Recently I've really been thinking a Kensai/Hunter would be a good combo. Of course, it really doesn't come together until level 8.
Progression I was thinking of was 1st level as Monk, then at 2nd and 3rd level take 2 levels of Ranger to get spell casting and Dueling fighting style. Then at levels 4th through 7th take 4 levels of Monk to get extra attack and an ASI, and finally at level 8, a 3rd level of Ranger and go Hunter. At this point the rest of the levels would probably go to Monk. 3 levels of ranger have put off Monk progression enough unless I think 1 more level in Ranger for the ASI is needed, but probably after 7th level in Monk for Evasion.
Hunter's Mark and Zephyr Strike would be initial spells, then Absorb Elements. I really think ZS would be good as an initial strike or if in a situation that hitting is important (for advantage and extra damage) or need the mobility. HM would be the work horse for damage boost as it's on all attacks, so if ZS is used, once the extra damage attack is used I would switch to HM.
The feat Mobile could be a good pick, but ASI's are messed up already with possible only 3 levels of Ranger, so would probably forgo that option.
Once I hit level 8 and pick up Hunter I would get Colossus Slayer for the d8 damage boost (probably on top of ZS or HM).
So possible combat situation may be:
Round 1: Zephyr Strike and move in for initial attack with advantage and d8 damage boost (possibly Stunning Strike) with a melee weapon (versatile weapons not necessary as the +2 damage from Dueling fighting style doesn't work when using two hands. So any d8 weapon will do). If AC is necessary, extra attack with unarmed strike and get Agile Parry bonus to AC. If not, straight up weapon attack for extra attack. Also, if the first attack hits (has advantage so should be fairly reliable), then the second attack, if a weapon attack, can then carry the Colossus Slayer extra damage.
Round 2: Switch to HM and again, Melee strike first attack and either unarmed or weapon 2nd attack.
Round 3: if HM is still up, Melee>Unarmed>Flurry of Blows
Of course, that's a lot of set up in a combat so could just do HM and start attacking round 1.
ZS is still an option when the situation presents itself. Colossus Slayer/HM combo gives decent damage boost, and since Colossus slayer only works on creature below max HP, would have to apply after initial damage is done.
Do I have anything wrong? Does this seem viable for a build? Any other advice?
I’m working on a similar concept but with battle master/kensei with the UA feat that gives hunter’s Mark.
Everything you describe seems kosher to me.
One issue I keep running into is how limited a resource hunter’s mark is. Even going full multiclass for it, it’s very easy to run out of spell slots after an encounter or two. So it’s really going to be an extremely limited resource.
Taking a few levels of Warlock is the only fix, but it’s a weird route to take.
so I’d personally make sure I’m satisfied there are some other tricks for me to enjoy in combat, and keep hunters Mark as an ace up the sleeve.
That is true with the limited spell slots, basically three 1st level slots at 8th level, but at least Hunter's Mark can last up to an hour if you are able to keep concentration on it so can possibly get multiple combats out of it. I don't think I would want to multiclass any more than this.
And I think this is where Colossus Slayer comes in handy as there is no limit on it. Just once per turn as long as target is below max HP. The worst that can happen is you fight like any other Monk with weapon attacks and bonus action unarmed strike or Flurry of Blows.
Would like to hear about your battle master build, I hadn't thought about that possible combo.
I hate to reply to a year old thread but I'm really drawn to a Monk character for the last two months. The concept that is really speaking to me right now is a Shadow Monk/War Magic Wizard lv 2. So Monk 6/Wiz 2. The extra shield spells augment the unarmored defense, absorb elements help keep you alive, especially after 7th level. Then after you run out of spell slots, you get the +2 ac/+4 saving throw bonus. The big key, I think, is the init bonus from intelligence which makes it earlier in the round you can shadow step, get bonus on your first attack (stunning strike) then if successful you have advantage on all attacks through the end of your next turn plus advantage for all your allies. I think that's key. Any bonus to initiative is awesome in that scenario, the earlier you stun, the more attacks at advantage. I plan to full on test this build in a complete adventure as opposed to just some combat encounters the DM and I have played out.
I hate to reply to a year old thread but I'm really drawn to a Monk character for the last two months. The concept that is really speaking to me right now is a Shadow Monk/War Magic Wizard lv 2. So Monk 6/Wiz 2. The extra shield spells augment the unarmored defense, absorb elements help keep you alive, especially after 7th level. Then after you run out of spell slots, you get the +2 ac/+4 saving throw bonus. The big key, I think, is the init bonus from intelligence which makes it earlier in the round you can shadow step, get bonus on your first attack (stunning strike) then if successful you have advantage on all attacks through the end of your next turn plus advantage for all your allies. I think that's key. Any bonus to initiative is awesome in that scenario, the earlier you stun, the more attacks at advantage. I plan to full on test this build in a complete adventure as opposed to just some combat encounters the DM and I have played out.
