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View Full Version : Optimization Would like some feedback on my Monklock



Kirrtarck
2017-11-27, 04:32 AM
Still need to choose the spells part out the statbumps and perhaps more feats?


This is how i invision my level 6 Monk, 14 Warlock

Projected lvl path

Level 1-2 Monk
Level 3-4 Warlock
Level 5-8 Monk
Level 9-20 Warlock

Class Features
Race Human Variant
Way of the Shadow Monk, Warlock Fiend patron, pact of the Tome
Speed. Your base walking speed is 30 feet.
Languages. You can speak, read, and write Common, +1
2* +1 ASI

H i t P o in t s
Hit Dice: 1d8 per monk level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your
Constitution modifier per monk level after 1st
Hit Dice: 1d8 per warlock level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your
Constitution modifier per warlock level after 1st

P r o f ic ie n c ie s
Armor: Light armor
Weapons: Simple weapons, shortswords
Tools: Choose one type of artisan’s tools or one
musical instrument
Saving Throws: Strength, Dexterity
Skills: Acrobatics, Insight, Perception
Background Urchin
Skill Proficiencies: Sleight of Hand, Stealth
Tool Proficiencies: Disguise kit, thieves’ tools
Equipment: A small knife, a map of the city you grew up in, a pet mouse, a token to remember your parents by, a set of common clothes, and a belt pouch containing 10 gp

E q u i p m e n t
You start with the following equipment, in addition to
the equipment granted by your background:
• (a) a shortsword or (b) any simple weapon
• (a) a dungeoneer’s pack or (b) an explorer’s pack
• 10 darts

Feature: City Secrets
You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.

F E A T S

* War Caster
* Martial Arts Training

This feat is designed for melee-combatants who are trained in weaponless techniques such as brawling barbarians, samurai-themed fighters, or ninja-like rogues, as well as spellcasters who believe the mind, body, and spirit work together in balance. Monks may use this feat to replicate a number of different fighting styles that rely on endurance, presence, or insight in place of the standard agility or raw power.
You are trained in one of several weaponless combat techniques and gain the following benefits:
* You have studied the detailed anatomy of your opponents, intimidate them with your unshakable confidence, are able to pinpoint weak spots with a keen eye, or use your high pain tolerance to power through your enemy’s defenses. Choose an ability score. You may use that ability score in place of Strength for the attack and damage rolls of your unarmed strikes.
* Your unarmed damage increases by one die type. For example, from 1 point to 1d4, or 1d10 to 1d12.
* Choose and learn one martial art style.
Each martial art style has a stance. You enter a stance
by using a bonus action on your turn and remain in the
stance until you go unconscious, change to another
stance, or choose to end the stance.

* Bear Style
Practitioners of Bear Style learn to unleash devastating
attacks on their foes. Students of Bear Style are taught
a philosophy that revolves around guardianship of kin
and home.
Bear Stance.
While you are in this stance and are
not holding a shield or weapon you can enhance your
attacks. Before you make an unarmed strike attack, you
can choose to take a -5 penalty to the attack roll. If the
attack hits, you add +10 to the attack’s damage.
Bear Rages On.
While you are in Bear Stance when
you miss with an attack against a creature on your turn
you can use your bonus action to make an unarmed
strike attack against that creature.


U n a r m o r e d D e f e n s e
Beginning at 1st level, while you are w earing no armor
and not w ielding a shield, your AC equals 10 + your
Dexterity m odifier + your Wisdom modifier.

M a r t i a l A r t s
At 1st level, your practice o f martial arts gives you
mastery o f combat styles that use unarmed strikes and
monk w eapons, 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 o f 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 unarmored strike as a bonus
action, assuming you haven't already taken a bonus
action this turn.

Ki
Starting at 2nd level, your training allows you to
harness the mystic energy o f ki. Your access to this
energy is represented by a number of ki points. Your
monk level determines the number o f points you have,
as shown in the Ki Points column o f the Monk table.
You can spend these points to fuel various ki features.
You start knowing three such features: Flurry o f Blows,
Patient Defense, and Step o f 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 o f which you
draw all o f your expended ki back into yourself. You
must spend at least 30 minutes o f the rest meditating to
regain your ki points.
Some o f 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.

U n a r m o r e d M o v e m e n t
Starting at 2nd level, your speed increases by 10 feet
while you are not w earing armor or w ielding a shield.
This bonus increases when you reach certain monk
levels, as shown in the Monk table.

