So, my character died in our last session. Not super bummed, since I've got so many ideas waiting in the wings for new characters, but it was sad he never made it back to his long lost love...
Anywho, so the DM and I have been discussing character options that would fit well into this moment of the campaign, and we've settled on a Githzerai-- the last of his kind after several Illithid invasions. I settled on Monk (since a Githzerai Monk kind of makes sense) but decided to also get levels in Gloom Stalker Ranger, to hopefully get some synergy and shore up some weaknesses here and there.
STR 10 DEX 15 CON 12 INT 12 WIS 17 CHA 8
Weapon of choice: Short sword with a Dueling Fighting Style from Ranger.
Here's the thing: I'm starting him at level 6 (where my last PC left off), so when considering how many levels to take in each class, I'm at kind of a sticky spot. If I take 3 of each, I get all the beginning features of each subclass, not the least of which being the WIS mod bonus to initiative. If I skew the leveling, with Monk 4/Ranger 2, or Monk 2/Ranger 4 (or even further extremes), I can squeeze an ASI into this starting build, improving my average damage per round by three, but I lose the introductory features of that lower class's subclass at the outset. I definitely want Ranger 3 to start off, because those features will be invaluable in our campaign, but I feel that doing Monk 2/Ranger 4 will have me waiting too long for the richer advancement path along Monk (at least up to level 6).
So which is the better starting point? Is having an even split of levels worth the initial lower damage potentials, or should I "come out swinging", and pick up the ASI later?
Monk 3/ Ranger 3 - good if you care about the features and flavour
1. First Turn of combat +1 attack
2. Fighting Style (+2 damage)
3. Darkness Shenanigans (once per long rest)
Monk 5/ Ranger 1 - better for combat... I’d favour this one and maybe grab Monk 6 teleport before starting to take levels in Ranger (Depending on how much you want that shadow teleport... which from your subclass picks, I think is a lot)
Does 1 level in Ranger give me anything noteworthy? Favored Enemy and Natural Explorer pale in comparison to the Monk's Shadow Step. At that point I might as well just start pure Monk 6. I wonder how thing turn out that way...
I’m currently doing a multi-class build starting from level 1 in a campaign where we only meet every two weeks. I’m now a Monk 1 Fighter 2 and so, whilst I am decent in combat... I have no exciting features yet.
I think you have to be really attached to a certain class combination to multi-class right from the off with more than a 1-2 level dip. I am really excited for level 5 because then I will finally have my Spells (Eldritch Knight) and my Ki (Monk 2).
With that in mind, if you are attached to the multi-class and want that shadow interaction between Gloom Stalker and Shadow Monk then by all means start 3-3 (the benefit of starting at 6)... which if you have short combats should be about as strong as Monk 5... but with this when you get to Monk 5 you can then attack 5 times in your first turn which will be awesome
Yeah, that’s kind of what I was thinking too. As I’ve gone back and forth over this, even though I want to get more Monk classes, I’ve found that I just can’t bear to part with the Gloom Stalker features at the outset. I’ve got an edge on initiative that puts mine higher than all the other, higher level PCs, I get that extra attack in my first round of combat, which makes me at least look like I can hold my own, and I can all but disappear in darkness. Plus I have all the “darkness shenanigans” (I like that term, btw, and will likely use it at the table) of the Shadow Monk, and I can also pick up Hunter’s Mark for some additional boost to short sword damage.
I also noticed that level progression will be more satisfying with a 3/3 split. Otherwise, I’d have all the Monk stuff I’m gunning for, but none of the Ranger stuff yet to round out the concept. Something I’ve noticed about myself is that I get surprisingly frustrated with lackluster level progression. Ranger 1 grants only circumstantial features for our campaign, Ranger 2 gets me spells and my fighting style, which is good, and 3 would finally give me the Gloom Stalker goodies. Given our rate of level progression, that’s a long time to wait to play the concept I had from the beginning. Much better to lay down the basic groundwork of my character concept and then level up through Monk awesomeness!
No problem, glad I could be a sounding board to bounce stuff off. Particularly when it comes to multi-classing there are a lot of things to work out and balance.
I’d recommend that the next two levels go into Monk if you do go with the 3/3 split - with the benefit of +1 dex +1 wis in one level’s time (unfortunately not straight off the bat).
I'm actually planning on the next three levels in Monk. :) The +1 to Dex and Wis, as you mentioned, plus Slow Fall. Extra Attack after that along with Stunning Strike. Finally, "magic fists" and Shadow Step.
After that, I might just switch over to Ranger advancement for a bit. I'm a Gith, with Mind Flayers lurking in the shadows; Gloom Stalker's 7th level Iron Will can get me proficient with Int saves if I snag Resilience at Ranger 4 to get the prerequisite Wis save. Of course, that depends on whether or not the campaign goes that far. I'll see which way the wind is blowing when I reach that point. In the meantime, awesome character to play!
After that, I might just switch over to Ranger advancement for a bit. I'm a Gith, with Mind Flayers lurking in the shadows; Gloom Stalker's 7th level Iron Will can get me proficient with Int saves if I snag Resilience at Ranger 4 to get the prerequisite Wis save. Of course, that depends on whether or not the campaign goes that far. I'll see which way the wind is blowing when I reach that point. In the meantime, awesome character to play!
If for flavor you want to grab the Resilient Feat fair enough... but I wouldn't recommend going up to level 5 in two martial classes - Extra Attack doesn't stack and so I think you'd be nerfing your character quite a lot for a small resistance benefit... Especially since as a level 14 Monk has access to Diamond Soul (which you could otherwise be at)...
Your mastery of ki grants you proficiency in all saving throws. Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.
Fair point. Sometimes figuring out how best to build a multiclass leads to unforeseen nerfing. Hence the analysis paralysis, and probably why so many people say to never bother with multiclassing.
To be honest, I don't know if we'll even get high enough levels for it to even matter. Or my new PC might die before I even have the chance to reach any of that higher stuff. My DM says he's pulling off the kids gloves with big boss battles (which is why I'm making a new character in the first place).
I am going to have to agree with the Hamster here. Monk is a class that very much lends itself to not multi-classing due to the features you get at each of the levels. Concept aside (which I am not trying to dissuade you from in the least), you'd be giving up some of the more important things that the Monk class gives you by taking a few levels in Ranger.
For instance, you mention the bonus to Initiative with the lvl 3 gloomstalker, which with a high wis can be good, but not better than if you have less than a 20 in wis vs what you would get if you take the Alert feat which gives you a flat +5.
