I was working on a 9th level Ghostwise Halfling moon druid/monk multi-class for an upcoming campaign. By taking a 1 level dip in Monk for Unarmored Defense, I was giving my wild shapes an AC of 2 to 4 points higher than their Natural AC. And while this seemed like a good way to go at the time, I couldn't help but feel like I was missing out on casting. Sure I can cast a cool concentration spell before I wild shape, but then I'm out of things to cast for the next 3 to 4 hours. I mean don't get me wrong, the bonus action healing is great but, spells! It was at this point, I decided to switch things up and went Variant Human with 5 levels in Monk/Way of the Open Hand and 4 levels of Druid/Circle of the Land (grassland). I took Resilient (Con) as my 1st level feat for proficiency with Con saves. My Wisdom is maxed giving my quarterstaff a +5 to damage (through Shillelagh). I can attack twice with it, thanks to Extra attack, and can use it to apply Stunning Strike.(with a save DC of 17) which seems like pretty good odds of success. This is great for setting up Flurry of Blows, Flaming Sphere bonus action hits, or just pushing targets into my Spike Growth via Open Hand Technique (whatever the situation calls for). This build also leaves my wild shapes available for utility rather than combat.
I do understand that either class is ultimately "stronger" without the other, but I'm hoping this will be a fun character to play. Also, if this character makes it to 10th level, I get access to haste which will increase my damage output.
Looking for your thoughts on the build as well as ideas to improve it. Thanks.
Haste is actually a terrible trap option, especially if you are casting it on yourself. The damage scaling etc. considering it can take 2 turns from you when combats typically are only a few rounds is a massive drop in DPR, and you being in melee means that odds are high that you lose it. If that's the only reason you picked grassland, then you should pick something else. I would argue for something like Stars (Dragon makes losing concentration nearly impossible if you are invested in con saves), or maybe Spores (Precombat activate your spore form for 1d6 on all your hits).
Spike Growth + open hand is great, but you will have issues with action economy. That's a turn to set up the spike growth, then getting into melee risking your concentration, then actually landing some hits. Flaming Sphere is a meh damage option IMO, unless you have an enclosed hallway and you are just casting and forgetting it, the bonus action ramming only does around 7 average damage if they fail the save, so using it more like a cloud of daggers is optimal if you have an attack with a bonus action (oh hey, martial arts and your unarmed attacks do more damage than that).
Overall, the two classes have great synergy in a party together, but multiclassing them makes the character likely have some issues with action economy and actually setting everything up, as well as putting themselves more at risk in melee and losing concentration.
Dronks can be quite fun to play, as long as you don't feel too bad about sacrificing either class' higher level features :D My personal favorite combination is Astral + Stars: you get the wisdom punches that can also function as kiting tools (10ft range), and as a druid your saves will be high. The blasting options from the archer constellation are a nice pocket ranged option, chalice constellation lets you function as a great mobile emergency healer, and of course dragon just makes concentration better.
Not to mention, high coolness factor between both star and astral subclass transformations lol.
Dronks can be quite fun to play, as long as you don't feel too bad about sacrificing either class' higher level features :D My personal favorite combination is Astral + Stars: you get the wisdom punches that can also function as kiting tools (10ft range), and as a druid your saves will be high. The blasting options from the archer constellation are a nice pocket ranged option, chalice constellation lets you function as a great mobile emergency healer, and of course dragon just makes concentration better.
Not to mention, high coolness factor between both star and astral subclass transformations lol.
Ahaha... You reminded me of Saint Seiya.
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I was working on a 9th level Ghostwise Halfling moon druid/monk multi-class for an upcoming campaign. By taking a 1 level dip in Monk for Unarmored Defense, I was giving my wild shapes an AC of 2 to 4 points higher than their Natural AC. And while this seemed like a good way to go at the time, I couldn't help but feel like I was missing out on casting. Sure I can cast a cool concentration spell before I wild shape, but then I'm out of things to cast for the next 3 to 4 hours. I mean don't get me wrong, the bonus action healing is great but, spells! It was at this point, I decided to switch things up and went Variant Human with 5 levels in Monk/Way of the Open Hand and 4 levels of Druid/Circle of the Land (grassland). I took Resilient (Con) as my 1st level feat for proficiency with Con saves. My Wisdom is maxed giving my quarterstaff a +5 to damage (through Shillelagh). I can attack twice with it, thanks to Extra attack, and can use it to apply Stunning Strike.(with a save DC of 17) which seems like pretty good odds of success. This is great for setting up Flurry of Blows, Flaming Sphere bonus action hits, or just pushing targets into my Spike Growth via Open Hand Technique (whatever the situation calls for). This build also leaves my wild shapes available for utility rather than combat.
I do understand that either class is ultimately "stronger" without the other, but I'm hoping this will be a fun character to play. Also, if this character makes it to 10th level, I get access to haste which will increase my damage output.
Looking for your thoughts on the build as well as ideas to improve it. Thanks.
Haste is actually a terrible trap option, especially if you are casting it on yourself. The damage scaling etc. considering it can take 2 turns from you when combats typically are only a few rounds is a massive drop in DPR, and you being in melee means that odds are high that you lose it. If that's the only reason you picked grassland, then you should pick something else. I would argue for something like Stars (Dragon makes losing concentration nearly impossible if you are invested in con saves), or maybe Spores (Precombat activate your spore form for 1d6 on all your hits).
Spike Growth + open hand is great, but you will have issues with action economy. That's a turn to set up the spike growth, then getting into melee risking your concentration, then actually landing some hits. Flaming Sphere is a meh damage option IMO, unless you have an enclosed hallway and you are just casting and forgetting it, the bonus action ramming only does around 7 average damage if they fail the save, so using it more like a cloud of daggers is optimal if you have an attack with a bonus action (oh hey, martial arts and your unarmed attacks do more damage than that).
Overall, the two classes have great synergy in a party together, but multiclassing them makes the character likely have some issues with action economy and actually setting everything up, as well as putting themselves more at risk in melee and losing concentration.
Dronks can be quite fun to play, as long as you don't feel too bad about sacrificing either class' higher level features :D My personal favorite combination is Astral + Stars: you get the wisdom punches that can also function as kiting tools (10ft range), and as a druid your saves will be high. The blasting options from the archer constellation are a nice pocket ranged option, chalice constellation lets you function as a great mobile emergency healer, and of course dragon just makes concentration better.
Not to mention, high coolness factor between both star and astral subclass transformations lol.
Ahaha... You reminded me of Saint Seiya.