Here's a cool one: Monk of the shadows Warlock of the fey Warlock invocations give you magical darkvision and magical darkness and the fey let's you do some blinking Shadow monk let's you jump around in said shadows. Congratulations you are now everywhere at once
yeah the Molock is like a proper version of a jedi/sith, its pretty op compared to the the star wars version. i would have gone pact of the blade and negotiated getting my characters hands on some form of energy blade like the sun blade or perhaps a homebrew magic item with interchangeable lenses to alter the type of damage it deals it really does not need to do more than say 1d6 slashing plus either d4 or d6 searing, freezing, radiant, etc
A 3 level dip in a kensei monk class is very underrated. You get to pick some weapons to use dexterity instead of strength for, which if you have an awful strength score and great dexterity, but really want to use a glaive as your pact weapon (My last character) it means you're not crippling yourself for flavour purposes
It's pretty much the best 2 level dip you can take (although Action Surge is also pretty amazing). Even just handful of invocations and a hex can really make some character concepts shine
After watching this I feel like you missed the true power of Monk/Warlock. Devil Sight gives you Darkvision that is the only source of vision that can see through magical darkness. So with this at lvl 2 Warlock and Way of the Shadow's Darkness/Shadow mechanics it's an overpowered combination. With Ki or Spells you can create magical darkness that next to no one can see inside or out of. You can, and can even teleport inside and around it. Which also gives you advantage on all your attacks in there since they can't see you.
It is over powered, it can be done with warlock alone but i'm sure you're aware. Simply put, I got tired of hearing Darkness + DS every 10 seconds so I didn't bother to include it as I'm sure everyone is aware of this combo by now. You're not wrong, your point is exceptionally valid and all ideas are welcome :)
The devils sight/darkness combo is in a league of it's own with the shadow monk and is worth considering in that context specifically without dismissing it because "everyone already knows about the darkness + DS combo." For one, the combo has some pretty negative drawbacks when playing with other people (does anyone play D&D solo?) that the shadow monk is better able to mitigate. Normally, you'd have your warlock run into combat, get some hits off and be pretty well protected, but you've also hosed your entire party's ability to hit any other enemies inside the darkness. Monks, and shadow monks especially, have more movement than any other class. They can actually manage to get in and do some damage, and then move far enough away that the rest of the party can still see the enemy when his turn is over (now you can use this awesome combo without pissing off every other person at the table :D). There are all kinds of crazy ways the teleportation can be used with this combo (you need devils sight to use the shadow monks teleportation into the area of the darkness spell by raw because it has to be a point that you can see). Have an annoying flying creature that the party just can't seem to deal with? Cast darkness on him, or above him somewhere, and then on your next turn teleport into the darkness and stunning strike him to the ground. He'll take fall damage, and you probably won't because monks are awesome like that, and now your party can beat the crap out of him.
Even beyond combat advantage... Invisible familiar = ultimate spy. Flying familiar = mage hand with a brain. In the case of WL familiars, cast touch spells at range; speak through the familiar. The ONLY issue I have with WL familiars is having to choose between blade pact and chain pact. If I were looking for a fast and simple "fix" to the shortcomings of the WL, I'd make the blade pact abilities part of the baseline, so that players only have to choose between tome and chain. At that point, I think the choices would be pretty split, and the class would be viewed more as the hybrid it is rather than a caster who can do other things.
I'm actually building a Monk/Warlock right now... it's a Celestial Warlock mixed with a Sun-Soul Monk. It synergizes really good due to being add in your Charisma Modifier to any Fire or Radiant damage dice roll (1 dice roll per attack), which means, with the radiant *ranged spell* that you get with the sun soul monk at level 3, plus the Burning Hands at later levels, and the radiant explosion at even later levels... it means you can get stupidly good attack damage. I think 11 monk/9 Warlock is a good spread if you want level spell slots, or 12 monk/8 Warlock if you want the Ability Score Improvement.
Ah, thought I already replied to this... There isn't too much else outside of what I wrote here, I prefer the 12 in monk to get full Ability Score improvements. If you want to make a healer-monk, it's probably your best bet to use this mixture as you get access to healing spells. As a huge bonus, if you can get a Staff of Power or Staff of Striking it's pretty much the perfect weapon for any Monk-Lock mixture. I just recently got one in my campaign and it is just alot of fun to have as the melee attack counts as a quarterstaff . (I know it's not a Celestial/Sunsoul thing, but thought it was a good thing to bring up for general monk-locks). I think you get 4 or 5 eldritch evocations, level 4 spell slots, and all the fun Monk abilities up to the 12th level, which I believe is a D8 for the martial dice, and you still get the exploding radiant attack. I also find it fun to run a Monk character that knows Dispel Magic and have Counterspell.
@@Enaluxeme They kind of are. The wording specifically says *ranged spell attack*. Which really makes me want to grab spell sniper to get better accuracy and range
Radiant Sun Bolt reads: "you gain a new attack option that you can use with the Attack action." You are using the attack action, not the cast a spell action. Radiant Soul specifically requires you to cast a spell, not to make a spell attack.
Wicked indeed. Or swap Warlock for 3 Assassin Rogue for the ultimate assassin. Level 12 (3R, 9P), 3x critical smites on surprise round with haste (self cast) ;) Paladin is perhaps the 1 indispensable class in 5e, because the difference they make on saves is amazing. Though, to be fair, casters are just broken past about 7th level. Banish and planeshift ftw. And even in the unlikely event those aren't useful, fireballs and counterspell. And of course the list goes on. But yeah, banish and planeshift are game breaking.
One Character concept I have been toying with, is Way of the open hand Monk, comboed with Tempest Cleric to see if I could create Raiden from Mortal Combat. If you can come up with a more interesting, maybe more offensive build and consistent Unarmed/lightning build, I would be greatfull :)
Drow Bard that would be awesome! I had initially planned to build it as Wood Elf, becaus of stats. But it could be fun to build it as Blue Dragonborne, for max dmg lightning breath during a grapple ^^... just thoughts
I am running this build right now actually. Being open hand means you’re in the mix of enemies up close A LOT and wrath of the storm/thunder wave is a big help. Also, extra damage is always nice.
I actually did a shadow monk/fiend bladelock that I based on Eshe from the video game “Sundered”. It was very fun. Now I’m working on a Kensei monk/goo warlock based on the concept of a jedi.
Found an interesting multi class combo recently, a hex blade, swashbuckling rogue. With high dex and charisma, you can charge up by yourself and sneak attack by yourself, along with the original hex blade damage, on top of any bonus actions you want to apply to your hex blade weapon, or disengage and get out of harms way if you have the charger feat as well!
My personal thing. Way of shadow mixed with hex blade. Literally becomes a magic ninja who can talk through most anything. 4 attacks at level 5 1d6 + 1d8 + Chr + Dex X2. (Unarmed + Green flame). Then your extra 1d6 + dex X2 (flurry of blows). That’s without hex blade curse and/or hex damage added. I like this because I can sneak into a room and when my party gets into combat I drop from the side with a sneak attack and slam into 3-4 bad guys and because of monk I have a pretty decent AC to take the blows. Combining Devil Sight with the ability to cast darkness from monk gets pretty sneaky too
I really wish you could hexblade your fists. Like okay, who did you sign a contract with? My fists. Your fists? Yes. They can talk now. (that's in the description of the hexblade guys. The fists would be sentient.) This sounds super cool but I think there is some stupid exception for fists where this won't work.