Movement. You get to have a +10 to movement on the first turn of each combat. However, as a monk, you get a bonus to your movement at 2, 6, 10, 14 and 18. So in the long run, a +10 once in combat is really not something thats going to provide you with a huge boost in the grand scheme of things. Plus, once you get your shadow step at monk 6, you get a bonus action movement of 60 feet in dim light, each round of combat. Plus when you come out of shadow step, one of your attacks will get advantage on the first attack. So nice!
For the damage and extra attack, reading the dread amusher ability, you can only add the 1d8 on the first turn of combat if you attack and manage to hit someone. So an extra average damage of 5 once each combat doesnt seem like a good reason to gimp your monk damage. I say this because monk damage for short swords starting at lvl 11 is 1d8 rather than the standard 1d6. So you'd be stuck at the 1d6 short sword damage for a few additional levels in order to get that 1d8 once per combat. Essentially if you Only went Gloomstalker 3, youd get your Martial Arts dmg die at 14 instead of 11.
For the Umbral Sight feature at 3, while cool, still means that you cannot see in your own Darkness (only warlocks with the right choices can see through it). So while yes, you'd be invisible and they would have disadvantage on their attacks, you also would have only standard attacks against people in the darkness (if they stay in there). Also, your allies wont be able to see anything in the darkness either. I rarely use that ability on my monk.
Also, you'd be getting the sweet monk features quite a bit later, such as the evasion at 7, slow fall at 4, magic attacks at 6, and purity of body at 10. Stillness of Mind is another thing you'll get late as well, which allows you to stop someone from charming you or causing you to be feared/frightened, which (in my mind) is the benefit that Iron Mind gives you the proficiency against.
Ultimately I would say that in regards to mechanics, you'd be better served with going all Shadow Monk. Concept and fun wise? I wouldnt go more than Gloom 3/ Shadow Monk X. So starting at 6 id do 3/3, then go all monk.
All this comes from me playing a Shadow Monk for 10 levels in my current campaign. Take that for what its worth.
Also: We get dim light invisibility at 11. I so cannot wait for that!!!
Hopefully I have helped and not criticized too much :)
That doesn't mean that there arn't good multi-class options, Which Gloomstalker is as well as
Twilight Domain (UA) - Like the Dark? How about ∞ Dark Vision and making 30ft around you Dim Light for 1min 1/short rest (Only Requires a 2 level dip... and is great with the
Assassin Rogue - If your party will let you go off by yourself and assassinate people - Boom ninja, 3 level and you get 2d6 sneak attack (nice for shadow teleport at level 9)
But yeah if you want to start with the multi-class already completed then you want to make sure your synergies are strong enough to make up for the features you will lose out on/delay...
Funnily enough now I actually really like the idea of the following:
STR 10 DEX 15 CON 12 INT 12 WIS 17 CHA 8 (With Player Level 8 - Rogue 4/ Cleric 4 ASI +1 Dex & Wis... then the following two into Dex) - Using your stats
Then Taking the Skulker Feat... which gives you psuedo Dark Vision and allows you to hide in Dim Light (Lightly Obscured)
This way you can use your action to change light 30ft around you into Dim Light and then use your Bonus Action to Hide... just out there in the open because Dim Light (also called shadows) counts as vision being lightly obscured.
Funnily enough if you were starting at level 11 you could for a crazy shadow build: Shadow Monk 6/ Assassin 3/ Twilight Domain 2 - not particularly strong for combat but some really fun shadow shenanigans... I think I might have got carried away, sorry
Edit: Actually the following Level 6 build would be better: Gloom Stalker 3/ Assassin 3 (Max 3 unless you really need the feat)... let me show the synergies:
Dread Ambusher, Hunter's Mark (Ranger) + Assassinate (Rogue) An auto-crit sneak attack from either a longbow or rapier that'll be 4d8+2 & 6d6... then another 1d8 attack
Dread Ambusher + Assassinate. There's a second synergy between both of these abilities, higher initiative and advantage for going first
If you go Archery Fighting Style then grab Sharpshooter Feat.. I do love theory crafting multi-class
Criticism is welcome, and I appreciate the feedback. I'm not super concerned about optimization, but I've totally nerfed character ideas because I became too fixated on a concept. I want this guy to still be competent in combat, even if he's not fully optimized. I see all of this as healthy discussion/debate to make a character I can enjoy playing. Overthinker that I am, I'm loving the clarity that different perspectives are giving me.
I think I'm set on not really increasing Ranger beyond 3rd level. Even if we advance high enough to where things like Iron Will are even an option, I don't think it's worth pursuing. The only reason I've even considered it was because Mind Flayer attacks have Int saving throws on them. As the party's resident expert on Illithids, I thought I should be able to handle them more than others. But if that were a super-important part of the character concept, I would have classed in something that had it to begin with, (i.e., Druid, Rogue, or Wizard). It was just something that looked like a possibility as I looked at the advancement paths I had to work with, and not really worth losing other features. I can see that now, thanks to the feedback.
Here's what's drawing me to the multiclass concept (and maybe you guys can talk me out of them):
- The Initiative Bonus. Githzerai have +2 Wis, which is an obvious benefit for Unarmored Defense, but getting to steer that toward initiative as well seems like a plus to me, especially since it edges my initiative above even the 8th level PCs in the group. Belx, you mentioned Alert, which does give more bonus, but that's about it. Being able to toss a +1 into my Wis at the next level will improve my initiative and my AC and my Spell Save DC and skill checks/saves, plus I can put the other +1 in Dex to improve my To Hit and Damage rolls and skill checks/saves and AC. That seems like a fruitful option, or am I missing something?
- First Round +1 Attack. Yeah, if I had a Monk 5 instead, I'd have 2 attacks in my action every single turn instead of just one. I don't read anything that says this Gloom Stalker feature doesn't stack with Extra Attack, though. Once I have Monk 5, I'll be diving into the first round of combat towards the top of the initiative order (if not first), and I'll have three weapon attacks instead of two (with that third one dealing +1d8 damage), and the potential for either a Flurry of Blows or even tossing a Hunter's Mark on the target instead before striking, that could be-- if the dice don't fail me-- a devastating first turn, and might just get my guy some kudos from the Level 8 Rogue tossing around his Sneak Attack-ed Shadow Blade. What level 8 Monks can potentially do 1d8+6d6+15 or 1d8+3d6+2d4+21 in their first turn? Sure, overall, a Monk 8 might outpace me for damage in the long run, but optimization isn't my #1 priority...
- Darkvision. Gith don't have it, and I can get it permanent without spending Ki. Plus, a creature with darkvision can't spot me in darkness. Handy.
- Fighting Style. Dueling is the clear choice when considering the Shadow Monk side of this coin, IMO.
