Monk warlock 5e
I will use the color coding scheme which has become common among Pathfinder build handbooks, which is simple to understand and easy to read at a glance. I will not include 3rd-party content, including content from DMs Guild, even if it is my own, because I can't assume that your game will allow 3rd-party content or homebrew. I also won't cover Unearthed Arcana content because it's not finalized, and I can't guarantee that it will be available to you in your games.
The Warlock is likely the easiest of any spellcaster to play. You get only a handful of spell slots at a time, and never have to juggle multiple spell slot levels. Warlocks have a list of spells known, so you don't need to worry about changing your spells on a daily basis. Warlocks also get the most powerful damage cantrip in the game, giving them a solid, reliable option for violence in between your big spells.
The Warlock typically fills the party's Wizard-equivalent requirement, offering options as a Controller and Striker, and with some minor investments the Warlock can also serve as the party's Face. The Warlock falls a bit short in terms of Utility spell options, but that can be mitigated with Pact of the Tome and a few Invocation choices if your party can't compensate for that shortcoming.
Saves : Wisdom and Charisma saves are great for resisting things like mind control and paralysis which might subdue you, but Warlocks will have lots of issues with effects that affect their bodies. Proficiencies : Light armor and simple weapons are fine since you definitely won't use weapons, but the skill list is frustrating. You get two skills and access to a couple of Face skills, but most of your non-Face skills are Intelligence-based. Pact Magic : Warlocks have a completely unique form of magic.
Unlike other spellcasters your spell slots are all the same, and you only get a handful of them, but they recharge on a short rest. This means that you will need to rely much more heavily on cantrips, and use your slotted spells when they can be the most effective. Because Pact Magic works different from other spellcasting, be sure to double-check the Multiclassing rules before you look at other spellcasting classes.
Eldritch Invocations : You get a total of 8 invocations over the course of 20 Warlock levels. You can't get everything, so stick to options which solve problems which your party can't solver otherwise or to options which you can apply frequently. The damage is simply too good to pass up. You don't get enough invocations to justify wasting one on this. Beguiling Influence PHB : Very helpful if you want to be a Face, but you already get Deception as a class skill option, and you can pick up Persuasion from your background.
Devil's Sight allows you to use magical darkness, including the Darkness spell, to gain a massive advantage over your foes. The only advantage you get with this is that it works faster than spending 10 minutes to cast it as a Ritual. Eldritch Spear PHB : feet is usually enough for most encounters. If the encounter takes place at greater range than that, you can always walk closer. Fiendish Vigor PHB : At a 1-hour duration and without requiring Concentration, you can cast this repeatedly until you roll the maximum hit points every time you have a few rounds to do so.
Unless you're sleeping, you should always have this running. I can't think of a time to use this repeatedly. Grasp of Hadar XGtE : If you're using Eldritch Blast enough to justify investing in it, you generally want to keep enemies away from you.
However, the option to pull enemies closer may be helpful for your allies. Effects don't stack with themselves, so you can't use this to repeatedly reduce the target's speed.
The best case I can think of for this is if you're heavily reliant on are control spells like Hunger of Hadar or Sickening Radiance which rely on ongoing damage being applied over several rounds. In those cases, reducing creatures' speed can help keep enemies in the area. Of course, you can accomplish the same thing by pushing targets with Repelling Blast, and since Repelling Blast can work more than once per target it's likely to be more effective.
The ability to do it at a moments notice at no cost allows you to be anyone any time. A foot cube is a huge amount of space, too.
Place illusory walls, doors, statues, or other objects which creatures don't expect to move or produce other stimuli like heat or smells, and in many cases that's just as good as creating something. If creatures don't realize that your illusory wall is an illusion, they're going to treat it like a wall.Warlocks are seekers of the knowledge that lies hidden in the fabric of the multiverse. Through pacts made with mysterious beings of supernatural power, warlocks unlock magical effects both subtle and spectacular.
You must have a Charisma score of 13 or higher in order to multiclass in or out of this class. Your arcane research and the magic bestowed on you by your patron have given you facility with spells.
You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table. The Warlock table shows how many spell slots you have.
The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. For example, when you are 5th level, you have two 3rd-level spell slots.
D&D 5th Edition
To cast the 1st-level spell Witch Boltyou must spend one of those slots, and you cast it as a 3rd-level spell. At 1st level, you know two 1st-level spells of your choice from the warlock spell list. The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level or higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level.
When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level. Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.
Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one. In your study of occult lore, you have unearthed eldritch invocationsfragments of forbidden knowledge that imbue you with an abiding magical ability.
At 2nd level, you gain two eldritch invocations of your choice. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table.
Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.
At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice. You can use your action to create a pact weapon in your empty hand.
You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it.To maximize the advantages of being a monk, put your highest ability roll into Dexterity.
Most of the weapons you use as a monk will rely on Dex for attack rolls. So Dex will be your most important ability. But the use of ki often requires Wisdom.
So put your second-highest roll into Wis. It will allow you to gain more hit points as you level, giving you more survivability in combat. And it will help in many situations that require saving throws. Put your third-highest roll into Con. Charisma, intelligence, and strength are generally not useful to monks. So put your low rolls into these. Some races possess natural tendencies that make them better at being monks, while others are at a disadvantage. Here are the best races to choose for a monk character.
They also get DarkvisionKeen Sensesand Fey Ancestryall of which are handy features for any character to have. As long as they have proficiency, they are great at fighting with Sai swords, nunchaku, and other monk weapons. Halflings are also Lucky and Brave, which are useful traits for any class. But if you already rolled a high Dex, the extra Con may be just what you need. Monks have many class features that distinguish them from others.
