a Moon Druid she hasn't decided what subclass yet I chose Monk because of it's Shadow Arts Darkness plus Devil's Sight combo and with Armor of Agathys just in case rogue for expertise and fighter for defense and action surge maybe I'll go more into rogue and choose scout or maybe I could go with battlemaster or more warlock or more monk or just drop ranger entirely and go with fighter, monk, rogue, or a hexblade warlock as my main class, and switch to mephistopheles, or levistus tiefling. Wait does Hex warrior work with dual wielding.
Or maybe I could go Bloodhunter Order of the Profane Soul and grab some War Mage or Bladesinger(If my DM is okay with that) Wizard, but I'm leaning towards Ranger
Nah, it can work, though I wouldn't ride Ranger as my primary class with 12 levels. Sure it gets you some (wisdom based) spellcasting, but with the need to also keep up with dexterity for attacks and/or AC, you're a lil' mad... not a big deal if you stick to self buffs and non-combat utility from the Ranger spell list, but a lil limiting. Also keep in mind that dual wielding is an action-intensive fighting style that is greedy for your Bonus Action, and possibly your free object interaction each round as well, so class features and spells that give you a new way to spend a Bonus Action have some competition. Ranger buff spells, Warlock buff spells or Hexblade's curse, Rogue Cunning Action stuff, Monk ki point and martial arts stuff.... all of it competes with two weapon fighting style.
The best parts of Gloomstalker, what people splash Ranger to pick up, are accomplished right away at level 3. Even with a 13 Wis gloomstalker only receiving a +1 to intiative, that darkness enhancement may be relevant to your build, and the first-turn movement and attack buff is always relevant. That said, i've never seen a build that needs Gloomstalker, it's a decent splash to leave until late levels in a build.
Shadow Monk is a very good subclass with lots of crunchy utility features... even if you decide to wear armor and surrender a lot of your Martial Arts and speed enhancement features. I find it hard to stop before 11, or at the very least, 6. Past 11, the 17th level feature is so-so, but the regular monk 14 is also something that you should have a good reason for not pursuing. Past that is all minor/fluff, very little reason to take a Monk past 14.
A single level of Rogue, for 1d6 once per round on a sneak attack, may or may not be worth it. I mean it also gets you a new skill and some Expertise, which can be nice, but I'd suggest either MORE rogue, or losing it. Rogue is a weird class where the base features are good, but none of the subclasses are all that special, but depending on whether you're going to try to make this build Wisdom based (Inquisitor), Dex based (Thief's fast hands is actually very helpful for a dual wielding character that sometimes needs to fix what they have in their hands), or Cha based (Swashbuckler), you may pick up some ok features along the road to Rogue 5 or 8.
Two levels of fighter for Action Surge and a fighting style is fine. One more level for Champion (better Crit range) or Battlemaster (some very flexible control options 4/short rest to save yourself or your party) is probably even better. But steer clear of anything asking for your bonus action, if you plan on being a dual wielder.
One or two levels of Hexblade can make you a lot less MAD by unlocking Charisma-based attacks, but you'd be better off doing it early instead of late. Some of the invocations can be game changing (like Devil Sight unlocking wholly different tactics around Darkness for a Shadow Monk), but mixing a Cha caster and a Wis caster is again going to leave you casting nothing but non-save and non-attack spells, unless you lean into being primarily Cha focused.
Put it all together and what's good?
As a Feral Tiefling (+2 Dex, +1 Int), you don't have much going for any of what we discussed above. A variant Tiefling bloodline (Fierna, Dispater, or Glasya) is more likely to help you reach the stats you'll need. There's no need to chase high Wis for monk AC if you already plan on using non-monk weapons, 13 is plenty for a Shadow Monk. 13 is plenty for a Gloomstalker too, you didn't need that initiative bonus that badly. 13 Dex is also sufficient, if you're willing to attack with Cha using Hexblade, and wear heavy armor. Many would tell you you'd need 15 strength for plate to not get slowed down... but -10 speed isn't a big deal, and you'll have Bonus Action dashes to mitigate it if it's ever necessary.
Recommended Stats: Fierna Tiefling, 12/14/12/8/13(14)/14(16).
What will you have by the end of all that?
Is this a "good" build? Meh, it's okay. You could do similar stuff swapping Fighter 4 for Gloomstalker 4, if that's your preference, or drop that entirely to take 6 levels of Hexblade for more spells and invocations. Dual Wielding and wearing armor aren't really necessary, so the Monk 14/Hexblade 6 would be my preference (leave your Cha low at 14, and spend all four feats on buffing Dex and Wis instead)
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I'm going to make this way harder than it needs to be.
Very helpful thank you.
Just played a 7 hour session with a Forge Cleric and Moon Druid we went from levels 1-4 almost 5 and my fighter/warlock/monk characters is holding up well I'm the damage dealer in the campaign although I was 2 hit points when we beat the boss, I'm having fun.