- Spells. The Shadow Monk spells are awesome and fun, and Githzerai Psionics get tossed in there, but I'll also have a few Ranger spells to draw from too. Hunter's Mark has been mentioned, and while it doesn't do anything for Unarmed Strikes, if I'm running low on Ki, or other circumstances warrant it, this +1d6 boost can be helpful. Another notable mention would be Ensnaring Strike: rough up the target and hogtie it to the ground!
Anywho, that's my logic for the mechanics of the character concept. A level 6 Monk could likely outpace it on multiple metrics, but I think the tables might turn in just a couple of levels. Please feel free to poke holes in my logic! I think you guys have convinced me to cut off Ranger at 3, though that ASI at 4, plus some level 2 spells sure is tempting. Monk is certainly the core class here, but these Gloom Stalker interactions just looks so juicy! Like I've said, though, I've gotten trapped in a concept and not seen the nerfing I was doing. Please help me see past my own blind spots...
Cheeky Hamster, Assassin Rogue is another fun subclass to toss around in a discussion like this, as is the Twilight Cleric. Darkness Shenanigans ensue!
I'm excited to try out something martial-oriented with this group. My first PC was a Halfling Divination Wizard (which got sucked into a vortex to be hopefully be seen again one day), then a Half-elf Tempest Cleric/Storm Sorcerer... who just died. Too much agro for him to handle from a band of Misplaced Kids and their pixie friend Twinkerbull, and their puckish leader...
I have to admit that I have a (possibly) biased view of Multi-Class as I feel like you generally loose too many things when you multi-class as opposed to sticking with the single class all the way through. However, you're definitely picking up some things that will help compliment the Monks abilities with the Gloom Stalker that you wouldnt be able to get until later on in the game that you're playing. I think part of what Hamster and I are saying is that Monks in particular are one of the few classes that you (generally) loose more than what you gain by staying Monk.
Having said that, putting aside the last bit of advice from Hamster, I would still go Gloom 3/Shadow Monk X. Because (for instance) at level 8 you'd have:
Gloom:
Favored Enemy
Spellcasting: 3 1st level slots for Hunters Mark (adding 1d6 per turn)
Darkvision
Invisible in darkness to those with darkvision
Ambush attack on the first round
Monk
Unarmored Defense
5 Ki
+10 feet of movement at all times (40 ft total for Gith)
Extra Attack
Stunning Strike
Bonus action unarmed attack/Flurry of Blows
1d6 martial arts die
Can cast shadow monk spells including darkness
1 Feat/ASI
With one more level in Monk you'll get your Shadow Step, Magical weapon attacks, another Ki point and pave the way for getting evasion the next level to avoid damage, as well as Stillness of Mind to break fear and charm/mind control.
Just cause I have to (heh), at level 9 if you went straight monk, you'd have 3 more Ki points, enough to cast Darkvision which lasts 8 hours without concentration. Have another +1 to your proficiency bonus, a second ASI/Feat and be one level closer to 5 more feet of movement and immunity to Poison and Disease.
Having said that, Im definitely behind the gloom/shadow multi-class for the benefits it gives you, as long as you see a total level 10 in the game with this character. I think you'll do okay on 6 and 7, hit your stride on 8, and really start to shine on 9. This build really wont come into its own until lvl 9 IMO.
Okay the problems which is why I was introducing a few other classes into consideration.
What makes a Shadow Monk unique? Shadow Step
But also these spells: darkness, darkvision, pass without trace, or silence... problem is, you can’t see in darkness and you want to replace darkvision. The other two will have uses... every now and then.
What makes a Gloom Stalker unique? Dread Ambusher (great but does a Monk really want to go first? Rogue would love it) & Umbral Sight
But the problem here is that Umbral Sight, Shadow Step and Darkness should be an awesome set of abilities together - but even with darkvision you can’t see in Darkness so the invisibility from Umbral Sight is redundant, you can’t Shadow Step into it and it gives you no benefit if you can’t see... gaining blindsight or truesight in some way would solve this... or
You need either Warlock’s Magic Darkvision or a different way to make shadows for yourself (Cleric)
Edit 1: Blindsight solution: Find Familiar from Magic Initiate and then be always looking through your Bat’s senses... or possibly a Tressym if your DM allows and if a combo of darkvision and seeing invisibility overcomes magical darkness (up to your DM)... I’d go bat.
Edit 2: Nevermind you’d only be able to use a Pact of the Chain Warlock like that... so at that point might as well just get the Magical Darkvision
Hamster, I agree with you. Mostly it looks like Jedi wants to get Gloom Stalker for the Bonus to Initiative, the Darkvision and that additional 1d8 damage. Personally those are nowhere near good enough to give me reason to go with a multi-class.
So the solution in my mind, as you mentioned above, is to go with something like assassian, or some other form or rogue for some of the abilities they give, especially if Jedi wants to use monk as the primary base for the multi-class.
However, I would still push for a full Shadow Monk build and skip the multi. Then just look for magic items to make up the deficiency like not being able to see in the dark. Or to add more damage. For instance, my DM gave me handwraps that give an additional 1d4 Radiant and Psychic damage (one per fist) when using unarmed strikes. So for me with a 22 dex at lvl 10 and Flurry (and they all hit), I get to do 4d6+4d4+24 dmg (min of 32 max of 64 if they all hit).
You guys are making some points where I’m having difficulty following the logic. Please clarify where I express misunderstanding.
- Shadow Step. You both seem to value it quite highly. Maybe I fail to see its strategic weight? The distance leap is certainly an effective positioning tool, and the advantage to a subsequent attack is handy (especially if you’re synergizing with Sneak Attack), but is that it? Maybe you guys have the advantage of practical tabletop experience (I’ve never played Shadow Monk before) that can shed light on why Shadow Step is a paramount feature?
- Darkness. You’re right, Gloom Stalker’s Darkvision won’t let me see in Darkness at all. But what about darkness? Plain, ordinary, non-magical, lowercase-d darkness? There’s plenty of that around, at least in the perpetual starless night of our campaign setting, so I think this might actually be a strategic edge in combat...
Am I missing something, though? Is there some use of the Darkness spell you’re referring to that eludes me? Why are you talking about using them together, or even Shadow Stepping into a Darkness spell? Is this something a pure Shadow Monk can do?
