So my open hand monk found magical hand wraps with small powers. If I multiclass with hexblade, the hand wraps "weapon" still has the open hand benefits, and also has the hex spell and eldritch blast cantrip. In addition, my dm allows me to convert the spellcasting from charisma to wisdom. Is it a good multiclass with one level of warlock?
How deep are you palning on going into warlock and when? Are you starting at a level above 1?
I don't think you will gain much going more than one level. As a monk you want as much ki as you can get and you don't want to delay key features like stunning strike if you can.
If you are starting at a high level a single level of wisdom based hexblade would be very powerful. Once your handwarps are doing as much damage as a quaterstaff (which will depend on what bonuses thay offer) you can use wisdom for all your attacks and dex becomes very much a secondary stat (possibly even third after con as while AC is nice so is extra hit points)
One of the weaknesses of a monk is the access to ranged attacks, eldritch blast fixes that (and scales with character level) but you should be using it rarely enough that it isn't worth a second level fro agonising blast.
The biggest issue I see with the build is both classes ar every dependent on bonus actions. As a monk you will be wanting to use your bonus action for flurry of blows, step of the wind or patient defence. As a warloch you will be wanting ot use your bonus action to move hex around as badies die or cast hexblade curse. As a warlock typically when you are fighting a relatively large number of weak enemies you will be wanting to move hex every round. Against a boss in round one you will hex baldes curse, in round 2 you will cast (or move hex) (possibly the other way round) meaning yuou don't get to use a monk feature until round 3 and most fights are over in 3 or 4 rounds. The idea and using flurry of blows on a hexed and hex cursed creature create for potentially an extra 4d6 damage +4*proficiency (if they all hit), even more if they crit sounds very tempting but by the time tyou have set it up the battle is nearly over.
Linked to this is the issue of concentration. To avoid getting hit a monk needs hit and run, either using their bonus action either to step of the wind or for open hand to hit and prevent the opponent from taking reactions. If you are using your bonus action on hex / hexbaldes curse you will get hit a lot and that is likely to lead to concentration being lost. RAW taking a second level of warlock for Eldritch sight (a third if noone in the party will cast darkness) wont get round this as darkness is cast on a point, not an object or creature so you can not have it cast on yourself or something you are wearing , move in, attacking with advantage then move away with no op attack so your friends can see and attack the bad guy (Instead the bad guy will move out of the darkness and all you can do to take advantage of it is eldritch blast from within it, in which case you are not using any monk features at all). Having said that RAW warlocks use charisma for their features so you might be able to persuade your DM to allow this (but I would rule this makes far too powerful)
I agree with Jegpeg on multiclassing, the loss of a level for what you want isn't really worth it. However there are other ways other than multiclassing that will achieve the same outcome. If for instance you chose to take either the Magic Initiate (Warlock) or Fey Touched feat you could gain access to a secondary casting of the hex spell per long rest or day which is often more than necessary to bump your DPS when you need to. I would suggest Fey Touched over Magic Initiate as it also adds to your Wisdom stat, and an emergency Misty Step is good for anyone.
However, I don't think casting Hex is nearly as hampering to action economy as Jegpeg suggests. I'm assuming you're at medium level so at estimate either a 1d6 or 1d8 on martial arts damage die. Which means after Hexing an enemy you literally double your potential die damage. So a full flurry of blows at level 5 doing 4 attacks at 4d6 damage dice is still 2 attacks at 4d6 damage dice with using Hex as the bonus action. Not to mention the following turn of potential 8d6 damage dice with a follow up flurry of blows, assuming all hits connect of course.
If what you're really looking for is a ranged option consult with your DM about the optional class features. Dedicated Weapon allows the Monk to turn a simple or martial weapon in which he or she is proficient and does not contain the special or heavy properties into a Monk weapon per a short meditation during a short or long rest. This means any Monk can turn a shortbow into a Monk weapon and gain the additional damage granted by the Martial Arts feature. (At level 5 1d6 + Dexterity or Strength Modifier) Using this feature will do more damage on average than the Eldritch Blast you have access too seeing as it can add your Stats to damage via Martial Arts.
However, I don't think casting Hex is nearly as hampering to action economy as Jegpeg suggests. I'm assuming you're at medium level so at estimate either a 1d6 or 1d8 on martial arts damage die. Which means after Hexing an enemy you literally double your potential die damage. So a full flurry of blows at level 5 doing 4 attacks at 4d6 damage dice is still 2 attacks at 4d6 damage dice with using Hex as the bonus action. Not to mention the following turn of potential 8d6 damage dice with a follow up flurry of blows, assuming all hits connect of course.
At that sort of level you would expect a monk to have about +4 on dex so flurry of blows does 4d6+16, with hex you would do 4d6+8.
