[Top 5] D&D Fighter Monk Multiclass Builds

D&D Fighter Monk Multiclass
Updated:
25 Oct 2024

If you are going to multiclass when playing a Fighter, Monk is one of the best classes you can choose. You can balance out the physical stats well (or build a Dexterity based Fighter), and truly capitalize on Extra Attack (one of the best parts of Fighter). They are both incredibly useful martial classes that pack a lot of punch in and out of combat.

1 - The Long Echo

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Wizards of the Coast
Tabaxi make damage output easy, and are great for a build like this!

This build is an Echo Knight Fighter/Way of the Long Death Monk multiclass. It blends the skills of pulling yourself from long lost timelines and the understanding of the functionality of death.

Way of the Long Death is a pretty compatible Monk subclass with a lot of other classes. It doesn’t revolve around the use of Unarmed Strikes and it provides you with some pretty useful buffs, along with the ability to get the base Monk abilities. You could probably use it to multiclass with other Fighter subclasses, but Echo Knights are very useful in terms of managing combat.

How to play this build:

  • This is a front-line build, try to be close to enemies at all times
  • Your Echo has the same stats as you, but also ask if you can center some of the Way of the Long Death abilities on your Echo
    • It could make the mechanics of combat more interesting if your DM allows it

Choose this build if…

  • You want to build a front-line PC
    • Long Death Monks get an ability where they get temporary hit points every time a creature dies within 5 feet of them. This is a great reason to take on front line fighting. Also, Monks and Fighters are heavy hitters
  • You take on lots of enemies in most of your combat
    • You have the summoned Echo to help you take on hose extra enemies
  • You need more ideas for roleplay and in world ties
    • Echo Knights and Way of the Long Death Monks can be very intense, very world-tied PCs and come with lots of ways to roleplay those characters

Build Details:

  • Race: Tabaxi (Volo’s Guide to Monsters)
    • +2 to Dexterity, +1 to Charisma
    • Base speed of 30 ft.
    • Darkvision: “You have a cat's keen senses, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.”
    • Feline Agility: “Your reflexes and agility allow you to move with a burst of speed. When you move on your tum in combat, you can double your speed until the end of the tum. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.”
    • Cat’s Claws: “Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.”
    • Cat’s Talent: “You have proficiency in the Perception and Stealth skills.”
  • Stats (in order from highest to lowest priority):
    • Wisdom
    • Dexterity
    • Constitution
    • Intelligence
    • Strength
    • Charisma
  • Weapons
    • Shortsword
    • Two handaxes
    • Rapier
    • Trident
    • Quarterstaff
    • 10 darts
  • Armor
    • None
  • Fighter Levels: 3
  • Monk Levels: 17
  • Fighter Abilities:
    • Level 1
      • Fighting Style: “Tunnel Fighter (UA). As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.”
      • Second Wind: “You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.”
        • Can only be used once per short or long rest
    • Level 2
      • Action Surge: You can take one additional action once per short or long rest
    • Level 3 - Subclass Level (Echo Knight)
      • Manifest Echo - “At 3rd level, you can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another echo, or until you're incapacitated. Your echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed.
        • As a bonus action, you can teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you.
        • When you take the Attack action on your turn, any attack you make with that action can originate from your space or the echo's space. You make this choice for each attack.
        • When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo's space.”
      • Unleash Incarnation: “At 3rd level, you can heighten your echo's fury. Whenever you take the Attack action, you can make one additional melee attack from the echo's position. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.”
  • Monk Abilities:
    • Level 1
      • Unarmored Defense: “Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.”
      • Martial Arts: “At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property. You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:
        • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
        • You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
        • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.”
          • Monk weapons are shortswords and simple weapons that are neither two-handed or heavy
    • Level 2
      • Ki: “Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table. You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class. When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points. Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
        • Ki save DC = 8 + your proficiency bonus + your Wisdom modifier
        • Flurry of Blows. Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
        • Patient Defense. You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
        • Step of the Wind. You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.”
      • Unarmored Movement: “Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table”
    • Level 3 - Subclass Level (Way of the Long Death)
      • Touch of Death: “Starting when you choose this tradition at 3rd level, your study of death allows you to extract vitality from another creature as it nears its demise. When you reduce a creature within 5 feet of you to 0 hit points, you gain temporary hit points equal to your Wisdom modifier + your monk level (minimum of 1 temporary hit point).”
      • Deflect Missiles (base Monk ability): “Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with a range of 20/60 using the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack.”
    • Level 4 - Ability Score Improvement
      • Can take a feat instead, if given permission by the DM
        • Suggested feat: Alert
      • Slow Fall: “Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.”
    • Level 5
      • Extra Attack: “Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.”
      • Stunning Strike: “Starting at 5th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.”
    • Level 6 - Subclass Ability
      • Hour of Reaping: “At 6th level, you gain the ability to unsettle or terrify those around you as an action, for your soul has been touched by the shadow of death. When you take this action, each creature within 30 feet of you that can see you must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.”
      • Ki-Empowered Strikes (base Monk ability): “Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.”
    • Level 7
      • Evasion: “At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.”
      • Stillness of Mind: “Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.”
    • Level 8 - Ability Score Improvement
      • Can take a feat instead, if given permission by the DM
        • Suggested feat: Dueling
    • Level 9
      • Unarmored Movement cont.: “At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.”
    • Level 10
      • Purity of Body: “At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.”
    • Level 11 - Subclass Ability
      • Mastery of Death: “Beginning at 11th level, you use your familiarity with death to escape its grasp. When you are reduced to 0 hit points, you can expend 1 ki point (no action required) to have 1 hit point instead.”
    • Level 12 - Ability Score Improvement
      • Can take a feat instead, if given permission by the DM
        • Suggested feat: Slasher
    • Level 13
      • Tongue of Sun and Moon: “Starting at 13th level, you learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.”
    • Level 14
      • Diamond Soul: “Beginning at 14th level, 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.”
    • Level 15
      • Timeless Body: “At 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.”
    • Level 16 - Ability Score Improvement
      • Can take a feat instead, if given permission by the DM
        • Suggested feat: Mobile
    • Level 17 - Subclass Ability
      • Touch of the Long Death: “Starting at 17th level, your touch can channel the energy of death into a creature. As an action, you touch one creature within 5 feet of you, and you expend 1 to 10 ki points. The target must make a Constitution saving throw, and it takes 2d10 necrotic damage per ki point spent on a failed save, or half as much damage on a successful one.”

 

2 - The Marksman

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Wizards of the Coast
One of the many depictions of an Elf that WotC has to offer. Elves are exemplary archers and great for this build!

This build is an Arcane Archer Fighter/Kensei Monk multiclass. This build allows you to utilize your skills in archery and stay a ranged combatant.

This build is useful for ranged combatants, and these subclasses may just be the most compatible on the list. The Kensei subclass allows you to make your bow a Monk weapon, which is incredibly useful to get the most bang for your buck out of these subclasses, and they mesh very well overall. This is a Fighter heavy build, but you could probably play around with the leveling if you so desired.

How to play this build:

  • Stay away from the front lines - you will have Unarmed Strike capabilities but this build is designed to make you a very effective archer
  • As you level up, try to alternate taking Fighter and Monk levels until you reach the desired split (14 Fighter/6 Monk)

Choose this build if…

  • Your party has a front line combatant
    • If that is the case, making a ranged combatant can help balance the party’s skills
  • You fight a lot of magical enemies
    • Both subclasses allow you to make your arrow attacks magical and bypass nonmagical damage resistance
  • You want a very capable Dexterity build
    • These subclasses meld really well and rely on the Dexterity stat to function so well

Build details:

  • Race: Elf
    • Dexterity +2
    • Base walking speed 30 ft
    • Darkvision - “Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray”
    • Fey Ancestry - “You have advantage on saving throws against being charmed, and magic can't put you to sleep”
    • Trance - “Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance." While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep”
    • Keen Senses - Proficient in Perception
  • Stats (in order from most to least important)
    • Dexterity
    • Constitution
    • Wisdom
    • Charisma
    • Strength
    • Intelligence
  • Weapons (from allotted equipment)
    • Longbow
    • Light crossbow
    • Rapier
    • Scimitar
    • Shortsword
    • 10 darts
  • Armor
    • Preferably none - if your Dexterity and Wisdom modifiers are good you can get a good armor class from Unarmored Defense
      • If this is not the case, leather armor
  • Fighter Levels: 14
  • Monk Levels: 6
  • Fighter Abilities
    • Level 1
      • Fighting Style: “Archery (PHB) - You gain a +2 bonus to attack rolls you make with ranged weapons.”
      • Second Wind: “You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.”
        • Can only be used once per short or long rest
    • Level 2
      • Action Surge: You can take one additional action once per short or long rest
    • Level 3 - Subclass Level (Arcane Archer)
      • Arcane Archer Lore - “At 3rd level, you learn magical theory or some of the secrets of nature – typical for practitioners of this elven martial tradition. You choose to gain proficiency in either the Arcana or the Nature skill, and you choose to learn either the Prestidigitation or Druidcraft cantrip”
      • Arcane Shot - “At 3rd level, you learn to unleash special magical effects with some of your shots. When you gain this feature, you learn two Arcane Shot options of your choice. Once per turn when you fire an arrow from a shortbow or longbow as part of the Attack action, you can apply one of your Arcane Shot options to that arrow. You decide to use the option when the arrow hits, unless the option doesn’t involve an attack roll. You have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest.”
    • Level 4 - Ability Score Improvement
      • Can take a feat instead, if given permission by the DM
        • Suggested feat: Sharpshooter
    • Level 5
      • Extra Attack: “Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn”
    • Level 6 - Ability Score Improvement
      • Can take a feat instead, if given permission by the DM
        • Suggested feat: Piercer
    • Level 7 - Subclass Ability
      • Magic Arrow - “At 7th level, you gain the ability to infuse arrows with magic. Whenever you fire a nonmagical arrow from a shortbow or longbow, you can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the arrow immediately after it hits or misses its target.”
      • Curving Shot - “At 7th level, you learn how to direct an errant arrow toward a new target. When you make an attack roll with a magic arrow and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.”
    • Level 8 - Ability Score Improvement
      • Can take a feat instead, if given permission by the DM
        • Suggested feat: Skulker
    • Level 9
      • Indomitable - “Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest”
    • Level 10 - Subclass Ability
      • Arcane Shot cont. - Gain an extra choice in Arcane Shot
    • Level 11
      • Extra Attack cont. - You can now attack three times per turn
    • Level 12 - Ability Score Improvement
      • Can take a feat instead, if given permission by the DM
        • Suggested feat: Elven Accuracy
    • Level 13
      • Indomitable cont. - You can now use Indomitable three times per long rest
    • Level 14 - Ability Score Improvement
      • Can take a feat instead, if given permission by the DM
        • Suggested feat: Any of the previously mentioned feats
  • Monk Abilities
    • Level 1
      • Unarmored Defense: “Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.”
      • Martial Arts: “At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property. You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:
        • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
        • You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
        • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.”
          • Monk weapons are shortswords and simple weapons that are neither two-handed or heavy
    • Level 2
      • Ki: “Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table. You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class. When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points. Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
        • Ki save DC = 8 + your proficiency bonus + your Wisdom modifier
        • Flurry of Blows. Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
        • Patient Defense. You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
        • Step of the Wind. You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.”
      • Unarmored Movement: “Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table”
    • Level 3 - Subclass Level (Kensei)
      • Path of the Kensei: “When you choose this tradition at 3rd level, your special martial arts training leads you to master the use of certain weapons. This path also includes instruction in the deft strokes of calligraphy or painting. You gain the following benefits
        • Kensei Weapons: Choose two types of weapons to be your kensei weapons: one melee weapon and one ranged weapon. Each of these weapons can be any simple or martial weapon that lacks the heavy and special properties. The longbow is also a valid choice. You gain proficiency with these weapons if you don't already have it. Weapons of the chosen types are monk weapons for you. Many of this tradition's features work only with your kensei weapons. When you reach 6th, 11th, and 17th level in this class, you can choose another type of weapon – either melee or ranged – to be a kensei weapon for you, following the criteria above.
        • Agile Parry: If you make an unarmed strike as part of the Attack action on your turn and are holding a kensei weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren’t incapacitated.
        • Kensei's Shot: You can use a bonus action on your turn to make your ranged attacks with a kensei weapon more deadly. When you do so, any target you hit with a ranged attack using a kensei weapon takes an extra 1d4 damage of the weapon’s type. You retain this benefit until the end of the current turn.
        • Way of the Brush: You gain proficiency with your choice of calligrapher's supplies or painter's supplies.”
      • Deflect Missiles (base Monk ability): “Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with a range of 20/60 using the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack.”
    • Level 4 - Ability Score Improvement
      • Can take a feat instead, if given permission by the DM
        • Suggested feat: Any of the previously mentioned feats
      • Slow Fall: “Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.”
    • Level 5
      • Extra Attack: “Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.”
      • Stunning Strike: “Starting at 5th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.”
    • Level 6 - Subclass Ability
      • One With The Blade: “At 6th level, you extend your ki into your kensei weapons, granting you the following benefits.
        • Magic Kensei Weapons - Your attacks with your kensei weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
        • Deft Strike - When you hit a target with a kensei weapon, you can spend 1 ki point to cause the weapon to deal extra damage to the target equal to your Martial Arts die. You can use this feature only once on each of your turns.”