It's not a Monk character persay but, I did something I've never heard of anyone else doing. I dipped a level into Monk for Martial Arts. I was in a situation and that was the easiest fix. My Tabaxi Swashbuckler got hold of a pair of Thermo-gloves. I needed to get Dex mod damage with my off hand claw. Since they are +2 hitting with them 1d4 + dex + 2 × 2 was close enough to rapier and dagger but much more satisfying.
I was actually working on something similar only monk focused. Way of Shadow Monk X/3 Warlock. I really just wanted Devil Sight, but this also lets you pick up a handful of other abilities and either free mage armor or go Path of the chain with Voice of the chain master. I was making a spy, and this just seemed like a strong set of choices.
I remember when i first got into dnd i was looking into making a warlock/monk multiclass with my pact weapon being knuckledusters. but wasn't sure how to do knuckledusters in terms of dice or if they would affect the monks unarmed attacks. Ended up going for a ranger with humanoid bounties for my favoured enemy for my first character.
Would have loved to see, kensai monk with hex blade warlock, intelligent weapon patron of spear/ yari/ glaive type with polearm mastery/ sentinel/ kensai weapon/ pact weapon combo. With eldritch sight, blast tastic fun time bonus.
Very good video, great improvement since the glaivelock video!! Remember, tomelock can cast find familiar as a ritual and have more cantrips and spells at the same time. Of course you lose access to the "special familiars" but that may be an acceptable price to pay for more cantrips and ritual spells.
possibly, but the special familiars are kinda important for things like caltrops setup. With the possible exception of crab. depending on how forgiving your dm is.
It's a class that's completely indifferent to what equipment and weapons are available. As long as you keep leveling, and boosting your Wisdom and Dexterity, you'll be fine.
I play a tiefling Warlock/Monk named Lilith. She is based on Mystique from the X-men movie cannon. She doesn’t use eldritch blast and is very non-warlock-ey in her build.
Just rewatched this, and wondered... Why not flip your levels split the other way? I mean, you can get the familiar, a couple spells, a couple cantrips and a couple invocations by level 4 Warlock, and then push Monk the rest of the way. You'll get a lot more of the movement and unarmed strikes damage, while your EB doesn't rely on your WL level for scaling. Additionally, if you go elemental monk, instead of open hand, you get more spell-like abilities that also refresh on a short rest, like the WL spells. Even a shadow monk would give the WL base a lot more spell usage, and the monk's melee would scale up better.
Interesting idea but a far number of problems. 1) Tome Pact is way more useful for this build, grab the ritual invocation for the familiar, ya it not invisible but having access to rituals is huge, and unless your DM is a jerk (or playing AL) you will be finding the scrolls to copy them down, plus it can still preform the simple tasks you talk about. Also remember that a creature can only use help on a skill check that both it and the creature it is helping are proficient in phb175 so familiars can't help with much. 2) might as while go lvl 6 monk so your fists are magic, which defeats the purpose of blade pact, and your dealing d6 damage which is on par with almost every monk weapon (quarterstaff versatile is d8), which is needed to preform the bonus action monk attacks. 3) Having to have four of the six ability stats high is hard. (Dex, Con, Wiz, Cha) 4) Cloud of Daggers is no were near as useful as you make it out to be, it can't move so most creatures will just avoid the whole area meaning even with push effects nothing is going to be close enough to matter beyond the first round unless the entire area (9 square/7hex on a tactical grid) is surrounded(16 squares/12 hexs) locking them in, which again means the push effects are useless. Also rules as written, it doesn't deal damage when you cast it (they are not entering the effect, they are just in it) so you cast it around a group deal the damage, when they start turn, they move out and that it, no more damage just an obstacle for both your party and opponents to avoid. 5) group game why are you trying to make a character that can do everything, unless you playing in a group with only 2 or 3 players let other player's characters have a chance to shine by building a specialist not a generalist, bards excluded as they by default in 5e are generalists.
Tome probably is, but I always use tome so I felt like a change, since rituals expand the amount of things you can do it would leave your other ritual casters with little to do, your group game point is valid so chain over tome i guess unless there are no ritual casters in your group in which case, sure, go tome and pick up the slack. Yeah C.oD. is immobile but the point is if caltrops reduce their speed then your additional monk speed should give you room to manoeuvre around and repelling blast them. Again your right, there are better choices but I wanted to mix it up so it doesn't get stale. I'd have to do some research on the familiar thing, I recall something about "True hands" but that may have been 3.5 i don't remember. I think many situations may not be possible because typical familiars don't have hands but instead wings, claws and paws. DM interpretation i suppose. As a DM I'd probably have to rule it on a case by case basis with standard familiars. At least with Imp and quasit you can be certain it'll work. Interesting Ideas, thanks for the comment :) P.S. My DMs are always jerks, 24/7 but don't tell them I said that :) fortunately they won't watch my vids or read the comments.
Rob is correct here, the monklock is too MAD. You can get the same CC chain by using a fighter with shield master (and shoving on the bonus action) or with the battlemaster's pushing attacks. The draw of 4 attacks with hex can be quite simply resolved by picking up magic initiate (for hex) and wielding a two-handed weapon. Since you're already giving up 9th level spells, might as well take 6 fighter levels for the free ASI and run Hexblade (though this is an old video) for better crit chance and the extra curse damage. If you want to run an EB build specifically, Sorcerer is a better multiclass because it can quicken EB (for a total of eight beams at high levels) and results in less wonky stats. EDIT: Upon further review, it gets worse. Hex and Cloud of Daggers are both concentration (I had a hunch but needed to verify), so only one can be active at a time.
@@DrowBard I think you're selling Pact of the Chain short. if you take the invocation Pact of the Chain Master you can communicate telepathicallywith your familiar anywhere on the same material plane as you. In addition you can literally see through its eyes and speak through its mouth. The darn thing never has to be visible. My group never found out I had a familiar. They just knew I had insane ways of gathering information and mapping.
Wouldn't monk/ranger do this same thing with spike growth and hunters mark, but without the mutli-stat hell and with both classes boosting the combat options?
Possibly, but the repelling blast knocks back any creature regardless of size or strength so that helps and spike growth doesn't scale up in damage either making the whole thing mediocre at best. Still, Monk?ranger is an idea that has merit.
keep in mind spiked growth deals 2d4 damage per 5 ft moved in a 20 ft radius, if you move them 15 ft from a flurry of blows that's 10d4 damage on top of your flurry that round and then they have to move out of the spiked growth on their turn to get you.
I had a concept for a monk/warlock build using the hexblade patron and pact of blades. 3 attacks and can be buffed with hexblades curse and eldritch smite for an extra 1d8 per spell slot level
Constantly moving your Hex means you lose your bonus action to Flurry. Your four APR go to two APR. Also, you now have to up DEX and WIS along with CHA (for spell DC and EB attacks). CON will be low and you need that for concentration on your Cloud of Daggers. Seems this build is spread too thin.
