I'm replacing a Lore Bard / Criminal. That character didn't work out too well because it was imaged as Nick Fury / Valerius. Him being the master spy / master of secrets caused a lot of interparty grief and demanded too much of the GM's time outside of the game.
The new character will start at 13th level, though the game will continue until 20th level.
At 13th level, it is variant human with attributes bought with point buy.
Move: 50 + 60ft Teleport as Bonus Action. Can Spike Up to 50 ft base + 50 ft Expeditious Retreat + 60 ft Shadow Step = 160 ft / round. Due to Urchin: City Secrets, this can be sometimes doubled.
Melee with Monk Weapon
+10 to hit (can spike with Darkness providing advantage) up to 4x a round. Each attack does 1d10+5 damage. This can spike up to 1d10+5 (from Dex) + 5 (from Hexblade Curse) + 1d6 (from Hex)
Is there a specific reason you want to go 1 / 12 as opposed to 2 / 11 ? If you go up one more level in warlock you can get the Devil's Sight invocation + another invocation and can free up your racial feat to be something different. If you go as high as 3rd level in warlock you can double the number of spells you know and pick up a pact boon while still eventually getting the subclass capstone for Shadows Monk. The only thing you seem to miss out on by taking more levels in warlock is one ability score improvement at monk 19
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You are not getting much from Expeditious Retreat, actually nothing. It uses your bonus action, so you cannot use Shadow Step, and you already have Step of the Wind as a Monk; I know that Ki points are not an unlimited resource, but with only 1 level in Warlock you have only 1 spell slot which is better used for Hex. Darkness is a level 2 spell, so unless you have another spellcaster on the party, you cannot provide it yourself.
The negative to Con really bugs me, if anything, at least leave it at 10, or make Con 13, Cha 10 Str 8; you don't need Cha if you start as a Warlock and you are not using your spell save DC for the single spell you have.
NinSlayer, you cannot multiclass into or out of a class unless you meet that class's requirement of 13 in the appropriate stats.
Wren, if you want to take Darkness and Devil's Sight, choose a race like Tiefling or Drow that get the Darkness spell as a racial feature, then don't multiclass. Having Darkness as a racial spell will save you 2 ki a day, which is something at least.
Tiefling Monk. Racial stats moved, +2 to dexterity, +1 to Wisdom. Points buy, 8/15/15/8/15/8 Total stats at level 1, 8/17/15/8/16/8 At level 4 take ASI to make Dex 18 and Con 16. At level 8 take ASI to make Dex 20. At level 12 take Eldritch Adept feat to get the invocation Devil's Sight.
Urchin gives proficiency in stealth, sleight of hand, thieves' tools, and disguise kit. Since you want perception, and Monk doesn't offer it, replace stealth with perception (according to background customization rules on page 125PHB).
Monk gives proficiency in stealth and acrobatics.
You don't need anything out of Hexblade for this build in my opinion.
NinSlayer, you cannot multiclass into or out of a class unless you meet that class's requirement of 13 in the appropriate stats.
Wren, if you want to take Darkness and Devil's Sight, choose a race like Tiefling or Drow that get the Darkness spell as a racial feature, then don't multiclass. Having Darkness as a racial spell will save you 2 ki a day, which is something at least.
Tiefling Monk. Racial stats moved, +2 to dexterity, +1 to Wisdom. Points buy, 8/15/15/8/15/8 Total stats at level 1, 8/17/15/8/16/8 At level 4 take ASI to make Dex 18 and Con 16. At level 8 take ASI to make Dex 20. At level 12 take Eldritch Adept feat to get the invocation Devil's Sight.
Urchin gives proficiency in stealth, sleight of hand, thieves' tools, and disguise kit. Since you want perception, and Monk doesn't offer it, replace stealth with perception (according to background customization rules on page 125PHB).
Monk gives proficiency in stealth and acrobatics.
You don't need anything out of Hexblade for this build in my opinion.
This build is old. The new one has 5 levels of Hexblade.
I looked at that. I spent about a week thinking about it and bounced back and forth a lot. Delaying Diamond Soul isn't something I like doing. But, in the end, there's just too much to gain from the 5 levels in Hexblade and v Human.
As a Mystic Assassin, the synergy between the actor feat and Mask of Many Faces is sweet
Detect Magic at will helps avoid traps while sneaking into places.
The extra damage spike 3d8 +10 vs 1d8 + 5 helps during the actual assassination action.
Unless I'm wrong, you only need the 13 if you are multiclassing INTO a class, and in OP's build he is starting as a Warlock, so he doesn't need the 13 in Charisma. I did make a mistake and forgot that a Shadow Monk can cast Darkness, and thanks to Tasha's, a Monk can use attack with a monk weapon as a bonus action after that, or he could teleport into the Darkness after getting the Devil's Sight invocation (for which he does need the multiclass, as Eldritch Adept requires the Spellcasting or Pact Magic class feature).
Now, I want to see how the new build is and what the Abilities Scores are, since there's more focus in charisma, there might be other changes.
Prerequisites: To qualify for a new class you must meet the ability score prerequisites for both your current class and your new one, as shown in the Multiclassing Prerequisites table.