Pa c t o f t h e T o m e
Your patron gives you a grimoire called a Book of
Shadows. When you gain this feature, choose three
cantrips from any class’s spell list. While the book is on
your person, you can cast those cantrips at will. They
don’t count against your number of cantrips known.
If you lose your Book of Shadows, you can perform
a 1-hour ceremony to receive a replacement from your
patron. This ceremony can be performed during a short
or long rest, and it destroys the previous book. The book
turns to ash when you die.

T h e F i e n d
You have made a pact with a fiend from the lower
planes o f existence, a being w hose aims are evil,
even if you strive against those aims. Such beings
desire the corruption or destruction of all things,
ultimately including you. Fiends powerful enough to
forge a pact include demon lords such as Demogorgon,
Orcus, Fraz’Urb-luu, and Baphomet; archdevils such
as A smodeus, Dispater, Mephistopheles, and Belial;
pit fiends and balors that are especially mighty; and
ultroloths and other lords of the yugoloths.

E x p a n d e d Sp e l l L is t
The Fiend lets you choose from an expanded list of
spells when you learn a warlock spell. The following
spells are added to the warlock spell list for you.

F i e n d E x p a n d e d S p e l l s
Spell Level Spells
1st burning hands, command
2nd blindness/deafness, scorching ray
3rd fireball, stinking cloud
4th fire shield, wall of fire
5th flame strike, hallow

D a r k O n e ’s B l e s s in g
Starting at 1st level, when you reduce a hostile creature
to 0 hit points, you gain temporary hit points equal to your
Charisma modifier + your warlock level (minimum o f 1).

D a r k O n e ’s O w n L u c k
Starting at 6th level, you can call on your patron to alter
fate in your favor. When you make an ability check or a
saving throw, you can use this feature to add a d 10 to
your roll. You can do so after seeing the initial roll but
before any o f the roll’s effects occur.
Once you use this feature, you can’t use it again until
you finish a short or long rest.

F ie n d i s h R e s il ie n c e
Starting at 10th level, you can choose one damage type
when you finish a short or long rest. You gain resistance
to that damage type until you choose a different one
with this feature. Damage from magical w eapons or
silver weapons ignores this resistance.

H u r l T h r o u g h H e l l
Starting at 14th level, when you hit a creature with an
attack, you can use this feature to instantly transport
the target through the lower planes. The creature
disappears and hurtles through a nightmare landscape.
At the end o f your next turn, the target returns to the
space it previously occupied, or the nearest unoccupied
space. If the target is not a fiend, it takes 10d 10 psychic
damage as it reels from its horrific experience.
Once you use this feature, you can’t use it again until
you finish a long rest.

D e f l e c t M i s s i l e s
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 1d 10 + 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 the weapon or piece o f ammunition
you just caught, as part o f the same reaction. You make
this attack with proficiency, regardless o f your w eapon
proficiencies, and the missile counts as a monk weapon
for the attack.

S l o w Fa l l
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.

E x t r a A t t a c k
Beginning at 5th level, you can attack twice, instead of
once, whenever you take the Attack action on your turn.

S t u n n i n g S t r i k e
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 w eapon 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.

K i - E m p o w e r e d S t r i k e s
Starting at 6th level, your unarmed strikes count as
magical for the purpose o f overcoming resistance and
immunity to nonmagical attacks and damage.

S h a d o w A r t s
Starting when you choose this tradition at 3rd level, you
can use your ki to duplicate the effects o f certain spells.
As an action, you can spend 2 ki points to cast darkness,
darkvision, pass without trace, or silence, without
providing material components. Additionally, you gain
the minor illusion cantrip if you don’t already know it.

Sh a d o w St e p
At 6th level, you gain the ability to step from one shadow
into another. When you are in dim light or darkness,
as a bonus action you can teleport up to 60 feet to an
unoccupied space you can see that is also in dim light
or darkness. You then have advantage on the first melee
attack you make before the end o f the turn.