 

3 - The Skilled Drunk

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Wizards of the Coast
Fire Genasi are useful for many different builds, with a lot of universal benefits that apply to this build too!

This build is a Champion Fighter/Drunken Master Monk multiclass. This build allows you to pack a strong punch no matter how much you sway on your feet.

It isn't often that I like building an even-split multiclass, but these two subclasses help distribute a balance across the physical stats and make you capable in more than just Dexterity or Strength based skills. It is also important to note that this build is useful with a lot of races. I selected Fire Genasi for the damage resistance and the natural spells, but they aren’t a requirement for this build to work well.

How to play this build:

  • Be in the thick of combat - this is a great front-line build
  • Alternate between classes each level up (starting with Fighter)
  • Physical stats are the priority of this build, but make sure Wisdom isn’t neglected

Choose this build if…

  • You want to play a front-line combatant
    • This is a build that is good for taking on enemies head on, as it doesn’t focus on ranged combat or have an ability that would allow you to hang back
  • You have balanced physical stats
    • This build uses Dexterity, Strength and Constitution
  • You want to increase your damage output
    • While there is a build in this article designed just to increase damage output, this build is pretty good for getting in some solid hits - particularly with the chosen Fighting Style

Build details:

  • Race: Fire Genasi
    • +2 to one stat and +1 to another, or +1 to three stats
    • Walking speed of 30 ft
    • Darkvision - “You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray”
    • Resistant to fire damage
    • Reach to the Blaze - “You know the Produce Flame cantrip. Starting at 3rd level, you can cast the Burning Hands spell with this trait. Starting at 5th level, you can also cast the Flame Blade spell with this trait, without requiring a material component. Once you cast Burning Hands or Flame Blade with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.
    • Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race)”
  • Stats (in order from highest to lowest priority)
    • Dexterity/Strength
    • Constitution
    • Dexterity/Strength (whatever you didn't pick first)
    • Wisdom
    • Intelligence
    • Charisma
  • Weapons
    • Rapier
    • Longsword
    • Quarterstaff
    • Two handaxes
    • 10 darts
  • Armor
    • Leather or chain mail
  • Fighter Levels: 10
  • Monk Levels: 10
  • Fighter Abilities
    • Level 1
      • Fighting Style: “Dueling (PHB) - When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon”
      • Second Wind: “You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.”
        • Can only be used once per short or long rest
    • Level 2
      • Action Surge: You can take one additional action once per short or long rest
    • Level 3 - Subclass Level (Champion)
      • Improved Critical: You now crit on a 19 or 20
    • Level 4 - Ability Score Improvement
      • Can take a feat instead, if given permission by the DM
        • Suggested feat: Lucky
    • Level 5
      • Extra Attack: “Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn”
    • Level 6 - Ability Score Improvement
      • Can take a feat instead, if given permission by the DM
        • Suggested feat: Sentinel
    • Level 7 - Subclass Ability
      • Remarkable Athlete: “Starting at 7th level, you can add half your proficiency bonus (rounded up) to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus. In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.”
    • Level 8 - Ability Score Improvement
      • Can take a feat instead, if given permission by the DM
        • Suggested feat: Mobile
    • Level 9
      • Indomitable - “Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest”
    • Level 10 - Subclass Ability
      • Additional Fighting Style
        • Defense (PHB) - “While you are wearing armor, you gain a +1 bonus to AC”
  • Monk Abilities
    • Level 1
      • Unarmored Defense: “Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.”
      • Martial Arts: “At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property. You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:
        • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
        • You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
        • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.”