You’re right on time, I made this post just a few days ago. 😊
Recently I've really been thinking a Kensai/Hunter would be a good combo. Of course, it really doesn't come together until level 8.
Progression I was thinking of was 1st level as Monk, then at 2nd and 3rd level take 2 levels of Ranger to get spell casting and Dueling fighting style. Then at levels 4th through 7th take 4 levels of Monk to get extra attack and an ASI, and finally at level 8, a 3rd level of Ranger and go Hunter. At this point the rest of the levels would probably go to Monk. 3 levels of ranger have put off Monk progression enough unless I think 1 more level in Ranger for the ASI is needed, but probably after 7th level in Monk for Evasion.
Hunter's Mark and Zephyr Strike would be initial spells, then Absorb Elements. I really think ZS would be good as an initial strike or if in a situation that hitting is important (for advantage and extra damage) or need the mobility. HM would be the work horse for damage boost as it's on all attacks, so if ZS is used, once the extra damage attack is used I would switch to HM.
The feat Mobile could be a good pick, but ASI's are messed up already with possible only 3 levels of Ranger, so would probably forgo that option.
Once I hit level 8 and pick up Hunter I would get Colossus Slayer for the d8 damage boost (probably on top of ZS or HM).
So possible combat situation may be:
Round 1: Zephyr Strike and move in for initial attack with advantage and d8 damage boost (possibly Stunning Strike) with a melee weapon (versatile weapons not necessary as the +2 damage from Dueling fighting style doesn't work when using two hands. So any d8 weapon will do). If AC is necessary, extra attack with unarmed strike and get Agile Parry bonus to AC. If not, straight up weapon attack for extra attack. Also, if the first attack hits (has advantage so should be fairly reliable), then the second attack, if a weapon attack, can then carry the Colossus Slayer extra damage.
Round 2: Switch to HM and again, Melee strike first attack and either unarmed or weapon 2nd attack.
Round 3: if HM is still up, Melee>Unarmed>Flurry of Blows
Of course, that's a lot of set up in a combat so could just do HM and start attacking round 1.
ZS is still an option when the situation presents itself. Colossus Slayer/HM combo gives decent damage boost, and since Colossus slayer only works on creature below max HP, would have to apply after initial damage is done.
Do I have anything wrong? Does this seem viable for a build? Any other advice?
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
I’m working on a similar concept but with battle master/kensei with the UA feat that gives hunter’s Mark.
Everything you describe seems kosher to me.
One issue I keep running into is how limited a resource hunter’s mark is. Even going full multiclass for it, it’s very easy to run out of spell slots after an encounter or two. So it’s really going to be an extremely limited resource.
Taking a few levels of Warlock is the only fix, but it’s a weird route to take.
so I’d personally make sure I’m satisfied there are some other tricks for me to enjoy in combat, and keep hunters Mark as an ace up the sleeve.
That is true with the limited spell slots, basically three 1st level slots at 8th level, but at least Hunter's Mark can last up to an hour if you are able to keep concentration on it so can possibly get multiple combats out of it. I don't think I would want to multiclass any more than this.
And I think this is where Colossus Slayer comes in handy as there is no limit on it. Just once per turn as long as target is below max HP. The worst that can happen is you fight like any other Monk with weapon attacks and bonus action unarmed strike or Flurry of Blows.
Would like to hear about your battle master build, I hadn't thought about that possible combo.
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
I hate to reply to a year old thread but I'm really drawn to a Monk character for the last two months. The concept that is really speaking to me right now is a Shadow Monk/War Magic Wizard lv 2. So Monk 6/Wiz 2. The extra shield spells augment the unarmored defense, absorb elements help keep you alive, especially after 7th level. Then after you run out of spell slots, you get the +2 ac/+4 saving throw bonus. The big key, I think, is the init bonus from intelligence which makes it earlier in the round you can shadow step, get bonus on your first attack (stunning strike) then if successful you have advantage on all attacks through the end of your next turn plus advantage for all your allies. I think that's key. Any bonus to initiative is awesome in that scenario, the earlier you stun, the more attacks at advantage. I plan to full on test this build in a complete adventure as opposed to just some combat encounters the DM and I have played out.
You’re right on time, I made this post just a few days ago. 😊
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?