T h e M o n k

Level Proficiency Bonus Martial Arts Ki Points Unarmored Movement Features

1st +2 1d4 — — Unarmored Defense, Martial Arts
2nd +2 1d4 2 +10 ft. Ki, Unarmored Movement
3rd +2 1d4 3 +10 ft. Way of the Shadow feature, Deflect Missiles
4th +2 1d4 4 +10 ft. Ability Score Improvement, Slow Fall
5th +3 1d6 5 +10 ft. Extra Attack, Stunning Strike
6th +3 1d6 6 +15 ft. Ki-Empowered Strikes, Way of the Shadow feature

T h e W a r l o c k

Level Proficiency Bonus Features Cantrips Known Spells Known SpellSlots SlotLevel InvocationsKnown

1st +2 Fiend Patron, Pact Magic 2 2 1 1st —
2nd +2 Eldritch Invocations 2 3 2 1st 2
3rd +2 Pact Boon 2 4 2 2nd 2
4th +2 Ability Score Improvement 3 5 2 2nd 2
5th +3 — 3 6 2 3rd 3
6th +3 Fiend Patron feature 3 7 2 3rd 3
7th +3 — 3 8 2 4th 4
8th +3 Ability Score Improvement 3 9 2 4th 4
9th +4 — 3 10 2 5th 5
10th +4 Fiend Patron feature 4 10 2 5th 5
11th +4 Mystic Arcanum (6th level) 4 11 3 5th 5
12th +4 Ability Score Improvement 4 11 3 5th 6
13th +5 Mystic Arcanum (7th level) 4 12 3 5th 6
14th +5 Fiend Patron feature 4 12 3 5th 6

Eldritch Invocations
If an eldritch invocation has prerequisites, you must
meet them to learn it. You can learn the invocation at the
same time that you meet its prerequisites.

B e g u i l in g In f l u e n c e
You gain proficiency in the Deception and
Persuasion skills.

B o o k o f A n c i e n t Se c r e t s
Prerequisite: Pact of the Tome feature
You can now inscribe magical rituals in your Book o f
Shadows. Choose two 1st-level spells that have the
ritual tag from any class’s spell list. The spells appear
in the book and don’t count against the number of spells
you know. With your Book of Shadows in hand, you
can cast the chosen spells as rituals. You can’t cast the
spells except as rituals, unless you’ve learned them by
some other means. You can also cast a warlock spell
you know as a ritual if it has the ritual tag.
On your adventures, you can add other ritual spells to
your Book of Shadows. When you find such a spell, you
can add it to the book if the spell’s level is equal to or
less than half your warlock level (rounded up) and if you
can spare the time to transcribe the spell. For each level
o f the spell, the transcription process takes 2 hours and
costs 50 gp for the rare inks needed to inscribe it.

Offering to the Master
This eldritch invocation functions differently depending on the pact boon taken. Pact of the Blade warlocks may sacrifice a mystic arcanum to gain an additional attack with their pact weapons as a bonus action. Pact of the Chain warlocks may temporarily send their familiars to serve the Otherworldly Patron. Doing so allows the warlock to cast any spell slot as a bonus action. Pact of the Tome warlocks may opt to receive disadvantage on all arcana and religion rolls in order to be able to cast a cantrip as a bonus action. Once this sacrifice has been made, it is active until the warlock takes a long rest

Blood Ties
When afflicted with a condition, the warlock may use a reaction to attempt to make the source suffer the same fate. The creature that must make a Will save against the warlock’s spell DC or be subjected to the same condition that the warlock suffers. This eldritch invocation may be used once every short rest.

Ascendant Step
Prerequisite: 9th level
You can cast levitate on yourself at will, without expending a spell slot or material components

Relentless Hex
Prerequisite: 7th level
Your curse creates a temporary bond between you and your
target. As a bonus action, you can magically teleport up to 30
feet to an unoccupied space you can see within 5 feet of the
target cursed by your
hex
spell or by a warlock feature of
yours, such as Hexblade's Curse and Sign of Ill Omen. To
teleport in this way, you must be able to see the cursed target.


Cantrips
* Sacred Flame
* Eldritch Blast
* Thorn Whip
* Guidance
* Vicious Mockery


lvl 1 Spells
* Hex
* Comprehend Languages

1st lvl Rituals in Tome
* Find Familiar
* Tenser's Floating Disk
*

Unoriginal
2017-11-27, 04:44 AM
If you want feedback, maybe you should post your build with HPs, Feats, etc. Just copy-pasting the PHB's abilities make it hard to read and people on this forum can generally look up what each feature is independently.

Specter
2017-11-27, 06:03 AM
If you want feedback, maybe you should post your build with HPs, Feats, etc. Just copy-pasting the PHB's abilities make it hard to read and people on this forum can generally look up what each feature is independently.

This.

You can't take the War Caster feat unless you can cast a spell, which isn't the case for you at level 1.

Also, I wonder, why more Warlock than Monk? At higher levels, I can see most if not all of your monk abilities being somewhat bland.

rbstr
2017-11-27, 09:47 AM
That Martial Arts Training feat is homebrew are the Offering to the Master and Blood Ties invocations.

And they're all overpowered too.