Thats awesome. I'm just leveled up to 8 on Sunday and i was seriously thinking of multi into warlock. 7th level shadow monk. but i do want that feat at 8th. but my monk with devil sight would incredible
Drow Bard I'm doing shadow sorcerer ancients paladin, with two levels of fighter for action surge, defence fighting style and second wind. Sword and board. I've got 22 ac with chain mail and shield, cloak of protection, defence fighting style and shield of faith, 27 with the shield spell. Booming blade and sentinel to keep things stuck on me instead of going after my friends. And the bonus reaction attack means I can make 6 attacks in one round while smiting. 4 from action attack and action surge attack, 1 from quickened spell booming blade and a reactionary attack if they attack an ally. Very tanky, moderate to average regular damage and insanely high burst when needed. Plus access to fireballs for those pesky mobs
Drow Bard I mostly play the role of tank/defender. I keep them focused on me, and punish anything that tries to get past me. I usually leave the bursty damage for things that have troublesome abilities, or that do a lot of damage. That way I let my party shine, and keep them alive through my armor class. My favorite thing to do is cast twined shield of faith or twined haste. That way I can buff myself and help someone else shine at the same time. It's a very forgiving, very fun build. And although it seems very capable, it does require team work because it uses spells to achieve anything, and that's a very finite resource. I usually conserve spells for the tougher fights, and let my friends do the damage while I hold enemies in place with booming blade and sentinel. I also use grappling to achieve this when necessary.
Drow Bard it's been the most fun to play character for me. I like the versatility because you always feel useful. Even when you aren't doing 100 damage+ , you're still the tank. You're still the healer, or the buffer or the debuffer. But you can't do everything at the same time, which forces you to strategize and use team work. As for role play, what's more fun than pretending to be a weak sorcerer, who happens to have 18 strength and an impenetrable armor class. I'm basically playing gandolf with armor and a long sword.
im considerering going 10 whisper bard + 8 paladin and if i ever make it to 20 2 fighter so i could go something like 1d8+dex +5d6+ 5/4d8(divine smite) (4 hits)+ bigbys hand for another 4d8 (2 hits)
I currently have a lvl 6 kensei monk, and am seriously considering multiclassing into hexblade, mostly for narrative reasons ( he is in possession of a sacred sword from his monastery) and I am thinking that over time the blade starts speaking to him. He is under the consideration that the voice he hears is that of his dead master... but in reality it will be some sort of evil(ish) being. The concept seems really fun to me and has all kinds of narrative roads that I would want to explore.
For starters his name is "Gilnockie." Well, it was a name given to him on his travels (more on that later). And he is HEAVILY inspired by the champion "Yasuo" from League of Legends.He is a V. Human with the mobile feat. Playing in a totally homebrew world, and currently running through a heavily modified CoS module. In this world, the western part of the world is very similar to feudal japan/war of the three kingdoms era china combined. Gilnockie was born "Akachi Takamori" in a small village at the base of a lone, huge mountain. Atop the peak of the mountain there is a monastery, home of the "Order of the Wind" an order of monks that focus on finding their center thru meditation and the pursuit of perfecting sword fighting. At the age of 17 he made the climb, "The Trial of 1000 steps" to the top of the peak with his older brother. When they reached the top they gained admittance into the order. Over the next 10 years they trained, and Akachi was the favored students of one of the elders, Odo. It seemed like Odo was grooming him to take on the mantel of leadership after he passed. One faithful night though, Odo was murdered.. and Akachi was found unconscious with Odos blood all over himself, and The Orders heirloom sword "Arachi" in his hands. He was blamed for the murder of Odo, and his own brother attempted to take him in. Akachi was able to escape, with the sword into the wilderness of the mountain where he found a cave, and lived in shame and solitude for 3 years. He has no memory of the night, and doesn't know if he in fact did kill Odo or not. One night he awoke, after having a nightmare. The words "Make it right" were caved into the stone wall of the cave, in what was 100% Odo's handwriting, and with a strange spectral glow to them. The next morning he headed out, out of the Western Kingdoms and in search of answers. Along the way he stayed with a family for about a month, and it was them who gave him the name "Gilnockie." Following the clues to track down the truth lead him to a mysterious grave site, and that is when a mystical fog took him into the land of Barovia. I wrote a full set of "Tenets of the Wind" that act almost the same as a paladins Oaths, and I find that way much interesting and in depth than a simple alignment. I absolutely love how the Kensei plays. If I would take the Warlock multiclass it would prob be at lvl 8, and most likely only go 2-3 levels in. DnD is like 1000% more fun that I thought it would be. I find myself completely enveloped in the story telling process, and trying to make all my decisions based off of a "code of honor" of sorts is really fun and challenging. Hope this is what you were looking for man! And here's to monks!
That was incredible, anyone reading would definitely get inspired. Is this your first game? your last few sentences suggest it might be. I'm really pleased you have a strong passion for the game, it's what brought me to RUclips, to share ideas and experiences with awesome story tellers such as yourself. Stay cool and thanks for commenting.
Yes, but it doesn't give you the other warlock spells or spell slots. So you'll get 1 hex a day, rather than having spell slots that reset after a short rest. But it would still work as something for tough fights.
Hexblade/Barbarians are fucking ridiculous. Get 20 strength for a +5, get a strength based pact weapon, take the improved pact weapon invocation for the +1 to attack and damage and your good. Use your hexblade's curse whenever you have a tough enemy, activate it as a bonus action, crit at 19, add proficiency bonus to your damage, when your target dies you gain hit points, and you dont need to concentrate on it so you can rage while it's active. While all that's active you have a + 9 to hit and a +13 to damage
throw 3 bard levels in and you pretty much have what I'm building in a game right now. inspiration has helped allot in game and the extra skil bonuses are hard to pass up. (chose different subclasses but the trick is the same.)
What is frost wind blade? That reminds me. Can you do Jubei Kibagami from ninja scroll Drow Bard? That would be cool if you did a build based on him. He can draw his sword so fast that he creates a focused blade of wind that seems to cut through just about anything and from long distance too!
Warlock has 3 spell slots at 12 so for 1 min, which could not even 1 fight, this is good on paper but in play this sucks compared to what else the monk or warlock can do by itself
Drow Bard I play a Goliath Strength based Grappling Monk in my campaign.. with 1 lvl dipped into barbarian for rage. Monk tradition way of the open hand. With the Grappler feat. Favorite build I've done, endless combos of raging cagin shenanigans.
That's a great point so I hunted down the answer. So, nix all that shit bc I confused the difference between "turn" and "round". Apologies, carry on. dnd.wizards.com/articles/features/rules-answers-april-2016 (search for "moonbeam")
Bo’Rai Cho please!!! Would it just be Way of the Drumken Master or is there more to him? He has poison damage from his puke... could add fire breath from a Dragonborn maybe?
Your forgetting the ultimate set for warlock/monk: The Boss Locker. First cast hex, then at lvl 5 for monk, use Stunning Strike to cause stun. Creature rolls a CON save (at disadvantage because of hex), stays stunned, and your whole party gangs up on them. Rinse and repeat.
I'm trying to make a way of the long death build that transfers life. So would need to multiclass to a warlock, divine sorcerer, wizard etc... know which route would synergize the best?
I'm variant human going 6 levels of shadow monk to get to shadow stepping 3 levels warlock to get archfey ability to freighten and pick up devil's sight and improved pact weapon 3 levels of rogue for assassin or thief If I get level 13 or 14 I will go level 4 in warlock and rogue to get ASI or feat depending on how I feel. Would be nice to max out my wisdom.