          • Monk weapons are shortswords and simple weapons that are neither two-handed or heavy
    • Level 2
      • Ki: “Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table. You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class. When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points. Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
        • Ki save DC = 8 + your proficiency bonus + your Wisdom modifier
        • Flurry of Blows. Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
        • Patient Defense. You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
        • Step of the Wind. You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.”
      • Unarmored Movement: “Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table”
    • Level 3 - Subclass Level (Way of the Drunken Master)
      • Bonus Proficiencies - “When you choose this tradition at 3rd level, you gain proficiency in the Performance skill if you don't already have it. Your martial arts technique mixes combat training with the precision of a dancer and the antics of a jester. You also gain proficiency with brewer's supplies if you don't already have it”
      • Drunken Technique - “At 3rd level, you learn how to twist and turn quickly as part of your Flurry of Blows. Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn”
      • Deflect Missiles (base Monk ability): “Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with a range of 20/60 using the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack.”
    • Level 4 - Ability Score Improvement
      • Can take a feat instead, if given permission by the DM
        • Suggested feat: Any of the previously mentioned feats
      • Slow Fall: “Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.”
    • Level 5
      • Extra Attack: “Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.”
      • Stunning Strike: “Starting at 5th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.”
    • Level 6 - Subclass Ability
      • Tipsy Sway: "Starting at 6th level, you can move in sudden, swaying ways. You gain the following benefits.
        • Leap to Your Feet. When you're prone, you can stand up by spending 5 feet of movement, rather than half your speed.
        • Redirect Attack. When a creature misses you with a melee attack roll, you can spend 1 ki point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you.”
      • Ki-Empowered Strikes (base Monk ability): “Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.”
    • Level 7
      • Evasion: “At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.”
      • Stillness of Mind: “Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.”
    • Level 8 - Ability Score Improvement
      • Can take a feat instead, if given permission by the DM
        • Suggested feat: Any of the previously mentioned feats
    • Level 9
      • Unarmored Movement cont.: “At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.”
    • Level 10
      • Purity of Body: “At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.”

 

4 - The Unlikely Support

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Wizards of the Coast
Aasimar, despite their scary appearance, can make great healers!

This build is a Banneret Fighter/Way of Mercy Monk multiclass. This build is great for healing, while still being able to get in a good punch.

As much as I don’t like martial classes to be turned into healers or supports, this can be a useful build. Way of the Mercy Monk is one of my favorite Monk subclasses because it’s so versatile, and it pairs well with Banneret, which also offers some healing and support skills.

How to play this build:

Try to stick close to your allies, whether they tend to cling to the line or stand far back from it - be close to as many as you can

Flurry of Blows if the best ability for this subclass, don’t be afraid of it

Choose this build if…

  • Your party doesn’t have any other healers
    • A healer is incredibly important in combat, because keeping everyone up and alive ensures you will win. This build also happens to help you in combat
  • You have a lot of ranged combatants or front line combatants
    • Having a lot of one group can allow you to hang close to your party and distribute healing when necessary
  • Your party has a glass canon
    • Heavy hitters with low armor class and lower hit points are valuable - but they don’t stay up for very long. This could be an interesting way to create a party connection or just a good way to use these healing abilities