- Darkvision. Yeah, both Gloom Stalker and Shadow Monk both offer a path to darkvision: one uses an action, costs 2 Ki (which are regained after a short rest) and has a duration of 8 hours; the other is automatic, costs 0 Ki (so they can be spent elsewhere, even before that short rest) and lasts indefinitely. Mechanically, one outshines the other here. Sure, the cost of that automatic darkvision could be measured in non-Monk levels, but when you factor in all the other things I get in that venture (+2 to all one-handed weapon attacks, initiative bonus, extra damage on one attack in my first combat round, and a limited but automatic invisibility feature I’ll be enjoying five levels before a pure Shadow Monk gets the admittedly more powerful Cloak of Shadows), I feel like the darkvision is a nice perk.
- Magic Items. Does your DM give you magic items in a consistent and predictable way, such that you can count on them to hedge the weaknesses of your build? Man, I wish mine did that. I also get the impression that level progression goes faster in your games than it does in mine...
- Monks Going First. Does a Monk really want to go first? Good question. Let’s ask Cobra Kai: “Strike first. Strike hard. No mercy!”
Okay, that last one’s more than a little facetious...😉 But I feel like I’m missing something. You’ve repeatedly said that other multiclass options— or even straight class progression— are better than 3 levels in Gloom Stalker Ranger, but is there anything bad about my build, beyond personal preference? I feel like I’ve got an interesting concept here, but would like to iron out any serious flaws before bringing it to the table. Can you help me see them?
Ah, sorry JediShadow I am somewhat of an optimiser and so I like it when all the little pieces work together and make something powerful. Your build works and will be effective... just not as effective as a few other options.
Before I go into them, I’ll respond to the easier stuff: My party levels slowly (we are level 3 after 4 months), we don’t get to choose magic items (I would only factor them in if you already had them or you were an artificer), and I don’t think Monks want to go first... mostly because they are neither pure tanks or damage dealers - they are a support damage dealer dishing out stunning strikes and aiding teammates. If you got into the thick of enemies first... you may just die before your teammates do anything (unless you are careful).
I’m rating Shadow Step highly for three reasons: It’s really cool to imagine/ play around with creatively, it’s your 6th level feature so you want it to factor in and it allows you to do three things at once with your Bonus Action: Disengage (with more flexability), Dash (and some) and gain advantage. So yeah, if there are shadows to use then you’ll be able to use them, but you won’t be able to make them where you want them (hence Cleric or Warlock 2, first granting/reducing light to dim all around you - second letting you see into magical darkness).
But if you didn’t want your abilities to mesh together, but rather wanted a few martial buffs then Fighter 1 gives most of the advantage and lets you start with that and extra attack (Monk 5/ Fighter 1) or if you want to follow Cobra Kai then Assassin 3 lets you do some nasty stuff and take more advantage of you stealth ki spells +Sneak attack more than makes up for the last first round damage boost from Gloom Stalker... and gives you incentive to use Darkness Shenanigans, which you need else you might as well just be a way of the open hand Monk punching dudes
a Gem of Seeing can get you around the Darkness issue if you can convince your DM to get you access to it. Aside from that Warlock invocation Devi's Sight is an option but now you're adding another potential class to the mix.
Shadow step is fantastic because it only requires that you be able to see the area you want to step to. So peek in a window and nightcrawler right on through into the room, you can also use it to cover a ton of ground whether to scout ahead or if you need to get out of there quick. It also pairs very well with the assassin rogue's assassinate ability.
Another option on the darkvision is to get Goggles of the Night, uncommon magic item, again would require DM cooperation but it's an easy fix.
I would also add my support to the use of the Alert feat. With a monk's already excellent mobility this couples really well to allow you to charge in, wreck face, then bamf out. It also plays really well with Gloom Stalker and Assassin Rogue.
Finally I'd recommend whichever route you go to get level 5 in one of them for the extra attack. My personal choice would be Monk 6, then 6 levels of Assassin rogue, then finish Monk.
Ah, sorry JediShadow I am somewhat of an optimiser and so I like it when all the little pieces work together and make something powerful. Your build works and will be effective... just not as effective as a few other options.
This is me as well. I prefer to have a build that is fun, effective and somewhat optimal as well. And having said that, I have played a monk to level 10 in our current campaign which has taken just over 2 years of almost weekly games. We do tend to RP a lot which has slowed down our leveling somehwat. Also, our DM gives out magic items, but ones that make sense for the campaign and not simply to give people what they want.
Ill cover your points here first:
Shadow Step: Yes, I value this skill highly. So much so in fact that its almost a broken skill its so good. As stated above, if you can see the spot you want to go to, you can step there. In and out of combat you have an ability that instantly lets you move up to 60 feet with very few restrictions. Here are some examples from my campaign:
Cross a pit in the underdark
Break into a house and let the party in through the door without breaking anything
Step onto the back of a dragon that was flying
Scale a cliffside into a castle to snoop on the inhabitants
Bypass city security in a racist city (am a wood elf)
Stop a fleeing assassian by stepping into his path after running my 55 feet of movement and stunning him
These are just a few of the examples. If you're in an environment where you can step a lot, this ability is borderline OP.
Darkness: We were talking about the Darkness spell that Shadow monks can cast with their Ki. Its a useful ability, but one I find I dont use all that often given that it more consistently hampers my group rather than helping. Although it can be useful on occasion.
Darkvision: You're taking Gloomstalker to 3 levels to get this ability essentially. Yes, you're trying to justify getting the other 2 abilities with it just so you can go with the Gith type character for flavor. Which is completely fine, but also not optimal. You could do something else and flavor the backstory to compliment it, something like:
Be a Wood Elf, who has +2 to dex, darkvision and +5 feet of movement. Then say that as part of your background to give you knowledge on mindflayers and astral realm, that you were captured when young by the Githyanki, but liberated at some point by the Githrazi (or vice versa) and thats how you have the knowledge that you do about their backgrounds. You get your darkvision and then you can go Monk 6 and get the abilities there. Otherwise you're gimping yourself for flavor.
Magic Items: My DM gives them out sparingly and not at all consistently. I just happen to have more because we were able to buy some to enhance some of my abilities. But in your case if you cant, then by not getting the monk to 6, you're giving up the ability to do your full damage to every creature because you loose the magic weapon attacks at lvl 6. If you do the 3/3, you will likely be doing 1/2 damage to those resistant to hits without magic damage unless you have a magic short sword. Which still means that your bonus unarmed attack still only does half damage, as well as your flurry of blows.
Initiative: Going first is sometimes good and sometimes bad. But if you do want to go first at every chance you get, you're much better off going monk 6 and taking the Alert feat at 4 for the benefits it gives you which is the +5, the ability to not be surprised as well as things not having advantage on attacks against you because you cant see them (which is actually a pretty great ability).