As someone who has had the reputation of “power gaming” myself, I disagree with the claim that this is a min/max build on its fundamental level. The combos do work together in theory, with one core problem. Monks cannot wear armor and use there primary ability (martial arts). This is overcome with the Unarmed Defense feature. So you need a solid WIS as well as DEX. Dipping into Warlock? Now we need a solid CHA or we won’t be hitting anything with Eld Blast. Oh, you have concentration spells? Guess we need a decent CON score so we don’t lose concentration and we are in melee often so we need good HP. In short, you have FOUR stats competing for your Ability Score Increases. And by their nature, multiclassed characters get fewer ASI. If you roll like a nut for stats, go for it! But if you’re using point by, you might be out of luck. I agree with a few others that proposed Ranger instead for a very similar effect. Not as many sweet combos, but your DC spell and Ki saved will both utilize your high WIS. Pick up the Magic Initiate feat if you want a familiar or other spells.
So,...if your party had a Monk/warlock in the party and in the unlikely event that he went Crazy; How could you defeat such a character. Stun locking with the strikes, ultra mobility, a major ranged attack, the hex that causes direct damage. It feels like this guy could wipe a party out with very little effort. what could stop him? especially, if he got off his attacks first.
I actually made a Fallen Aasimar Warlock Fighter and so far its pretty amazing... in my story my dude got his arm cut off but had a kings dwarves make me a metal arm that can absorb souls and blast them back out
Distributing your (point buy) stats among Cha, Wis, Dex, and Con, is a really weird build. Even if you dump both Str and Int. What's the point of dealing lots of damage, if you're not really sure that your attacks will hit, or fail (probably most of the times, for creatures with high AC)...?? I would rather multiclass a Warlock with Rogue or Fighter. And a Monk with a Cleric or Druid. Besides, these options open many more "doors" for roleplaying a more cohesive character.
That one is tough because of the multiclassing restrictions. You need a minimum of 13 Dex and Wis for Monk, 13 Str for Barbarian and Paladin, and a further 13 Cha for Paladin.
I'm playing a duergar and I wanted a shadow theme but also wanted to be able to use my enlarge and usually I help people. What would you do? Sorcerer, warlock, arcane trickster, mastermind rogue and fighter are the classes I've been looking at.
Drow Bard unfortunatelly im playing an adventure league point buy system. I choose a tabaxi for the feline agility and cat claws feature but i can't seem to make it work my main stats is 17 dex(15 +2 racial) following by 14 wis 14 con and 13 cha (12+1 racial) but its a MAD build and with a cha based spell i getva +1 to atack and the DC is pretty low 11. Maybe a recomendation in how to start or when start to multiclass? Thank you
Points buy is going to be weak to start. Your distribution seems reasonable. Perhaps something like Half elf would have been a more reliable choice? but the important thing is what you want to play. Try not to worry about you scores.
So you'll need wisdom dex con and charisma? And your proficiency bonus will top lower, and less ability score improvements.... What part of this build is good? Just be a Sorcerer Warlock. Magic missile+hex, can't miss so higher avg damage. You can still do your gimmicky familiar stuff and you can have more damage and a higher con because wisdom isn't necessary and dex isn't as important. Yeah your spells don't come back short rest but Eldritch blast with a decent casting ability. This build isn't good but if you just want to have a meme build go for it.
Here's a cool one:
Monk of the shadows
Warlock of the fey
Warlock invocations give you magical darkvision and magical darkness and the fey let's you do some blinking
Shadow monk let's you jump around in said shadows.
Congratulations you are now everywhere at once
Drop 3 levels into rogue (assassin), 11 into monk (shadows) and 6 into warlock (archfey) and you've got an unstoppable ninja. Enjoy. 🙃
The Raven like anybody gets to level 20
@@nicholas3141 My group did and the next session the campaign ended, such a bummer.
Add in echoknight for a shadow clone
@@theraven5850thank you. I've been enjoying this ever since I've read this comment thread.
warlock seems like a prime multiclass for every class
It is fun isn't it, though I can't seem to stop myself from wanting to multiclass into bard these days, but that's probably a whole video to itself.
yeah the Molock is like a proper version of a jedi/sith, its pretty op compared to the the star wars version. i would have gone pact of the blade and negotiated getting my characters hands on some form of energy blade like the sun blade or perhaps a homebrew magic item with interchangeable lenses to alter the type of damage it deals it really does not need to do more than say 1d6 slashing plus either d4 or d6 searing, freezing, radiant, etc
A 3 level dip in a kensei monk class is very underrated. You get to pick some weapons to use dexterity instead of strength for, which if you have an awful strength score and great dexterity, but really want to use a glaive as your pact weapon (My last character) it means you're not crippling yourself for flavour purposes
It’s all about that Eldridge Blast on first dip, it’s arguably the best cantrip in the game
It's pretty much the best 2 level dip you can take (although Action Surge is also pretty amazing). Even just handful of invocations and a hex can really make some character concepts shine
After watching this I feel like you missed the true power of Monk/Warlock. Devil Sight gives you Darkvision that is the only source of vision that can see through magical darkness. So with this at lvl 2 Warlock and Way of the Shadow's Darkness/Shadow mechanics it's an overpowered combination. With Ki or Spells you can create magical darkness that next to no one can see inside or out of. You can, and can even teleport inside and around it. Which also gives you advantage on all your attacks in there since they can't see you.
It is over powered, it can be done with warlock alone but i'm sure you're aware. Simply put, I got tired of hearing Darkness + DS every 10 seconds so I didn't bother to include it as I'm sure everyone is aware of this combo by now. You're not wrong, your point is exceptionally valid and all ideas are welcome :)
Dominica Gerard this is the build i like the most. Idk if i wanna go lvl 3 lock for the pact though
Dominica Gerard I used to spam sneak attacks with a rogue/cleric from 3.5 using darkness domain and black light
The devils sight/darkness combo is in a league of it's own with the shadow monk and is worth considering in that context specifically without dismissing it because "everyone already knows about the darkness + DS combo." For one, the combo has some pretty negative drawbacks when playing with other people (does anyone play D&D solo?) that the shadow monk is better able to mitigate. Normally, you'd have your warlock run into combat, get some hits off and be pretty well protected, but you've also hosed your entire party's ability to hit any other enemies inside the darkness. Monks, and shadow monks especially, have more movement than any other class. They can actually manage to get in and do some damage, and then move far enough away that the rest of the party can still see the enemy when his turn is over (now you can use this awesome combo without pissing off every other person at the table :D).
There are all kinds of crazy ways the teleportation can be used with this combo (you need devils sight to use the shadow monks teleportation into the area of the darkness spell by raw because it has to be a point that you can see). Have an annoying flying creature that the party just can't seem to deal with? Cast darkness on him, or above him somewhere, and then on your next turn teleport into the darkness and stunning strike him to the ground. He'll take fall damage, and you probably won't because monks are awesome like that, and now your party can beat the crap out of him.
Can also go Tiefling to have a Darkness freebie every day
Love the suggested uses for familiars. I think it's one of the spells that is consistently undervalued.
"Familiars for all, advantage for everyone!"
Even beyond combat advantage... Invisible familiar = ultimate spy. Flying familiar = mage hand with a brain. In the case of WL familiars, cast touch spells at range; speak through the familiar.