But not all of them are really useful. Martial arts - This gives you a variety of benefits when using monk weapons or your bare hands, including better damage and bonus unarmed strikes. This often completely eliminates the need for armor.Free Resources on Roll All rights reserved. Advertisement Create a free account. Sign In. New Pro Feature: Custom Sheet Sandbox Making custom character sheets is easier than ever with a special, streamlined game type to build and test them!
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No to both, unarmed strikes are not weapons
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The martial arts weapon damage dice scales slowly, and monks have few good options for increasing their damage. This is a build that attempts to work around that. Using the second level Sorcerer spell Shadow Blade, we can create a weapon that deals 2d8 psychic damage on a hit, and, crucially, is a simple weapon, which means it also counts as a monk weapon. This is my attempt at a build based on using Shadow Blade on a monk.
Since we're going to be using exclusively sorcerer powers that don't require a check, we're free to take a Charisma of 13, which allows us to get 17 Dex and 16 Wis at level 1. Level 1: Sorcerer 1 This is a melee build with low Con that plans to concentrate on spells, so it is absolutely necessary for us to have Constitution save proficiency.
Because of that, we're taking sorcerer first. We're not going far enough into Sorcerer to gain the level 6 benefit of our bloodline for a long time, which means our choice is mostly based on which level 1 feature we prefer. I recommend Divine Soul, which gives us Favoured by the gods, as well as access to Cleric spells. Starting equipment: Light crossbow and 20 bolts, Arcane Focus, Explorer's pack We're not a monk yet, and we need something to do when we run out of spell slots, so a light crossbow works well with our 16 Dex.
Since we don't have an attack-caliber Charisma, the rest of our cantrips are utility options. Spells: Shield, Sleep. At this level, we play the same as every other sorcerer: We cast Sleep during a big fight, and otherwise use our hand crossbow to attack. We don't have mage armor, because it becomes obsolete next level and we won't be able to retrain it out, so try to save a spell slot for shield, and also try to stay out of the enemy's way.
Our first level in Monk brings our armor class from 13 to 16, and also gives us an extra 1d4 punch every round as a bonus action. As before, we have sleep for the harder fights and Shield in case we get hit. Note that unfortunately, casting Booming Blade does not allow us to follow up with a martial arts attack, since you're not taking the attack action.
These are the most damaging weapons we have access to, and will outperform our martial arts attacks for a while. This is also the level where Booming Blade scales, and you can use it to help discourage enemies from chasing you. Hit them with a booming blade, then use Step of the Wind to disengage.They may, at times, devolve the game into a statistics exercise. Those are the kind of character builds on this list. Just remember, some of these builds on the list may result in the DM banning your character on the spot, consider yourself warned.
Now you have a total of 19 AC, and that's without a class. This build is considered legal, and shouldn't have too many issues at the table. The Rogue is generally a good class at low levels and can be a decent addition to any multiclass build.(5E D&D) - Live Character Creation: Leveling Up Our Jedi (Monk/Warlock)
You would have to multiclass or be hasted in order to get two attacks in a single round. The problem is if you ever end up in a fight without a sneak attack opportunity, you'll be hiding behind your party most of the combat.
D&D 5e Character Optimization – Monk
Taking a fighter with crossbow expert and sharpshooter, you'll need to cross-class into the hex blade warlock from Xanathar's Guide. You'll also want the spell hex. This build is both pretty cool and fits well in most settings, definitely worth using, and it's unlikely the DM will ban the character. Some people really like the monk, and there's a lot to like, Ki points, decent stealth, and unarmed damage to name a few. The problem is that its subclasses are really lacking and the addition of others has not improved the class's playability.
Its elemental subclass really feels underwhelming when played and its Ki attacks don't really punch the way they should. The open hand doesn't really add to much combat power, nothing that taking the fighter wouldn't have given already.
If you are proficient in persuasion if you're a bard you should beDiplomat will also double your proficiency bonus on persuasion checks. Then at level 17, you add your bardic inspiration to this check. The opposing party will have to make a will save not to be charmed. The lowest you will likely role is You could probably talk a door into unlocking itself at this point. The barbarian can also be a good choice in multiclassing and if buffed appropriately could potentially get some of the incredible AC at later levels.
The barbarian just suffers from a lack of sustain as a tank. There's no problem in playing a Barbarian, its fun to yell at the table and be verbose, it's just not as efficient in its role as other classes can be. This one might cause the DM to ban you at the table.
That's 40HP in a 1st level spell slot that can be divided amongst a party. This creates a healing machine and kinda abuses the mechanics of the game. Your DM may give the stink eye when you pull this. Most DM's and players love homebrew classes because it's something unique and adds to the story.Free Resources on Roll All rights reserved.
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Back to the Zoom Tool Put your scrollwheel or trackpad to good use! Check out new settings that allow you to zoom and scroll easily. Upload and manage your own custom token markers with this brand new Roll20 feature! Call of Cthulhu Now on Roll20! Don't let sleeping horrors lie. Get started with a free Quick Start module or unleash the Keeper Rulebook! Play Now. Join a Game. Marketplace Toggle Dropdown.
Gamemastery Guide by Paizo. Explorer's Guide to Wildemount by Wizards of the Coast. Tools Toggle Dropdown. Character Vault. Roll20 for Android. Roll20 for iPad.