I still think you're giving up too much from monk 6 because you want the flavor of your original build. The build itself is not Bad at all. Its just not optimal as well as loosing out on some of the things that make monks effective. You're constantly 3 Ki behind every level, you get your magical attacks late, you get your shadow step late, you get your evasion late, extra attack, etc.
I mean, you say a few times that you get an additional 1d8 damage on the first attack each combat. But if you were to go with Monk 5 (at least), that extra attack will happen every round of combat at 1d6 plus your modifier of +3-5. If you take Gloom 3, you wont get that for 2 whole levels, and if you level as slow as you say, thats 2 LONG levels not not having extra attacks each round.
What we keep saying here is that your build isnt bad, but what you gain by taking the Gloom 3 is not going to overwhelm what you loose in the monk levels and by picking a different race with Darkvision.
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Hi all!
So, my character died in our last session. Not super bummed, since I've got so many ideas waiting in the wings for new characters, but it was sad he never made it back to his long lost love...
Anywho, so the DM and I have been discussing character options that would fit well into this moment of the campaign, and we've settled on a Githzerai-- the last of his kind after several Illithid invasions. I settled on Monk (since a Githzerai Monk kind of makes sense) but decided to also get levels in Gloom Stalker Ranger, to hopefully get some synergy and shore up some weaknesses here and there.
STR 10 DEX 15 CON 12 INT 12 WIS 17 CHA 8
Weapon of choice: Short sword with a Dueling Fighting Style from Ranger.
Here's the thing: I'm starting him at level 6 (where my last PC left off), so when considering how many levels to take in each class, I'm at kind of a sticky spot. If I take 3 of each, I get all the beginning features of each subclass, not the least of which being the WIS mod bonus to initiative. If I skew the leveling, with Monk 4/Ranger 2, or Monk 2/Ranger 4 (or even further extremes), I can squeeze an ASI into this starting build, improving my average damage per round by three, but I lose the introductory features of that lower class's subclass at the outset. I definitely want Ranger 3 to start off, because those features will be invaluable in our campaign, but I feel that doing Monk 2/Ranger 4 will have me waiting too long for the richer advancement path along Monk (at least up to level 6).
So which is the better starting point? Is having an even split of levels worth the initial lower damage potentials, or should I "come out swinging", and pick up the ASI later?
I think there are only two real options:
Monk 3/ Ranger 3 - good if you care about the features and flavour
1. First Turn of combat +1 attack
2. Fighting Style (+2 damage)
3. Darkness Shenanigans (once per long rest)
Monk 5/ Ranger 1 - better for combat... I’d favour this one and maybe grab Monk 6 teleport before starting to take levels in Ranger (Depending on how much you want that shadow teleport... which from your subclass picks, I think is a lot)
1. +1 attack every turn
2. Stunning Strike
3. Less Shenanigans but more Ki to do it with
Does 1 level in Ranger give me anything noteworthy? Favored Enemy and Natural Explorer pale in comparison to the Monk's Shadow Step. At that point I might as well just start pure Monk 6. I wonder how thing turn out that way...
I’m currently doing a multi-class build starting from level 1 in a campaign where we only meet every two weeks. I’m now a Monk 1 Fighter 2 and so, whilst I am decent in combat... I have no exciting features yet.
I think you have to be really attached to a certain class combination to multi-class right from the off with more than a 1-2 level dip. I am really excited for level 5 because then I will finally have my Spells (Eldritch Knight) and my Ki (Monk 2).
With that in mind, if you are attached to the multi-class and want that shadow interaction between Gloom Stalker and Shadow Monk then by all means start 3-3 (the benefit of starting at 6)... which if you have short combats should be about as strong as Monk 5... but with this when you get to Monk 5 you can then attack 5 times in your first turn which will be awesome
Yeah, that’s kind of what I was thinking too. As I’ve gone back and forth over this, even though I want to get more Monk classes, I’ve found that I just can’t bear to part with the Gloom Stalker features at the outset. I’ve got an edge on initiative that puts mine higher than all the other, higher level PCs, I get that extra attack in my first round of combat, which makes me at least look like I can hold my own, and I can all but disappear in darkness. Plus I have all the “darkness shenanigans” (I like that term, btw, and will likely use it at the table) of the Shadow Monk, and I can also pick up Hunter’s Mark for some additional boost to short sword damage.
I also noticed that level progression will be more satisfying with a 3/3 split. Otherwise, I’d have all the Monk stuff I’m gunning for, but none of the Ranger stuff yet to round out the concept. Something I’ve noticed about myself is that I get surprisingly frustrated with lackluster level progression. Ranger 1 grants only circumstantial features for our campaign, Ranger 2 gets me spells and my fighting style, which is good, and 3 would finally give me the Gloom Stalker goodies. Given our rate of level progression, that’s a long time to wait to play the concept I had from the beginning. Much better to lay down the basic groundwork of my character concept and then level up through Monk awesomeness!
Thanks for the feedback!
No problem, glad I could be a sounding board to bounce stuff off. Particularly when it comes to multi-classing there are a lot of things to work out and balance.
I’d recommend that the next two levels go into Monk if you do go with the 3/3 split - with the benefit of +1 dex +1 wis in one level’s time (unfortunately not straight off the bat).
I'm actually planning on the next three levels in Monk. :) The +1 to Dex and Wis, as you mentioned, plus Slow Fall. Extra Attack after that along with Stunning Strike. Finally, "magic fists" and Shadow Step.
After that, I might just switch over to Ranger advancement for a bit. I'm a Gith, with Mind Flayers lurking in the shadows; Gloom Stalker's 7th level Iron Will can get me proficient with Int saves if I snag Resilience at Ranger 4 to get the prerequisite Wis save. Of course, that depends on whether or not the campaign goes that far. I'll see which way the wind is blowing when I reach that point. In the meantime, awesome character to play!
If for flavor you want to grab the Resilient Feat fair enough... but I wouldn't recommend going up to level 5 in two martial classes - Extra Attack doesn't stack and so I think you'd be nerfing your character quite a lot for a small resistance benefit... Especially since as a level 14 Monk has access to Diamond Soul (which you could otherwise be at)...
Your mastery of ki grants you proficiency in all saving throws. Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.
Fair point. Sometimes figuring out how best to build a multiclass leads to unforeseen nerfing. Hence the analysis paralysis, and probably why so many people say to never bother with multiclassing.
To be honest, I don't know if we'll even get high enough levels for it to even matter. Or my new PC might die before I even have the chance to reach any of that higher stuff. My DM says he's pulling off the kids gloves with big boss battles (which is why I'm making a new character in the first place).