The ONLY issue I have with WL familiars is having to choose between blade pact and chain pact. If I were looking for a fast and simple "fix" to the shortcomings of the WL, I'd make the blade pact abilities part of the baseline, so that players only have to choose between tome and chain. At that point, I think the choices would be pretty split, and the class would be viewed more as the hybrid it is rather than a caster who can do other things.
I'm actually building a Monk/Warlock right now... it's a Celestial Warlock mixed with a Sun-Soul Monk. It synergizes really good due to being add in your Charisma Modifier to any Fire or Radiant damage dice roll (1 dice roll per attack), which means, with the radiant *ranged spell* that you get with the sun soul monk at level 3, plus the Burning Hands at later levels, and the radiant explosion at even later levels... it means you can get stupidly good attack damage. I think 11 monk/9 Warlock is a good spread if you want level spell slots, or 12 monk/8 Warlock if you want the Ability Score Improvement.
Sounds good, I would like to hear more when you get a chance.
Ah, thought I already replied to this...
There isn't too much else outside of what I wrote here, I prefer the 12 in monk to get full Ability Score improvements.
If you want to make a healer-monk, it's probably your best bet to use this mixture as you get access to healing spells.
As a huge bonus, if you can get a Staff of Power or Staff of Striking it's pretty much the perfect weapon for any Monk-Lock mixture. I just recently got one in my campaign and it is just alot of fun to have as the melee attack counts as a quarterstaff . (I know it's not a Celestial/Sunsoul thing, but thought it was a good thing to bring up for general monk-locks).
I think you get 4 or 5 eldritch evocations, level 4 spell slots, and all the fun Monk abilities up to the 12th level, which I believe is a D8 for the martial dice, and you still get the exploding radiant attack.
I also find it fun to run a Monk character that knows Dispel Magic and have Counterspell.
The radiant ranged attacks of the Sun Soul are not spells.
@@Enaluxeme They kind of are. The wording specifically says *ranged spell attack*. Which really makes me want to grab spell sniper to get better accuracy and range
Radiant Sun Bolt reads: "you gain a new attack option that you can use with the Attack action."
You are using the attack action, not the cast a spell action. Radiant Soul specifically requires you to cast a spell, not to make a spell attack.
You think that's crazy? I have five words:
Hexblade Warlock/Vengeance Paladin multiclass.
Wicked indeed. Or swap Warlock for 3 Assassin Rogue for the ultimate assassin. Level 12 (3R, 9P), 3x critical smites on surprise round with haste (self cast) ;)
Paladin is perhaps the 1 indispensable class in 5e, because the difference they make on saves is amazing.
Though, to be fair, casters are just broken past about 7th level. Banish and planeshift ftw. And even in the unlikely event those aren't useful, fireballs and counterspell. And of course the list goes on. But yeah, banish and planeshift are game breaking.
One Character concept I have been toying with, is Way of the open hand Monk, comboed with Tempest Cleric to see if I could create Raiden from Mortal Combat. If you can come up with a more interesting, maybe more offensive build and consistent Unarmed/lightning build, I would be greatfull :)
That's probably how I would do it.
I've already done Sub-zero, Ermac and Reptile, one more wont hurt.
Drow Bard that would be awesome! I had initially planned to build it as Wood Elf, becaus of stats. But it could be fun to build it as Blue Dragonborne, for max dmg lightning breath during a grapple ^^... just thoughts
Nicolai Eller why not storm sorcerer?
I am running this build right now actually. Being open hand means you’re in the mix of enemies up close A LOT and wrath of the storm/thunder wave is a big help. Also, extra damage is always nice.
Drow Bard I second araiden build. My next idea for next campaign
I actually did a shadow monk/fiend bladelock that I based on Eshe from the video game “Sundered”. It was very fun. Now I’m working on a Kensei monk/goo warlock based on the concept of a jedi.
Cloud of knives with Sentinel and Thorn whip
Ok so
Warlock + Monk with Way of the astral hand = having your patron as a punching ghost
Am I wrong?
Its an enemy stand!
NANI A STANDOH!?
That's actually what I'm doing with mine
Kensai/Hexblade!
Fucking hell I might steal that idea lol
It’s called a Jedi
Monk-Lock, he'll kick your ass calmly while listening to some creature babel on in his ear.
You Know it!
Way to lay it out Drow! Different and creative use of two class synergy.
Thanks man
Found an interesting multi class combo recently, a hex blade, swashbuckling rogue. With high dex and charisma, you can charge up by yourself and sneak attack by yourself, along with the original hex blade damage, on top of any bonus actions you want to apply to your hex blade weapon, or disengage and get out of harms way if you have the charger feat as well!
My personal thing. Way of shadow mixed with hex blade. Literally becomes a magic ninja who can talk through most anything. 4 attacks at level 5 1d6 + 1d8 + Chr + Dex X2. (Unarmed + Green flame). Then your extra 1d6 + dex X2 (flurry of blows). That’s without hex blade curse and/or hex damage added. I like this because I can sneak into a room and when my party gets into combat I drop from the side with a sneak attack and slam into 3-4 bad guys and because of monk I have a pretty decent AC to take the blows. Combining Devil Sight with the ability to cast darkness from monk gets pretty sneaky too
I really wish you could hexblade your fists.
Like okay, who did you sign a contract with?
My fists.
Your fists?
Yes. They can talk now. (that's in the description of the hexblade guys. The fists would be sentient.)
This sounds super cool but I think there is some stupid exception for fists where this won't work.
It's not a Monk character persay but, I did something I've never heard of anyone else doing. I dipped a level into Monk for Martial Arts.
I was in a situation and that was the easiest fix. My Tabaxi Swashbuckler got hold of a pair of Thermo-gloves. I needed to get Dex mod damage with my off hand claw. Since they are +2 hitting with them 1d4 + dex + 2 × 2 was close enough to rapier and dagger but much more satisfying.
I was actually working on something similar only monk focused. Way of Shadow Monk X/3 Warlock. I really just wanted Devil Sight, but this also lets you pick up a handful of other abilities and either free mage armor or go Path of the chain with Voice of the chain master. I was making a spy, and this just seemed like a strong set of choices.
Sounds good, let me know how it works out.
I remember when i first got into dnd i was looking into making a warlock/monk multiclass with my pact weapon being knuckledusters. but wasn't sure how to do knuckledusters in terms of dice or if they would affect the monks unarmed attacks. Ended up going for a ranger with humanoid bounties for my favoured enemy for my first character.
They should have included gauntlets like it the old days.
Kensei monk/hexblade warlock. Even more powerful. Like really really powerful.
Would have loved to see, kensai monk with hex blade warlock, intelligent weapon patron of spear/ yari/ glaive type with polearm mastery/ sentinel/ kensai weapon/ pact weapon combo. With eldritch sight, blast tastic fun time bonus.
Very good video, great improvement since the glaivelock video!! Remember, tomelock can cast find familiar as a ritual and have more cantrips and spells at the same time. Of course you lose access to the "special familiars" but that may be an acceptable price to pay for more cantrips and ritual spells.
possibly, but the special familiars are kinda important for things like caltrops setup. With the possible exception of crab. depending on how forgiving your dm is.
It's a class that's completely indifferent to what equipment and weapons are available.
As long as you keep leveling, and boosting your Wisdom and Dexterity, you'll be fine.
I play a tiefling Warlock/Monk named Lilith. She is based on Mystique from the X-men movie cannon.
