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The Karate Kid: A Guide to Monk/Druid Multiclassing
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<blockquote data-quote="RogueJK" data-source="post: 7564509" data-attributes="member: 170"><p>One of the things I really like about dipping 1 level of Monk with Moon Druid is that you can play it as a really flavorful "feral Druid", who doesn't use any weapons or armor. Picture a dirty, naked Halfling who was literally raised by wolves. They hurl themselves at enemies to claw and bite at them, and Wildshape into animal forms to better claw and bite the bad guys. </p><p></p><p>Focus on having a high DEX and WIS, trying to get WIS to 20 ASAP and then eventually DEX. You'll also want a moderate CON, for times when you're not using Wildshape, or you get knocked out of Wildshape in the midst of combat.</p><p></p><p>You'll spend most combats Wildshaped, but even when in your normal form, you're still able to do two unarmed strikes per round for 1d4+DEX. Plus you will have a higher AC thanks to DEX+WIS, even without any weapons or armor. (A Druid/Monk's unarmored AC maxes out at AC 20, higher than a normal Druid using Hide Armor and Shield, which maxes out at AC 16.) When ranged attacks are needed, you can use a cantrip like Produce Flame, which also acts as a handy source of light since Halflings don't have Darkvision. As you gain levels and your 2x 1d4+DEX unarmed strikes are starting to get outclassed, you can switch to using the Primal Savagery cantrip for scaling d10 magic claw attacks. (Past Level 10, Primal Savagery's single attack doing 3d10 and later 4d10 will outdamage two attacks doing 1d4+DEX each, plus Primal Savagery can hit enemies who are resistant or immune to your unarmed strike's non-magical bludgeoning damage.)</p><p></p><p>And when you Wildshape, you will have a higher AC than normal due to using the animal's DEX + your WIS to calculate AC instead of the animal's Natural Armor + animal's DEX. Nearly all Wildshape forms have only +1/+2/+3 Natural Armor, whereas your Monk/Druid will have +3/+4/+5 WIS modifier, so AC will generally be a few points higher than usual. (Although there are a couple exceptions where you'll want to stick to the creature's higher Natural Armor, like Earth Elementals.) And you can utilize the Martial Arts bonus attack with most forms, though there's some competition for your Bonus Action between the Martial Arts bonus attacks and the bonus actions needed to control various spells designed to be running while Wildshaped, like Moonbeam, Healing Spirit, or Flaming Sphere.</p><p></p><p>That's a whole lot of benefit from just 1 level of Monk. Well worth delaying your Moon Druid's progression by 1 level, IMO. However, the benefits of dipping Monk drop off dramatically past 1 level.</p></blockquote><p></p>
[QUOTE="RogueJK, post: 7564509, member: 170"] One of the things I really like about dipping 1 level of Monk with Moon Druid is that you can play it as a really flavorful "feral Druid", who doesn't use any weapons or armor. Picture a dirty, naked Halfling who was literally raised by wolves. They hurl themselves at enemies to claw and bite at them, and Wildshape into animal forms to better claw and bite the bad guys. Focus on having a high DEX and WIS, trying to get WIS to 20 ASAP and then eventually DEX. You'll also want a moderate CON, for times when you're not using Wildshape, or you get knocked out of Wildshape in the midst of combat. You'll spend most combats Wildshaped, but even when in your normal form, you're still able to do two unarmed strikes per round for 1d4+DEX. Plus you will have a higher AC thanks to DEX+WIS, even without any weapons or armor. (A Druid/Monk's unarmored AC maxes out at AC 20, higher than a normal Druid using Hide Armor and Shield, which maxes out at AC 16.) When ranged attacks are needed, you can use a cantrip like Produce Flame, which also acts as a handy source of light since Halflings don't have Darkvision. As you gain levels and your 2x 1d4+DEX unarmed strikes are starting to get outclassed, you can switch to using the Primal Savagery cantrip for scaling d10 magic claw attacks. (Past Level 10, Primal Savagery's single attack doing 3d10 and later 4d10 will outdamage two attacks doing 1d4+DEX each, plus Primal Savagery can hit enemies who are resistant or immune to your unarmed strike's non-magical bludgeoning damage.) And when you Wildshape, you will have a higher AC than normal due to using the animal's DEX + your WIS to calculate AC instead of the animal's Natural Armor + animal's DEX. Nearly all Wildshape forms have only +1/+2/+3 Natural Armor, whereas your Monk/Druid will have +3/+4/+5 WIS modifier, so AC will generally be a few points higher than usual. (Although there are a couple exceptions where you'll want to stick to the creature's higher Natural Armor, like Earth Elementals.) And you can utilize the Martial Arts bonus attack with most forms, though there's some competition for your Bonus Action between the Martial Arts bonus attacks and the bonus actions needed to control various spells designed to be running while Wildshaped, like Moonbeam, Healing Spirit, or Flaming Sphere. That's a whole lot of benefit from just 1 level of Monk. Well worth delaying your Moon Druid's progression by 1 level, IMO. However, the benefits of dipping Monk drop off dramatically past 1 level. [/QUOTE]
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