I am going to have to agree with the Hamster here. Monk is a class that very much lends itself to not multi-classing due to the features you get at each of the levels. Concept aside (which I am not trying to dissuade you from in the least), you'd be giving up some of the more important things that the Monk class gives you by taking a few levels in Ranger.
For instance, you mention the bonus to Initiative with the lvl 3 gloomstalker, which with a high wis can be good, but not better than if you have less than a 20 in wis vs what you would get if you take the Alert feat which gives you a flat +5.
Movement. You get to have a +10 to movement on the first turn of each combat. However, as a monk, you get a bonus to your movement at 2, 6, 10, 14 and 18. So in the long run, a +10 once in combat is really not something thats going to provide you with a huge boost in the grand scheme of things. Plus, once you get your shadow step at monk 6, you get a bonus action movement of 60 feet in dim light, each round of combat. Plus when you come out of shadow step, one of your attacks will get advantage on the first attack. So nice!
For the damage and extra attack, reading the dread amusher ability, you can only add the 1d8 on the first turn of combat if you attack and manage to hit someone. So an extra average damage of 5 once each combat doesnt seem like a good reason to gimp your monk damage. I say this because monk damage for short swords starting at lvl 11 is 1d8 rather than the standard 1d6. So you'd be stuck at the 1d6 short sword damage for a few additional levels in order to get that 1d8 once per combat. Essentially if you Only went Gloomstalker 3, youd get your Martial Arts dmg die at 14 instead of 11.
For the Umbral Sight feature at 3, while cool, still means that you cannot see in your own Darkness (only warlocks with the right choices can see through it). So while yes, you'd be invisible and they would have disadvantage on their attacks, you also would have only standard attacks against people in the darkness (if they stay in there). Also, your allies wont be able to see anything in the darkness either. I rarely use that ability on my monk.
Also, you'd be getting the sweet monk features quite a bit later, such as the evasion at 7, slow fall at 4, magic attacks at 6, and purity of body at 10. Stillness of Mind is another thing you'll get late as well, which allows you to stop someone from charming you or causing you to be feared/frightened, which (in my mind) is the benefit that Iron Mind gives you the proficiency against.
Ultimately I would say that in regards to mechanics, you'd be better served with going all Shadow Monk. Concept and fun wise? I wouldnt go more than Gloom 3/ Shadow Monk X. So starting at 6 id do 3/3, then go all monk.
All this comes from me playing a Shadow Monk for 10 levels in my current campaign. Take that for what its worth.
Also: We get dim light invisibility at 11. I so cannot wait for that!!!
Hopefully I have helped and not criticized too much :)
That doesn't mean that there arn't good multi-class options, Which Gloomstalker is as well as
Twilight Domain (UA) - Like the Dark? How about ∞ Dark Vision and making 30ft around you Dim Light for 1min 1/short rest (Only Requires a 2 level dip... and is great with the
Assassin Rogue - If your party will let you go off by yourself and assassinate people - Boom ninja, 3 level and you get 2d6 sneak attack (nice for shadow teleport at level 9)
But yeah if you want to start with the multi-class already completed then you want to make sure your synergies are strong enough to make up for the features you will lose out on/delay...
Funnily enough now I actually really like the idea of the following:
Assassin 4 (Max 14)/ Twilight Domain 2 (Max 6, for flying)
STR 10 DEX 15 CON 12 INT 12 WIS 17 CHA 8 (With Player Level 8 - Rogue 4/ Cleric 4 ASI +1 Dex & Wis... then the following two into Dex) - Using your stats
Then Taking the Skulker Feat... which gives you psuedo Dark Vision and allows you to hide in Dim Light (Lightly Obscured)
This way you can use your action to change light 30ft around you into Dim Light and then use your Bonus Action to Hide... just out there in the open because Dim Light (also called shadows) counts as vision being lightly obscured.
Funnily enough if you were starting at level 11 you could for a crazy shadow build: Shadow Monk 6/ Assassin 3/ Twilight Domain 2 - not particularly strong for combat but some really fun shadow shenanigans... I think I might have got carried away, sorryEdit: Actually the following Level 6 build would be better: Gloom Stalker 3/ Assassin 3 (Max 3 unless you really need the feat)... let me show the synergies:
If you go Archery Fighting Style then grab Sharpshooter Feat.. I do love theory crafting multi-class
Criticism is welcome, and I appreciate the feedback. I'm not super concerned about optimization, but I've totally nerfed character ideas because I became too fixated on a concept. I want this guy to still be competent in combat, even if he's not fully optimized. I see all of this as healthy discussion/debate to make a character I can enjoy playing. Overthinker that I am, I'm loving the clarity that different perspectives are giving me.
I think I'm set on not really increasing Ranger beyond 3rd level. Even if we advance high enough to where things like Iron Will are even an option, I don't think it's worth pursuing. The only reason I've even considered it was because Mind Flayer attacks have Int saving throws on them. As the party's resident expert on Illithids, I thought I should be able to handle them more than others. But if that were a super-important part of the character concept, I would have classed in something that had it to begin with, (i.e., Druid, Rogue, or Wizard). It was just something that looked like a possibility as I looked at the advancement paths I had to work with, and not really worth losing other features. I can see that now, thanks to the feedback.
Here's what's drawing me to the multiclass concept (and maybe you guys can talk me out of them):
- The Initiative Bonus. Githzerai have +2 Wis, which is an obvious benefit for Unarmored Defense, but getting to steer that toward initiative as well seems like a plus to me, especially since it edges my initiative above even the 8th level PCs in the group. Belx, you mentioned Alert, which does give more bonus, but that's about it. Being able to toss a +1 into my Wis at the next level will improve my initiative and my AC and my Spell Save DC and skill checks/saves, plus I can put the other +1 in Dex to improve my To Hit and Damage rolls and skill checks/saves and AC. That seems like a fruitful option, or am I missing something?
- First Round +1 Attack. Yeah, if I had a Monk 5 instead, I'd have 2 attacks in my action every single turn instead of just one. I don't read anything that says this Gloom Stalker feature doesn't stack with Extra Attack, though. Once I have Monk 5, I'll be diving into the first round of combat towards the top of the initiative order (if not first), and I'll have three weapon attacks instead of two (with that third one dealing +1d8 damage), and the potential for either a Flurry of Blows or even tossing a Hunter's Mark on the target instead before striking, that could be-- if the dice don't fail me-- a devastating first turn, and might just get my guy some kudos from the Level 8 Rogue tossing around his Sneak Attack-ed Shadow Blade. What level 8 Monks can potentially do 1d8+6d6+15 or 1d8+3d6+2d4+21 in their first turn? Sure, overall, a Monk 8 might outpace me for damage in the long run, but optimization isn't my #1 priority...