She doesn’t use eldritch blast and is very non-warlock-ey in her build.
Please tell me you have the Mask of Many Faces invocation
I rather like shadow monk and warlock with devil sight. Pact of the chain or book is fine. Aid action is also great for imp
i'm gonna need an update. ;) this was interesting as hell.
would love to see the stats you picked for this build or a filled sheet
DROW shadow monk! enough said
Just rewatched this, and wondered... Why not flip your levels split the other way? I mean, you can get the familiar, a couple spells, a couple cantrips and a couple invocations by level 4 Warlock, and then push Monk the rest of the way. You'll get a lot more of the movement and unarmed strikes damage, while your EB doesn't rely on your WL level for scaling. Additionally, if you go elemental monk, instead of open hand, you get more spell-like abilities that also refresh on a short rest, like the WL spells. Even a shadow monk would give the WL base a lot more spell usage, and the monk's melee would scale up better.
Cloud of Daggers scales with class, not overall level.
Step of the wind + jump
Interesting idea but a far number of problems.
1) Tome Pact is way more useful for this build, grab the ritual invocation for the familiar, ya it not invisible but having access to rituals is huge, and unless your DM is a jerk (or playing AL) you will be finding the scrolls to copy them down, plus it can still preform the simple tasks you talk about. Also remember that a creature can only use help on a skill check that both it and the creature it is helping are proficient in phb175 so familiars can't help with much.
2) might as while go lvl 6 monk so your fists are magic, which defeats the purpose of blade pact, and your dealing d6 damage which is on par with almost every monk weapon (quarterstaff versatile is d8), which is needed to preform the bonus action monk attacks.
3) Having to have four of the six ability stats high is hard. (Dex, Con, Wiz, Cha)
4) Cloud of Daggers is no were near as useful as you make it out to be, it can't move so most creatures will just avoid the whole area meaning even with push effects nothing is going to be close enough to matter beyond the first round unless the entire area (9 square/7hex on a tactical grid) is surrounded(16 squares/12 hexs) locking them in, which again means the push effects are useless. Also rules as written, it doesn't deal damage when you cast it (they are not entering the effect, they are just in it) so you cast it around a group deal the damage, when they start turn, they move out and that it, no more damage just an obstacle for both your party and opponents to avoid.
5) group game why are you trying to make a character that can do everything, unless you playing in a group with only 2 or 3 players let other player's characters have a chance to shine by building a specialist not a generalist, bards excluded as they by default in 5e are generalists.
Tome probably is, but I always use tome so I felt like a change, since rituals expand the amount of things you can do it would leave your other ritual casters with little to do, your group game point is valid so chain over tome i guess unless there are no ritual casters in your group in which case, sure, go tome and pick up the slack.
Yeah C.oD. is immobile but the point is if caltrops reduce their speed then your additional monk speed should give you room to manoeuvre around and repelling blast them. Again your right, there are better choices but I wanted to mix it up so it doesn't get stale.
I'd have to do some research on the familiar thing, I recall something about "True hands" but that may have been 3.5 i don't remember. I think many situations may not be possible because typical familiars don't have hands but instead wings, claws and paws. DM interpretation i suppose. As a DM I'd probably have to rule it on a case by case basis with standard familiars. At least with Imp and quasit you can be certain it'll work.
Interesting Ideas, thanks for the comment :)
P.S. My DMs are always jerks, 24/7 but don't tell them I said that :) fortunately they won't watch my vids or read the comments.
Rob is correct here, the monklock is too MAD. You can get the same CC chain by using a fighter with shield master (and shoving on the bonus action) or with the battlemaster's pushing attacks. The draw of 4 attacks with hex can be quite simply resolved by picking up magic initiate (for hex) and wielding a two-handed weapon. Since you're already giving up 9th level spells, might as well take 6 fighter levels for the free ASI and run Hexblade (though this is an old video) for better crit chance and the extra curse damage.
If you want to run an EB build specifically, Sorcerer is a better multiclass because it can quicken EB (for a total of eight beams at high levels) and results in less wonky stats.
EDIT: Upon further review, it gets worse. Hex and Cloud of Daggers are both concentration (I had a hunch but needed to verify), so only one can be active at a time.
5) is just a pile of horseshit
@@DrowBard I think you're selling Pact of the Chain short. if you take the invocation Pact of the Chain Master you can communicate telepathicallywith your familiar anywhere on the same material plane as you. In addition you can literally see through its eyes and speak through its mouth. The darn thing never has to be visible. My group never found out I had a familiar. They just knew I had insane ways of gathering information and mapping.
Is it possible to multiclass a monk (astral self aka stand) and wizard (timestop)?
Wouldn't monk/ranger do this same thing with spike growth and hunters mark, but without the mutli-stat hell and with both classes boosting the combat options?
Possibly, but the repelling blast knocks back any creature regardless of size or strength so that helps and spike growth doesn't scale up in damage either making the whole thing mediocre at best. Still, Monk?ranger is an idea that has merit.
keep in mind spiked growth deals 2d4 damage per 5 ft moved in a 20 ft radius, if you move them 15 ft from a flurry of blows that's 10d4 damage on top of your flurry that round and then they have to move out of the spiked growth on their turn to get you.
Also worth noting that you dont get any eldritch blast or cantrips of any kind. Also the ranger just kind of sucks in general
I think I'm gonna do Way of The Shadow/Hexblade, plus a level in rogue. Any tips for ordering?
H_Steve_H rogue first seems like the best choice, don’t forget to snag that devil sight!
I'm really not sure. I would have said Hexblade but then I realized that the weapons and armor comes as a result of the patron.
Thinking of a fathomless warlock /shadow monk
I had a concept for a monk/warlock build using the hexblade patron and pact of blades. 3 attacks and can be buffed with hexblades curse and eldritch smite for an extra 1d8 per spell slot level
Love it, It's something that I'm considering including in the Hexblade guide part 2. good shout.
This is how I built my Goku Character
Constantly moving your Hex means you lose your bonus action to Flurry. Your four APR go to two APR. Also, you now have to up DEX and WIS along with CHA (for spell DC and EB attacks). CON will be low and you need that for concentration on your Cloud of Daggers. Seems this build is spread too thin.
Hisoka! HxH
Kensei and hexblade is pretty cool
Awesome, I so over looked using the pet like that.
Thats awesome. I'm just leveled up to 8 on Sunday and i was seriously thinking of multi into warlock. 7th level shadow monk. but i do want that feat at 8th. but my monk with devil sight would incredible
Good luck with it, tell me how it works out.
You ever done a Sorcadin? Sorcerer Paladin, Tons more smite fuel and the ability to make three attacks using Quickened Spell to cast Booming Blade.
It'll probably come up in an Unconventional Paladin video or Paladin analysis. I'll cover it in an upcoming vid :)
Drow Bard I'm doing shadow sorcerer ancients paladin, with two levels of fighter for action surge, defence fighting style and second wind. Sword and board. I've got 22 ac with chain mail and shield, cloak of protection, defence fighting style and shield of faith, 27 with the shield spell. Booming blade and sentinel to keep things stuck on me instead of going after my friends. And the bonus reaction attack means I can make 6 attacks in one round while smiting. 4 from action attack and action surge attack, 1 from quickened spell booming blade and a reactionary attack if they attack an ally. Very tanky, moderate to average regular damage and insanely high burst when needed. Plus access to fireballs for those pesky mobs
Sounds like you can do it all, Well thought out and highly efficient. How does it play, is it fun?