Build details:

  • Race: Aasimar (Protector) (Volo’s Guide to Monsters)
    • +2 to Charisma, +1 to Wisdom
    • Walking speed of 30 ft
    • Darkvision - “Blessed with a radiant soul, your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray”
    • Resistant to necrotic and radiant damage
    • Healing Hands - “As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest”
    • Light Bearer - “You know the Light cantrip. Charisma is your spellcasting ability for it”
    • Radiant Soul: “Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back
    • Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level
      • Once you use this trait, you can't use it again until you finish a long rest”
  • Stats
    • Dexterity
    • Wisdom
    • Constitution
    • Strength
    • Charisma
    • Intelligence
  • Weapons
    • Quarterstaff
    • 10 darts
    • Rapier
    • Shortsword
    • Two handaxes
  • Fighter Levels: 9
  • Monk Levels: 11
  • Fighter Abilities
    • Level 1
      • Fighting Style: “Interception (TCE) - When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction”
      • Second Wind: “You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.”
        • Can only be used once per short or long rest
    • Level 2
      • Action Surge: You can take one additional action once per short or long rest
    • Level 3 - Subclass Level (Banneret)
      • Rallying Cry - “When you choose this archetype at 3rd level, you learn how to inspire your allies to fight on past their injuries. When you use your Second Wind feature, you can choose up to three creatures within 60 feet of you that are allied with you. Each one regains hit points equal to your fighter level, provided that the creature can see or hear you”
    • Level 4 - Ability Score Improvement
      • Can take a feat instead, if given permission by the DM
        • Suggested feat: Healer
    • Level 5
      • Extra Attack: “Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn”
    • Level 6 - Ability Score Improvement
      • Can take a feat instead, if given permission by the DM
        • Suggested feat: Lucky
    • Level 7 - Subclass Ability
      • Royal Envoy - “At 7th level, you gain proficiency in the Persuasion skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: Animal Handling, Insight, Intimidation, or Performance. Your proficiency bonus is doubled for any ability check you make that uses Persuasion. You receive this benefit regardless of the skill proficiency you gain from this feature”
    • Level 8 - Ability Score Improvement
      • Can take a feat instead, if given permission by the DM
        • Suggested feat: Mobile
    • Level 9
      • Indomitable - “Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest”
  • Monk Abilities
    • Level 1
      • Unarmored Defense: “Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.”
      • Martial Arts: “At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property. You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:
        • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
        • You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
        • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.”
          • Monk weapons are shortswords and simple weapons that are neither two-handed or heavy
    • Level 2
      • Ki: “Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table. You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class. When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points. Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
        • Ki save DC = 8 + your proficiency bonus + your Wisdom modifier
        • Flurry of Blows. Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
        • Patient Defense. You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
        • Step of the Wind. You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.”
      • Unarmored Movement: “Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table”
    • Level 3 - Subclass Level (Way of Mercy)
      • Hands of Healing - “At 3rd level, your mystical touch can mend wounds. As an action, you can spend 1 ki point to touch a creature and restore a number of hit points equal to a roll of your Martial Arts die + your Wisdom modifier. When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature without spending a ki point for the healing”
      • Hands of Harm - “At 3rd level, you use your ki to inflict wounds. When you hit a creature with an unarmed strike, you can spend 1 ki point to deal extra necrotic damage equal to one roll of your Martial Arts die + your Wisdom modifier. You can use this feature only once per turn”
      • Deflect Missiles (base Monk ability): “Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with a range of 20/60 using the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack.”
    • Level 4 - Ability Score Improvement
      • Can take a feat instead, if given permission by the DM
        • Suggested feat: Keen Mind
      • Slow Fall: “Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.”
    • Level 5
      • Extra Attack: “Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.”
      • Stunning Strike: “Starting at 5th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.”
    • Level 6 - Subclass Ability
      • Physician’s Touch - “Starting at 6th level, you can administer even greater cures with a touch, and if you feel it's necessary, you can use your knowledge to cause harm. When you use Hands of Healing on a creature, you can also end one disease or one of the following conditions affecting the creature: blinded, deafened, paralyzed, poisoned, or stunned. When you use Hands of Harm on a creature, you can subject that creature to the poisoned condition until the end of your next turn”
      • Ki-Empowered Strikes (base Monk ability): “Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.”
    • Level 7
      • Evasion: “At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.”
      • Stillness of Mind: “Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.”
    • Level 8 - Ability Score Improvement
      • Can take a feat instead, if given permission by the DM
        • Suggested feat: Observant
    • Level 9
      • Unarmored Movement cont.: “At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.”
    • Level 10
      • Purity of Body: “At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.
    • Level 11 - Subclass Ability
      • Flurry of Healing and Harm - “Starting at 11th level, you can now mete out a flurry of comfort and hurt. When you use Flurry of Blows, you can now replace each of the unarmed strikes with a use of your Hands of Healing, without spending ki points for the healing. In addition, when you make an unarmed strike with Flurry of Blows, you can use Hand of Harm with that strike without spending the ki point for Hands of Harm. You can still use Hands of Harm only once per turn”