- Darkvision. Gith don't have it, and I can get it permanent without spending Ki. Plus, a creature with darkvision can't spot me in darkness. Handy.
- Fighting Style. Dueling is the clear choice when considering the Shadow Monk side of this coin, IMO.
- Spells. The Shadow Monk spells are awesome and fun, and Githzerai Psionics get tossed in there, but I'll also have a few Ranger spells to draw from too. Hunter's Mark has been mentioned, and while it doesn't do anything for Unarmed Strikes, if I'm running low on Ki, or other circumstances warrant it, this +1d6 boost can be helpful. Another notable mention would be Ensnaring Strike: rough up the target and hogtie it to the ground!
Anywho, that's my logic for the mechanics of the character concept. A level 6 Monk could likely outpace it on multiple metrics, but I think the tables might turn in just a couple of levels. Please feel free to poke holes in my logic! I think you guys have convinced me to cut off Ranger at 3, though that ASI at 4, plus some level 2 spells sure is tempting. Monk is certainly the core class here, but these Gloom Stalker interactions just looks so juicy! Like I've said, though, I've gotten trapped in a concept and not seen the nerfing I was doing. Please help me see past my own blind spots...
Cheeky Hamster, Assassin Rogue is another fun subclass to toss around in a discussion like this, as is the Twilight Cleric. Darkness Shenanigans ensue!
I'm excited to try out something martial-oriented with this group. My first PC was a Halfling Divination Wizard (which got sucked into a vortex to be hopefully be seen again one day), then a Half-elf Tempest Cleric/Storm Sorcerer... who just died. Too much agro for him to handle from a band of Misplaced Kids and their pixie friend Twinkerbull, and their puckish leader...
I have to admit that I have a (possibly) biased view of Multi-Class as I feel like you generally loose too many things when you multi-class as opposed to sticking with the single class all the way through. However, you're definitely picking up some things that will help compliment the Monks abilities with the Gloom Stalker that you wouldnt be able to get until later on in the game that you're playing. I think part of what Hamster and I are saying is that Monks in particular are one of the few classes that you (generally) loose more than what you gain by staying Monk.
Having said that, putting aside the last bit of advice from Hamster, I would still go Gloom 3/Shadow Monk X. Because (for instance) at level 8 you'd have:
With one more level in Monk you'll get your Shadow Step, Magical weapon attacks, another Ki point and pave the way for getting evasion the next level to avoid damage, as well as Stillness of Mind to break fear and charm/mind control.
Just cause I have to (heh), at level 9 if you went straight monk, you'd have 3 more Ki points, enough to cast Darkvision which lasts 8 hours without concentration. Have another +1 to your proficiency bonus, a second ASI/Feat and be one level closer to 5 more feet of movement and immunity to Poison and Disease.
Having said that, Im definitely behind the gloom/shadow multi-class for the benefits it gives you, as long as you see a total level 10 in the game with this character. I think you'll do okay on 6 and 7, hit your stride on 8, and really start to shine on 9. This build really wont come into its own until lvl 9 IMO.
Okay the problems which is why I was introducing a few other classes into consideration.
What makes a Shadow Monk unique? Shadow Step
But also these spells: darkness, darkvision, pass without trace, or silence... problem is, you can’t see in darkness and you want to replace darkvision. The other two will have uses... every now and then.
What makes a Gloom Stalker unique? Dread Ambusher (great but does a Monk really want to go first? Rogue would love it) & Umbral Sight
But the problem here is that Umbral Sight, Shadow Step and Darkness should be an awesome set of abilities together - but even with darkvision you can’t see in Darkness so the invisibility from Umbral Sight is redundant, you can’t Shadow Step into it and it gives you no benefit if you can’t see... gaining blindsight or truesight in some way would solve this... or
You need either Warlock’s Magic Darkvision or a different way to make shadows for yourself (Cleric)
Edit 1: Blindsight solution: Find Familiar from Magic Initiate and then be always looking through your Bat’s senses... or possibly a Tressym if your DM allows and if a combo of darkvision and seeing invisibility overcomes magical darkness (up to your DM)... I’d go bat.
Edit 2: Nevermind you’d only be able to use a Pact of the Chain Warlock like that... so at that point might as well just get the Magical Darkvision
Hamster, I agree with you. Mostly it looks like Jedi wants to get Gloom Stalker for the Bonus to Initiative, the Darkvision and that additional 1d8 damage. Personally those are nowhere near good enough to give me reason to go with a multi-class.
So the solution in my mind, as you mentioned above, is to go with something like assassian, or some other form or rogue for some of the abilities they give, especially if Jedi wants to use monk as the primary base for the multi-class.
However, I would still push for a full Shadow Monk build and skip the multi. Then just look for magic items to make up the deficiency like not being able to see in the dark. Or to add more damage. For instance, my DM gave me handwraps that give an additional 1d4 Radiant and Psychic damage (one per fist) when using unarmed strikes. So for me with a 22 dex at lvl 10 and Flurry (and they all hit), I get to do 4d6+4d4+24 dmg (min of 32 max of 64 if they all hit).
You guys are making some points where I’m having difficulty following the logic. Please clarify where I express misunderstanding.
- Shadow Step. You both seem to value it quite highly. Maybe I fail to see its strategic weight? The distance leap is certainly an effective positioning tool, and the advantage to a subsequent attack is handy (especially if you’re synergizing with Sneak Attack), but is that it? Maybe you guys have the advantage of practical tabletop experience (I’ve never played Shadow Monk before) that can shed light on why Shadow Step is a paramount feature?
- Darkness. You’re right, Gloom Stalker’s Darkvision won’t let me see in Darkness at all. But what about darkness? Plain, ordinary, non-magical, lowercase-d darkness? There’s plenty of that around, at least in the perpetual starless night of our campaign setting, so I think this might actually be a strategic edge in combat...
Am I missing something, though? Is there some use of the Darkness spell you’re referring to that eludes me? Why are you talking about using them together, or even Shadow Stepping into a Darkness spell? Is this something a pure Shadow Monk can do?
- Darkvision. Yeah, both Gloom Stalker and Shadow Monk both offer a path to darkvision: one uses an action, costs 2 Ki (which are regained after a short rest) and has a duration of 8 hours; the other is automatic, costs 0 Ki (so they can be spent elsewhere, even before that short rest) and lasts indefinitely. Mechanically, one outshines the other here. Sure, the cost of that automatic darkvision could be measured in non-Monk levels, but when you factor in all the other things I get in that venture (+2 to all one-handed weapon attacks, initiative bonus, extra damage on one attack in my first combat round, and a limited but automatic invisibility feature I’ll be enjoying five levels before a pure Shadow Monk gets the admittedly more powerful Cloak of Shadows), I feel like the darkvision is a nice perk.