Drow Bard I mostly play the role of tank/defender. I keep them focused on me, and punish anything that tries to get past me. I usually leave the bursty damage for things that have troublesome abilities, or that do a lot of damage. That way I let my party shine, and keep them alive through my armor class. My favorite thing to do is cast twined shield of faith or twined haste. That way I can buff myself and help someone else shine at the same time. It's a very forgiving, very fun build. And although it seems very capable, it does require team work because it uses spells to achieve anything, and that's a very finite resource. I usually conserve spells for the tougher fights, and let my friends do the damage while I hold enemies in place with booming blade and sentinel. I also use grappling to achieve this when necessary.
Drow Bard it's been the most fun to play character for me. I like the versatility because you always feel useful. Even when you aren't doing 100 damage+ , you're still the tank. You're still the healer, or the buffer or the debuffer. But you can't do everything at the same time, which forces you to strategize and use team work. As for role play, what's more fun than pretending to be a weak sorcerer, who happens to have 18 strength and an impenetrable armor class. I'm basically playing gandolf with armor and a long sword.
Way of the kensei hexblade seems like the way to go.
Probably is now, yes, due to X.G.T.E being availible now. but not at the time.
I had a high mobility healer who was an aarakocra monk(any)/celestial warlock it worked amazingly till its mobility pissed of the dm
I was thinking of a swashbuckler rogue with the hexblade warlock
Should be quite the combatant.
im considerering going 10 whisper bard + 8 paladin and if i ever make it to 20 2 fighter so i could go something like 1d8+dex +5d6+ 5/4d8(divine smite) (4 hits)+ bigbys hand for another 4d8 (2 hits)
I currently have a lvl 6 kensei monk, and am seriously considering multiclassing into hexblade, mostly for narrative reasons ( he is in possession of a sacred sword from his monastery) and I am thinking that over time the blade starts speaking to him. He is under the consideration that the voice he hears is that of his dead master... but in reality it will be some sort of evil(ish) being. The concept seems really fun to me and has all kinds of narrative roads that I would want to explore.
I love it and want to hear more about it if you have the time to share. I really enjoy 'the flawed hero'
I would be more than happy to share. PM/email/right here? whats your preferred way?
Put it here man, I'm sure lots of people can gain inspiration from it.
For starters his name is "Gilnockie." Well, it was a name given to him on his travels (more on that later). And he is HEAVILY inspired by the champion "Yasuo" from League of Legends.He is a V. Human with the mobile feat. Playing in a totally homebrew world, and currently running through a heavily modified CoS module. In this world, the western part of the world is very similar to feudal japan/war of the three kingdoms era china combined. Gilnockie was born "Akachi Takamori" in a small village at the base of a lone, huge mountain. Atop the peak of the mountain there is a monastery, home of the "Order of the Wind" an order of monks that focus on finding their center thru meditation and the pursuit of perfecting sword fighting. At the age of 17 he made the climb, "The Trial of 1000 steps" to the top of the peak with his older brother. When they reached the top they gained admittance into the order. Over the next 10 years they trained, and Akachi was the favored students of one of the elders, Odo. It seemed like Odo was grooming him to take on the mantel of leadership after he passed. One faithful night though, Odo was murdered.. and Akachi was found unconscious with Odos blood all over himself, and The Orders heirloom sword "Arachi" in his hands. He was blamed for the murder of Odo, and his own brother attempted to take him in. Akachi was able to escape, with the sword into the wilderness of the mountain where he found a cave, and lived in shame and solitude for 3 years. He has no memory of the night, and doesn't know if he in fact did kill Odo or not. One night he awoke, after having a nightmare. The words "Make it right" were caved into the stone wall of the cave, in what was 100% Odo's handwriting, and with a strange spectral glow to them. The next morning he headed out, out of the Western Kingdoms and in search of answers. Along the way he stayed with a family for about a month, and it was them who gave him the name "Gilnockie." Following the clues to track down the truth lead him to a mysterious grave site, and that is when a mystical fog took him into the land of Barovia. I wrote a full set of "Tenets of the Wind" that act almost the same as a paladins Oaths, and I find that way much interesting and in depth than a simple alignment. I absolutely love how the Kensei plays. If I would take the Warlock multiclass it would prob be at lvl 8, and most likely only go 2-3 levels in. DnD is like 1000% more fun that I thought it would be. I find myself completely enveloped in the story telling process, and trying to make all my decisions based off of a "code of honor" of sorts is really fun and challenging. Hope this is what you were looking for man! And here's to monks!
That was incredible, anyone reading would definitely get inspired. Is this your first game? your last few sentences suggest it might be. I'm really pleased you have a strong passion for the game, it's what brought me to RUclips, to share ideas and experiences with awesome story tellers such as yourself. Stay cool and thanks for commenting.
How would this build flow?
Warlock
Monk
Monk
Warlock
Monk
Monk?
I’m currently working on a monk/sorc build called “Way of the Storm” WotFE and Storm Sorc
Kensei and Hexblade sounds fun.
Couldn't you pick up magic initiate Warlock to pickup eldrich blast and hex so you don't have to lose any Monk levels?
Yes, but it doesn't give you the other warlock spells or spell slots. So you'll get 1 hex a day, rather than having spell slots that reset after a short rest.
But it would still work as something for tough fights.
Hexblade/Barbarians are fucking ridiculous. Get 20 strength for a +5, get a strength based pact weapon, take the improved pact weapon invocation for the +1 to attack and damage and your good. Use your hexblade's curse whenever you have a tough enemy, activate it as a bonus action, crit at 19, add proficiency bonus to your damage, when your target dies you gain hit points, and you dont need to concentrate on it so you can rage while it's active.
While all that's active you have a + 9 to hit and a +13 to damage
How about Mad Max for a build?...be interesting to showcase not only his toughness, but his "madness/anger" that gives him his namesake.
throw 3 bard levels in and you pretty much have what I'm building in a game right now. inspiration has helped allot in game and the extra skil bonuses are hard to pass up. (chose different subclasses but the trick is the same.)
Awesome, Bard is awesome for so many builds!
Your take on the monk paladin if you haven’t already.
Also monk rouge assuming you get approval for unarmed strikes to count as finesse weapons.
Could you make an effective build where monk of the long death is the main and warlock is the sub class?
Yeah, it's something I was considering for a Shang Tsung style character, possibly a video. not sure yet :)
I went bladepact warlock and open hand monk doing that gives me some pretty good damage with frost wind blade and my blade pact weapon
What is frost wind blade?
That reminds me. Can you do Jubei Kibagami from ninja scroll Drow Bard? That would be cool if you did a build based on him. He can draw his sword so fast that he creates a focused blade of wind that seems to cut through just about anything and from long distance too!
Warlock has 3 spell slots at 12 so for 1 min, which could not even 1 fight, this is good on paper but in play this sucks compared to what else the monk or warlock can do by itself
I feel like you need to go to level 6 with monk to get the magical unarmed attacks, seems tough to pass up.
You're probably right.
Grappling monk, goliath, grappler feat
Interesting, I think grappler is a bit of a trap but each to their own.
