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[5E] Shadow Monk multiclass options - Warlock, Gloom Stalker, or neither?
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<blockquote data-quote="RogueJK" data-source="post: 7489441" data-attributes="member: 170"><p>I have a Variant Human Shadow Monk with the following stats: 10 18 14 8 16 13 and the Mobile Feat.</p><p></p><p>It has a couple of deficiencies, that I'd like to plan towards correcting in the future:</p><p>1) Lack of innate darkvision. For someone who specializes in skulking around in dark areas, this is a problem. I can cast Darkvision on myself for 2 Ki, but that's taking away from other Ki-driven abilities.</p><p>2) Low-ish damage. More attacks, but middling damage, compared to stouter melee fighters, sneak-attacking rogues, and spell slingers. This gap will only increase in the mid-levels.</p><p></p><p>I'd also like to add a bit of extra out of combat utility, if possible.</p><p></p><p></p><p></p><p>It seems I have three main options:</p><p></p><p>A) Multiclass into Warlock for 2 levels after Monk 6. (This seems to be the "default choice" for most Shadow Monks.)</p><p>+ Low-level patron bonus(es).</p><p>+ 2 cantrips.</p><p>+ Hex. Bonus damage on every hit and enemy disadvantage, but requires concentration.</p><p>+ Several additional 1st level spells known.</p><p>+ Spells refresh on a Short Rest.</p><p>+ Devil's Sight. Long range darkvision. Can even see in my magical darkness, although I won't be slinging that around very much, since it hampers the rest of the party too.</p><p>+ Additional invocation. I'm thinking at-will Alter Self for out of combat disguising and trickery. Or at-will Silent Image, which combined with my Shadow Monk at-will Minor Illusion can produce moving illusions with sound for out of combat utility.</p><p>- Tougher option to role-play into, as I'd need to find the in-story opportunity to make a pact with a patron.</p><p>- Only 13 Charisma, so no Eldritch Blast. I'd have to stick to utility spells and cantrips that don't rely on attacks or saves.</p><p>- Delays Monk progression for 2 levels.</p><p>- Doesn't come online until level 8.</p><p></p><p></p><p></p><p>B) Multiclass into Ranger - Gloom Stalker for 3 levels after Monk 6. (I'd prefer the Revised Ranger, but I haven't talked to the DM yet to see if that's an option.)</p><p>+ Favored Enemy and Fighting Style. I'm thinking Humanoids and Dueling.</p><p>+ Hunter's Mark, for Hex-like extra damage every hit, although without Hex's accompanying disadvantage.</p><p>+ Couple of additional 1st level spells known.</p><p>+ Initiative bonus.</p><p>+ One additional skill proficiency. (Ranger is one of the only multiclass options that grants this.)</p><p>+ Extra utility with tracking, terrain, awareness, etc.</p><p>+ Extra attack in 1st round of every combat, which will help offset the loss of the Bonus Action while casting Hunter's Mark at the beginning of each combat.</p><p>+ Darkvision, plus being invisible to enemies' darkvision for extra stealth shenanigans.</p><p>+ 16 Wisdom, so can potentially have attack/save spells known, although I'll almost always be reserving my limited spell slots for Hunter's Mark.</p><p>- No cantrips, and spells refresh on Long Rest, so only three spells total per day.</p><p>- Delays Monk progression for 3 levels.</p><p>- Doesn't come online until level 9.</p><p></p><p></p><p>C) Don't multiclass, and just take Magic Initiate (Warlock) at Monk 4 or Monk 8.</p><p>+ Hex.</p><p>+ 2 cantrips.</p><p>+ Doesn't detract from my Monk progression.</p><p>+ By level 8/9, would be up 2-3 Ki over one of the multiclass options, which effectively offsets the 2 point "Ki tax" for Darkvision at that point.</p><p>+ Available as early as level 4.</p><p>- Darkvision is still reliant on Ki, can be dispelled, and only lasts 8 hours.</p><p>- Only 1 Hex/day.</p><p>- No other additional abilities/spells.</p><p>- Only 13 Charisma, so no Eldritch Blast.</p><p>- Costs one Ability Score Increase.</p><p></p><p></p><p>What are your thoughts?</p></blockquote><p></p>
[QUOTE="RogueJK, post: 7489441, member: 170"] I have a Variant Human Shadow Monk with the following stats: 10 18 14 8 16 13 and the Mobile Feat. It has a couple of deficiencies, that I'd like to plan towards correcting in the future: 1) Lack of innate darkvision. For someone who specializes in skulking around in dark areas, this is a problem. I can cast Darkvision on myself for 2 Ki, but that's taking away from other Ki-driven abilities. 2) Low-ish damage. More attacks, but middling damage, compared to stouter melee fighters, sneak-attacking rogues, and spell slingers. This gap will only increase in the mid-levels. I'd also like to add a bit of extra out of combat utility, if possible. It seems I have three main options: A) Multiclass into Warlock for 2 levels after Monk 6. (This seems to be the "default choice" for most Shadow Monks.) + Low-level patron bonus(es). + 2 cantrips. + Hex. Bonus damage on every hit and enemy disadvantage, but requires concentration. + Several additional 1st level spells known. + Spells refresh on a Short Rest. + Devil's Sight. Long range darkvision. Can even see in my magical darkness, although I won't be slinging that around very much, since it hampers the rest of the party too. + Additional invocation. I'm thinking at-will Alter Self for out of combat disguising and trickery. Or at-will Silent Image, which combined with my Shadow Monk at-will Minor Illusion can produce moving illusions with sound for out of combat utility. - Tougher option to role-play into, as I'd need to find the in-story opportunity to make a pact with a patron. - Only 13 Charisma, so no Eldritch Blast. I'd have to stick to utility spells and cantrips that don't rely on attacks or saves. - Delays Monk progression for 2 levels. - Doesn't come online until level 8. B) Multiclass into Ranger - Gloom Stalker for 3 levels after Monk 6. (I'd prefer the Revised Ranger, but I haven't talked to the DM yet to see if that's an option.) + Favored Enemy and Fighting Style. I'm thinking Humanoids and Dueling. + Hunter's Mark, for Hex-like extra damage every hit, although without Hex's accompanying disadvantage. + Couple of additional 1st level spells known. + Initiative bonus. + One additional skill proficiency. (Ranger is one of the only multiclass options that grants this.) + Extra utility with tracking, terrain, awareness, etc. + Extra attack in 1st round of every combat, which will help offset the loss of the Bonus Action while casting Hunter's Mark at the beginning of each combat. + Darkvision, plus being invisible to enemies' darkvision for extra stealth shenanigans. + 16 Wisdom, so can potentially have attack/save spells known, although I'll almost always be reserving my limited spell slots for Hunter's Mark. - No cantrips, and spells refresh on Long Rest, so only three spells total per day. - Delays Monk progression for 3 levels. - Doesn't come online until level 9. C) Don't multiclass, and just take Magic Initiate (Warlock) at Monk 4 or Monk 8. + Hex. + 2 cantrips. + Doesn't detract from my Monk progression. + By level 8/9, would be up 2-3 Ki over one of the multiclass options, which effectively offsets the 2 point "Ki tax" for Darkvision at that point. + Available as early as level 4. - Darkvision is still reliant on Ki, can be dispelled, and only lasts 8 hours. - Only 1 Hex/day. - No other additional abilities/spells. - Only 13 Charisma, so no Eldritch Blast. - Costs one Ability Score Increase. What are your thoughts? [/QUOTE]
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[5E] Shadow Monk multiclass options - Warlock, Gloom Stalker, or neither?
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