Yes you are correct, I just said I don't think it's as hampering. Chances are if you're a Monk your not slaying something in 1 turn anyway so I don't really see the drop in damage on first round being an issue. But that's just been my experience with it.
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So my open hand monk found magical hand wraps with small powers. If I multiclass with hexblade, the hand wraps "weapon" still has the open hand benefits, and also has the hex spell and eldritch blast cantrip. In addition, my dm allows me to convert the spellcasting from charisma to wisdom. Is it a good multiclass with one level of warlock?
How deep are you palning on going into warlock and when? Are you starting at a level above 1?
I don't think you will gain much going more than one level. As a monk you want as much ki as you can get and you don't want to delay key features like stunning strike if you can.
If you are starting at a high level a single level of wisdom based hexblade would be very powerful. Once your handwarps are doing as much damage as a quaterstaff (which will depend on what bonuses thay offer) you can use wisdom for all your attacks and dex becomes very much a secondary stat (possibly even third after con as while AC is nice so is extra hit points)
One of the weaknesses of a monk is the access to ranged attacks, eldritch blast fixes that (and scales with character level) but you should be using it rarely enough that it isn't worth a second level fro agonising blast.
The biggest issue I see with the build is both classes ar every dependent on bonus actions. As a monk you will be wanting to use your bonus action for flurry of blows, step of the wind or patient defence. As a warloch you will be wanting ot use your bonus action to move hex around as badies die or cast hexblade curse. As a warlock typically when you are fighting a relatively large number of weak enemies you will be wanting to move hex every round. Against a boss in round one you will hex baldes curse, in round 2 you will cast (or move hex) (possibly the other way round) meaning yuou don't get to use a monk feature until round 3 and most fights are over in 3 or 4 rounds. The idea and using flurry of blows on a hexed and hex cursed creature create for potentially an extra 4d6 damage +4*proficiency (if they all hit), even more if they crit sounds very tempting but by the time tyou have set it up the battle is nearly over.
Linked to this is the issue of concentration. To avoid getting hit a monk needs hit and run, either using their bonus action either to step of the wind or for open hand to hit and prevent the opponent from taking reactions. If you are using your bonus action on hex / hexbaldes curse you will get hit a lot and that is likely to lead to concentration being lost. RAW taking a second level of warlock for Eldritch sight (a third if noone in the party will cast darkness) wont get round this as darkness is cast on a point, not an object or creature so you can not have it cast on yourself or something you are wearing , move in, attacking with advantage then move away with no op attack so your friends can see and attack the bad guy (Instead the bad guy will move out of the darkness and all you can do to take advantage of it is eldritch blast from within it, in which case you are not using any monk features at all). Having said that RAW warlocks use charisma for their features so you might be able to persuade your DM to allow this (but I would rule this makes far too powerful)
I agree with Jegpeg on multiclassing, the loss of a level for what you want isn't really worth it. However there are other ways other than multiclassing that will achieve the same outcome. If for instance you chose to take either the Magic Initiate (Warlock) or Fey Touched feat you could gain access to a secondary casting of the hex spell per long rest or day which is often more than necessary to bump your DPS when you need to. I would suggest Fey Touched over Magic Initiate as it also adds to your Wisdom stat, and an emergency Misty Step is good for anyone.
However, I don't think casting Hex is nearly as hampering to action economy as Jegpeg suggests. I'm assuming you're at medium level so at estimate either a 1d6 or 1d8 on martial arts damage die. Which means after Hexing an enemy you literally double your potential die damage. So a full flurry of blows at level 5 doing 4 attacks at 4d6 damage dice is still 2 attacks at 4d6 damage dice with using Hex as the bonus action. Not to mention the following turn of potential 8d6 damage dice with a follow up flurry of blows, assuming all hits connect of course.
If what you're really looking for is a ranged option consult with your DM about the optional class features. Dedicated Weapon allows the Monk to turn a simple or martial weapon in which he or she is proficient and does not contain the special or heavy properties into a Monk weapon per a short meditation during a short or long rest. This means any Monk can turn a shortbow into a Monk weapon and gain the additional damage granted by the Martial Arts feature. (At level 5 1d6 + Dexterity or Strength Modifier) Using this feature will do more damage on average than the Eldritch Blast you have access too seeing as it can add your Stats to damage via Martial Arts.
At that sort of level you would expect a monk to have about +4 on dex so flurry of blows does 4d6+16, with hex you would do 4d6+8.
Yes you are correct, I just said I don't think it's as hampering. Chances are if you're a Monk your not slaying something in 1 turn anyway so I don't really see the drop in damage on first round being an issue. But that's just been my experience with it.