Drow Bard I play a Goliath Strength based Grappling Monk in my campaign.. with 1 lvl dipped into barbarian for rage. Monk tradition way of the open hand. With the Grappler feat. Favorite build I've done, endless combos of raging cagin shenanigans.
Hehehe, sounds like alot of fun.
Coolest bardlock concepts, go
I wish I could find a guild for monk way of shadow with warlock undying guide I want to try making kimimaro
Next character will be a monk/warlock now I’ve seen this!
haha, love it!
But every step on a caltrop is a concentration check
Monk/Kensei with a dip into Rogue/Scout.
That is all.
Dirty, I love it.
I have been trying a way of shadow monk with Fiend Warlock.. Currently Monk 6/Warlock 2. Could you please spin something on that?
Druid and cleric multiclass!
I'll have a look and see if there are any good blends that can be done.
Probably already brought up, but creatures don't take damage when pushed into zones by effects. Unless of course it's a house rule that they do.
Marc G But they usually do if they start their turns in it, and so they would take damage when their turn starts.
He counts the push-in and start of turn in the damage calculations.
That's a great point so I hunted down the answer. So, nix all that shit bc I confused the difference between "turn" and "round". Apologies, carry on.
dnd.wizards.com/articles/features/rules-answers-april-2016 (search for "moonbeam")
It depends on the exact wording of the spell in question
Thanks for the info!
Bo’Rai Cho please!!! Would it just be Way of the Drumken Master or is there more to him? He has poison damage from his puke... could add fire breath from a Dragonborn maybe?
Your forgetting the ultimate set for warlock/monk: The Boss Locker. First cast hex, then at lvl 5 for monk, use Stunning Strike to cause stun. Creature rolls a CON save (at disadvantage because of hex), stays stunned, and your whole party gangs up on them. Rinse and repeat.
Hex only affects skill checks, not saving throws. Otherwise not bad.
I'm trying to make a way of the long death build that transfers life. So would need to multiclass to a warlock, divine sorcerer, wizard etc... know which route would synergize the best?
I'm variant human going
6 levels of shadow monk to get to shadow stepping
3 levels warlock to get archfey ability to freighten and pick up devil's sight and improved pact weapon
3 levels of rogue for assassin or thief
If I get level 13 or 14 I will go level 4 in warlock and rogue to get ASI or feat depending on how I feel. Would be nice to max out my wisdom.
Any higher will be put in monk
Are you the spiffing brit?
it's possible make te monk of the open hand the principal class?
Kensei monk/hex blade warlock?
Can you make a hulk/Bruce banner build
As someone who has had the reputation of “power gaming” myself, I disagree with the claim that this is a min/max build on its fundamental level. The combos do work together in theory, with one core problem. Monks cannot wear armor and use there primary ability (martial arts). This is overcome with the Unarmed Defense feature. So you need a solid WIS as well as DEX. Dipping into Warlock? Now we need a solid CHA or we won’t be hitting anything with Eld Blast. Oh, you have concentration spells? Guess we need a decent CON score so we don’t lose concentration and we are in melee often so we need good HP. In short, you have FOUR stats competing for your Ability Score Increases. And by their nature, multiclassed characters get fewer ASI. If you roll like a nut for stats, go for it! But if you’re using point by, you might be out of luck. I agree with a few others that proposed Ranger instead for a very similar effect. Not as many sweet combos, but your DC spell and Ki saved will both utilize your high WIS. Pick up the Magic Initiate feat if you want a familiar or other spells.
Blake A. Wish he at least brought this up. I went nonvariant human mostly to get 4. +1s
So what would be some really good races for this ?
So,...if your party had a Monk/warlock in the party and in the unlikely event that he went Crazy; How could you defeat such a character. Stun locking with the strikes, ultra mobility, a major ranged attack, the hex that causes direct damage. It feels like this guy could wipe a party out with very little effort. what could stop him? especially, if he got off his attacks first.
I actually made a Fallen Aasimar Warlock Fighter and so far its pretty amazing... in my story my dude got his arm cut off but had a kings dwarves make me a metal arm that can absorb souls and blast them back out
Distributing your (point buy) stats among Cha, Wis, Dex, and Con, is a really weird build. Even if you dump both Str and Int.
What's the point of dealing lots of damage, if you're not really sure that your attacks will hit, or fail (probably most of the times, for creatures with high AC)...??
I would rather multiclass a Warlock with Rogue or Fighter.
And a Monk with a Cleric or Druid. Besides, these options open many more "doors" for roleplaying a more cohesive character.
Shang tsung please
How would you make a monk more tank?
Wait I have a question, can u use flurry of blows and elderitch blast so u can just do 3 eldtritch blasts in 1 round? In 5e
Wes Falcon then why did he explain in this video today cause I’m still confused about this
thoughts on the hexblade from the new book?
which is that, xanathars? someone asked me that yesterday. if it's the same book then i'll get it and cover both topics for you guys.
Drow Bard great! Thanks!
I've been looking to put barbarian monk paladin together. a lot of it is for character development but how viable is it really?
That one is tough because of the multiclassing restrictions. You need a minimum of 13 Dex and Wis for Monk, 13 Str for Barbarian and Paladin, and a further 13 Cha for Paladin.
*chai points
This sounds fun but... exactly when do you cast Cloud of Daggers?
After taking the War Caster feat ;)
1:37 Where's that third attack coming from?
flurry of blows lol
try cleric/monk multiclass
I'm playing a duergar and I wanted a shadow theme but also wanted to be able to use my enlarge and usually I help people. What would you do? Sorcerer, warlock, arcane trickster, mastermind rogue and fighter are the classes I've been looking at.
Do you have the stats distribution? I want to run a monk warlock but im having trouble with the stats. Could you help me with that? Thx
Dex, Cha, Wis, Con, Int, Str perhaps. just follow the examples given in the main description and you can't go far wrong.
Drow Bard unfortunatelly im playing an adventure league point buy system. I choose a tabaxi for the feline agility and cat claws feature but i can't seem to make it work my main stats is 17 dex(15 +2 racial) following by 14 wis 14 con and 13 cha (12+1 racial) but its a MAD build and with a cha based spell i getva +1 to atack and the DC is pretty low 11. Maybe a recomendation in how to start or when start to multiclass? Thank you
Points buy is going to be weak to start. Your distribution seems reasonable. Perhaps something like Half elf would have been a more reliable choice? but the important thing is what you want to play. Try not to worry about you scores.
shang tsung is warlock monk
Shang Tsung is Godly!
Obi wan Kenobi build?
That room you're living in is incredibly white.
"Balance check"? You're still thinking older editions, man. Stay focused in the present.
Old habits die hard, I guess i'm showing my age :)
So you'll need wisdom dex con and charisma? And your proficiency bonus will top lower, and less ability score improvements.... What part of this build is good? Just be a Sorcerer Warlock. Magic missile+hex, can't miss so higher avg damage. You can still do your gimmicky familiar stuff and you can have more damage and a higher con because wisdom isn't necessary and dex isn't as important. Yeah your spells don't come back short rest but Eldritch blast with a decent casting ability. This build isn't good but if you just want to have a meme build go for it.
Proficiency bonus is totally divorced from class levels. It is determined entirely by total levels
Ki is pronounced "key" or "chi". Not "Kai"
Ki is pronounced key. Qi (or chi) is pronounced chi. But we can both agree that "kai" is completely bonkers