- Magic Items. Does your DM give you magic items in a consistent and predictable way, such that you can count on them to hedge the weaknesses of your build? Man, I wish mine did that. I also get the impression that level progression goes faster in your games than it does in mine...
- Monks Going First. Does a Monk really want to go first? Good question. Let’s ask Cobra Kai: “Strike first. Strike hard. No mercy!”
Okay, that last one’s more than a little facetious...😉 But I feel like I’m missing something. You’ve repeatedly said that other multiclass options— or even straight class progression— are better than 3 levels in Gloom Stalker Ranger, but is there anything bad about my build, beyond personal preference? I feel like I’ve got an interesting concept here, but would like to iron out any serious flaws before bringing it to the table. Can you help me see them?
Ah, sorry JediShadow I am somewhat of an optimiser and so I like it when all the little pieces work together and make something powerful. Your build works and will be effective... just not as effective as a few other options.
Before I go into them, I’ll respond to the easier stuff: My party levels slowly (we are level 3 after 4 months), we don’t get to choose magic items (I would only factor them in if you already had them or you were an artificer), and I don’t think Monks want to go first... mostly because they are neither pure tanks or damage dealers - they are a support damage dealer dishing out stunning strikes and aiding teammates. If you got into the thick of enemies first... you may just die before your teammates do anything (unless you are careful).
I’m rating Shadow Step highly for three reasons: It’s really cool to imagine/ play around with creatively, it’s your 6th level feature so you want it to factor in and it allows you to do three things at once with your Bonus Action: Disengage (with more flexability), Dash (and some) and gain advantage. So yeah, if there are shadows to use then you’ll be able to use them, but you won’t be able to make them where you want them (hence Cleric or Warlock 2, first granting/reducing light to dim all around you - second letting you see into magical darkness).
But if you didn’t want your abilities to mesh together, but rather wanted a few martial buffs then Fighter 1 gives most of the advantage and lets you start with that and extra attack (Monk 5/ Fighter 1) or if you want to follow Cobra Kai then Assassin 3 lets you do some nasty stuff and take more advantage of you stealth ki spells +Sneak attack more than makes up for the last first round damage boost from Gloom Stalker... and gives you incentive to use Darkness Shenanigans, which you need else you might as well just be a way of the open hand Monk punching dudes
a Gem of Seeing can get you around the Darkness issue if you can convince your DM to get you access to it. Aside from that Warlock invocation Devi's Sight is an option but now you're adding another potential class to the mix.
Shadow step is fantastic because it only requires that you be able to see the area you want to step to. So peek in a window and nightcrawler right on through into the room, you can also use it to cover a ton of ground whether to scout ahead or if you need to get out of there quick. It also pairs very well with the assassin rogue's assassinate ability.
Another option on the darkvision is to get Goggles of the Night, uncommon magic item, again would require DM cooperation but it's an easy fix.
I would also add my support to the use of the Alert feat. With a monk's already excellent mobility this couples really well to allow you to charge in, wreck face, then bamf out. It also plays really well with Gloom Stalker and Assassin Rogue.
Finally I'd recommend whichever route you go to get level 5 in one of them for the extra attack. My personal choice would be Monk 6, then 6 levels of Assassin rogue, then finish Monk.
This is me as well. I prefer to have a build that is fun, effective and somewhat optimal as well. And having said that, I have played a monk to level 10 in our current campaign which has taken just over 2 years of almost weekly games. We do tend to RP a lot which has slowed down our leveling somehwat. Also, our DM gives out magic items, but ones that make sense for the campaign and not simply to give people what they want.
Ill cover your points here first:
Shadow Step: Yes, I value this skill highly. So much so in fact that its almost a broken skill its so good. As stated above, if you can see the spot you want to go to, you can step there. In and out of combat you have an ability that instantly lets you move up to 60 feet with very few restrictions. Here are some examples from my campaign:
These are just a few of the examples. If you're in an environment where you can step a lot, this ability is borderline OP.
Darkness: We were talking about the Darkness spell that Shadow monks can cast with their Ki. Its a useful ability, but one I find I dont use all that often given that it more consistently hampers my group rather than helping. Although it can be useful on occasion.
Darkvision: You're taking Gloomstalker to 3 levels to get this ability essentially. Yes, you're trying to justify getting the other 2 abilities with it just so you can go with the Gith type character for flavor. Which is completely fine, but also not optimal. You could do something else and flavor the backstory to compliment it, something like:
Be a Wood Elf, who has +2 to dex, darkvision and +5 feet of movement. Then say that as part of your background to give you knowledge on mindflayers and astral realm, that you were captured when young by the Githyanki, but liberated at some point by the Githrazi (or vice versa) and thats how you have the knowledge that you do about their backgrounds. You get your darkvision and then you can go Monk 6 and get the abilities there. Otherwise you're gimping yourself for flavor.
Magic Items: My DM gives them out sparingly and not at all consistently. I just happen to have more because we were able to buy some to enhance some of my abilities. But in your case if you cant, then by not getting the monk to 6, you're giving up the ability to do your full damage to every creature because you loose the magic weapon attacks at lvl 6. If you do the 3/3, you will likely be doing 1/2 damage to those resistant to hits without magic damage unless you have a magic short sword. Which still means that your bonus unarmed attack still only does half damage, as well as your flurry of blows.
Initiative: Going first is sometimes good and sometimes bad. But if you do want to go first at every chance you get, you're much better off going monk 6 and taking the Alert feat at 4 for the benefits it gives you which is the +5, the ability to not be surprised as well as things not having advantage on attacks against you because you cant see them (which is actually a pretty great ability).
I still think you're giving up too much from monk 6 because you want the flavor of your original build. The build itself is not Bad at all. Its just not optimal as well as loosing out on some of the things that make monks effective. You're constantly 3 Ki behind every level, you get your magical attacks late, you get your shadow step late, you get your evasion late, extra attack, etc.
I mean, you say a few times that you get an additional 1d8 damage on the first attack each combat. But if you were to go with Monk 5 (at least), that extra attack will happen every round of combat at 1d6 plus your modifier of +3-5. If you take Gloom 3, you wont get that for 2 whole levels, and if you level as slow as you say, thats 2 LONG levels not not having extra attacks each round.
What we keep saying here is that your build isnt bad, but what you gain by taking the Gloom 3 is not going to overwhelm what you loose in the monk levels and by picking a different race with Darkvision.