Please Evaluate my Monk and Criticize it Heavily.
I'm replacing a Lore Bard / Criminal. That character didn't work out too well because it was imaged as Nick Fury / Valerius. Him being the master spy / master of secrets caused a lot of interparty grief and demanded too much of the GM's time outside of the game.
The new character will start at 13th level, though the game will continue until 20th level.
At 13th level, it is variant human with attributes bought with point buy.
Racial Feat : Eldritch Adept - Devil's Sight
Racial Skill: Perception
Racial Attributes: +1 Dex, +1 Wis
Background: Urchin
Level One Hexblade
Level One Spells : Expeditious Retreat, Hex
Level One Skills: Investigation, Intimidation
Level Two - Thirteen : Monk, Way of the Shadows
Fourth Level ASI : +2 Dex
Eighth Level ASI: +2 Wis
Twelth Level ASI: +2 Dex
In Summary
13th Level (1 Level Hexblade, 12 Level Shadow Monk)
Name: Talavan
Str:10
Dex 20
Con 9
Int 8
Wis 18
Cha 13
AC 19
Hit Points: 13d8 - 13
Move: 50 + 60ft Teleport as Bonus Action. Can Spike Up to 50 ft base + 50 ft Expeditious Retreat + 60 ft Shadow Step = 160 ft / round. Due to Urchin: City Secrets, this can be sometimes doubled.
Melee with Monk Weapon
+10 to hit (can spike with Darkness providing advantage) up to 4x a round. Each attack does 1d10+5 damage. This can spike up to 1d10+5 (from Dex) + 5 (from Hexblade Curse) + 1d6 (from Hex)
Is there a specific reason you want to go 1 / 12 as opposed to 2 / 11 ? If you go up one more level in warlock you can get the Devil's Sight invocation + another invocation and can free up your racial feat to be something different. If you go as high as 3rd level in warlock you can double the number of spells you know and pick up a pact boon while still eventually getting the subclass capstone for Shadows Monk. The only thing you seem to miss out on by taking more levels in warlock is one ability score improvement at monk 19
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
You are not getting much from Expeditious Retreat, actually nothing. It uses your bonus action, so you cannot use Shadow Step, and you already have Step of the Wind as a Monk; I know that Ki points are not an unlimited resource, but with only 1 level in Warlock you have only 1 spell slot which is better used for Hex. Darkness is a level 2 spell, so unless you have another spellcaster on the party, you cannot provide it yourself.
The negative to Con really bugs me, if anything, at least leave it at 10, or make Con 13, Cha 10 Str 8; you don't need Cha if you start as a Warlock and you are not using your spell save DC for the single spell you have.
NinSlayer, you cannot multiclass into or out of a class unless you meet that class's requirement of 13 in the appropriate stats.
Wren, if you want to take Darkness and Devil's Sight, choose a race like Tiefling or Drow that get the Darkness spell as a racial feature, then don't multiclass. Having Darkness as a racial spell will save you 2 ki a day, which is something at least.
Tiefling Monk.
Racial stats moved, +2 to dexterity, +1 to Wisdom.
Points buy, 8/15/15/8/15/8
Total stats at level 1, 8/17/15/8/16/8
At level 4 take ASI to make Dex 18 and Con 16.
At level 8 take ASI to make Dex 20.
At level 12 take Eldritch Adept feat to get the invocation Devil's Sight.
Urchin gives proficiency in stealth, sleight of hand, thieves' tools, and disguise kit. Since you want perception, and Monk doesn't offer it, replace stealth with perception (according to background customization rules on page 125PHB).
Monk gives proficiency in stealth and acrobatics.
You don't need anything out of Hexblade for this build in my opinion.
This build is old. The new one has 5 levels of Hexblade.
I looked at that. I spent about a week thinking about it and bounced back and forth a lot. Delaying Diamond Soul isn't something I like doing. But, in the end, there's just too much to gain from the 5 levels in Hexblade and v Human.
As a Mystic Assassin, the synergy between the actor feat and Mask of Many Faces is sweet
Detect Magic at will helps avoid traps while sneaking into places.
The extra damage spike 3d8 +10 vs 1d8 + 5 helps during the actual assassination action.
etc.
Unless I'm wrong, you only need the 13 if you are multiclassing INTO a class, and in OP's build he is starting as a Warlock, so he doesn't need the 13 in Charisma. I did make a mistake and forgot that a Shadow Monk can cast Darkness, and thanks to Tasha's, a Monk can use attack with a monk weapon as a bonus action after that, or he could teleport into the Darkness after getting the Devil's Sight invocation (for which he does need the multiclass, as Eldritch Adept requires the Spellcasting or Pact Magic class feature).
Now, I want to see how the new build is and what the Abilities Scores are, since there's more focus in charisma, there might be other changes.
Page 163 Player's Handbook.
Prerequisites: To qualify for a new class you must meet the ability score prerequisites for both your current class and your new one, as shown in the Multiclassing Prerequisites table.
Here's the new version. Wren_the_Munificent's Character - D&D Beyond (dndbeyond.com)
You are right, it must meet both classes requirements, so his new build should have 13 in charisma, not 12.
Strange that the builder let me do that. Thanks for the catch.