 

5 - The Damage Dealer

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Wizards of the Coast
This contains all the Genasi, but our focus is the green gentleman next to the Fire Genasi. Water Genasi are another race that offer a lot of universal benefits that help this build!

This build is an Echo Knight Fighter/Way of the Ascendant Dragon Monk multiclass. This build gives you the possibility to deal out a lot of damage with unique abilities.

This build is intended to take advantage of the unique ability to make attacks from your Echo’s position, as well as getting more hits in because of other Echo Knight abilities. It allows you to make a larger sweep of the battlefield, target more enemies, and hopefully deal more damage.

How to play this build:

  • While you aren’t a ranged combatant, because of the Echo you can hang back a bit if you so desire
  • Use your extra abilities as much as you can! That’s what makes the damage output so good

Choose this build if…

  • You have another front-line combatant
    • This way, you don’t have to be right up on the line, but you can still be in the middle of combat
  • You come across a lot of enemies
    • You can spread out your attacks and get the most use out of all your subclass abilities
  • You fight a lot of magical enemies
    • The Monk subclass ability deals non-traditional damage, which can get past nonmagical resistance

Build details:

  • Race: Water Genasi (Mordenkainen Presents: Monsters of the Multiverse)
    • +2 to one stat and +1 to another, or +1 to three stats
    • Walking and swimming speed of 30 ft
    • Darkvision - “You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray”
    • Resistant to acid damage
    • Can breathe in air and water
    • Call to the Wave - “You know the Acid Splash cantrip. Starting at 3rd level, you can cast the Create or Destroy Water spell with this trait. Starting at 5th level, you can also cast the Water Walk spell with this trait, without requiring a material component. Once you cast Create or Destroy Water or Water Walk with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level
      • Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race)”
  • Weapons
    • Greatsword
    • Shortsword
    • Longsword
    • Two handaxes
    • Quarterstaff
    • 10 darts
  • Armor
    • Chainmail
  • Stats
    • Strength
    • Constitution
    • Dexterity
    • Wisdom
    • Charisma
    • Intelligence
  • Fighter Levels: 17
  • Monk Levels: 3
  • Fighter Abilities
    • Level 1
      • Fighting Style: “Great Weapon Fighting (PHB) - When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit”
      • Second Wind: “You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.”
        • Can only be used once per short or long rest
    • Level 2
      • Action Surge: You can take one additional action once per short or long rest
    • Level 3 - Subclass Level (Echo Knight)
      • Manifest Echo - “At 3rd level, you can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another echo, or until you're incapacitated. Your echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed.
        • As a bonus action, you can teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you.
        • When you take the Attack action on your turn, any attack you make with that action can originate from your space or the echo's space. You make this choice for each attack.
        • When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo's space.”
      • Unleash Incarnation: “At 3rd level, you can heighten your echo's fury. Whenever you take the Attack action, you can make one additional melee attack from the echo's position. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.”
    • Level 4 - Ability Score Improvement
      • Can take a feat instead, if given permission by the DM
        • Suggested feat: Sentinel
    • Level 5
      • Extra Attack: “Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn”
    • Level 6 - Ability Score Improvement
      • Can take a feat instead, if given permission by the DM
        • Suggested feat: Cruel
    • Level 7 - Subclass Ability
      • Echo Avatar - “Starting at 7th level, you can temporarily transfer your consciousness to your echo. As an action, you can see through your echo's eyes and hear through its ears. During this time, you are deafened and blinded. You can sustain this effect for up to 10 minutes, and you can end it at any time (requires no action). While your echo is being used in this way, it can be up to 1,000 feet away from you without being destroyed”
    • Level 8 - Ability Score Improvement
      • Can take a feat instead, if given permission by the DM
        • Suggested feat: Slasher
    • Level 9
      • Indomitable - “Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest”
    • Level 10 - Subclass Ability
      • Shadow Martyr - “Starting at 10th level, you can make your echo throw itself in front of an attack directed at another creature that you can see. Before the attack roll is made, you can use your reaction to teleport the echo to an unoccupied space within 5 feet of the targeted creature. The attack roll that triggered the reaction is instead made against your echo”
        • One use per rest (short or long)
    • Level 11
      • Extra Attack cont. - You can now attack three times per turn
    • Level 12 - Ability Score Improvement
      • Can take a feat instead, if given permission by the DM
        • Suggested feat: Mage Slayer
    • Level 13
      • Indomitable cont. - You can now use Indomitable three times per long rest
    • Level 14 - Ability Score Improvement
      • Can take a feat instead, if given permission by the DM
        • Suggested feat: Lucky
    • Level 15 - Subclass Ability
      • Reclaim Potential - “By 15th level, you've learned to absorb the fleeting magic of your echo. When an echo of yours is destroyed by taking damage, you can gain a number of temporary hit points equal to 2d6 + your Constitution modifier, provided you don't already have temporary hit points
        • You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest”
    • Level 16 - Ability Score Improvement
      • Can take a feat instead, if given permission by the DM
        • Suggested feat: Alert
    • Level 17
      • Indomitable cont. - You can now use it three times per long rest
  • Monk Abilities
    • Level 1
      • Unarmored Defense: “Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.”
      • Martial Arts: “At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property. You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:
        • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
        • You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
        • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.”
          • Monk weapons are shortswords and simple weapons that are neither two-handed or heavy
    • Level 2
      • Ki: “Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table. You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class. When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points. Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
        • Ki save DC = 8 + your proficiency bonus + your Wisdom modifier
        • Flurry of Blows. Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
        • Patient Defense. You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
        • Step of the Wind. You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.”
      • Unarmored Movement: “Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table”
    • Level 3 - Subclass Level (Ascendant Dragon)
      • Draconic Disciple - “At 3rd level, you can channel draconic power to magnify your presence and imbue your unarmed strikes with the essence of a dragon’s breath. You gain the following benefits:
        • Draconic Presence. If you fail a Charisma (Intimidation) or Charisma (Persuasion) check, you can use your reaction to reroll the check, as you tap into the mighty presence of dragons. Once this feature turns a failure into a success, you can’t use it again until you finish a long rest.
        • Draconic Strike. When you damage a target with an unarmed strike, you can change the damage type to acid, cold, fire, lightning, or poison.
        • Tongue of Dragons. You learn to speak, read, and write Draconic or one other language of your choice.”
        • Breath of the Dragon - “At 3rd level you can channel destructive waves of energy, like those created by the dragons you emulate. When you take the Attack action on your turn, you can replace one of the attacks with an exhalation of draconic energy in either a 20-foot cone or a 30-foot line that is 5 feet wide (your choice). Choose a damage type: acid, cold, fire, lightning, or poison. Each creature in that area must make a Dexterity saving throw against your ki save DC, taking damage of the chosen type equal to two rolls of your Martial Arts die on a failed save, or half as much damage on a successful one
        • You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. While you have no uses available, you can spend 2 ki points to use this feature again.”
      • Deflect Missiles (base Monk ability): “Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with a range of 20/60 using the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack.”

All ability descriptions credited to Wizards of the Coast.

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