

1.4.4 Levels 12 - 20: Fighter or VariousCapable of pummeling foes with both fist and weapon, monks are among the. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack , which has a normal range of 20 feet. The shadow monk is an artist of deceiving their opponents senses.If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction.
The abilities included in the build are acquired at low to mid levels, thus there are multiple variations and options on customizing how many levels of each class to take, as long as the minimums are met. The build also includes fairly good mobility in general, can gain good to high AC early without worrying about finding or purchasing magical armor, has multiple attacks per round and depending on the options you take for class levels, even has potential for some immunities.The build does require a minimum of 13 in Dexterity, Wisdom, and either Charisma(Warlock) or Intelligence(Mystic) for the multi-classing. You'll be able to jump from a shadow into a globe of darkness, in which you can see just fine, creating havoc and dealing low amounts of sneak attack damage every round, which adds up quickly. 1.6.4 Levels 11 - 20: Mystic or VariousThe shadow assassin relies on mobility and some spell like abilities to stay under the cover of darkness and maintain sneak attack bonuses nearly continuously.
Way Of Shadow Monk Feats 5E Free Up Your
Then again, you could select a complimentary one like Urchin so that you free up your skill selections from your class.Everybody loves Variant Human for the extra feat and it is especially useful here since you won't be getting your first feat with this build until at least level 7. Since your first level is likely rogue, it could be of benefit to select a background that gives access to non-rogue skill proficiencies. Note: This build may benefit from utilizing the Sword Coast Adventurer's Guide but is not necessary.Totally up in the air. It's also a versatile combatant, since you can either use ranged or melee attacks situationally to your advantage. The build is a bit low on feats and/or ability level ups but this is made up for by the power of the abilities you'll possess.

When the creature that is cursed in this way falls, you can use your next bonus action to transfer the hex to a different enemy, effectively casting the spell multiple times on different baddies using only a single spell slot. It's cast as a bonus action and adds 1d6 necrotic damage to every successful attack on this target. Any other spells are entirely up to you but this one is part of the bread and butter. You can choose to take more levels in this class later on but these two are all that are required.
You'll need Devil's Sight, which allows you to see in both regular and magical darkness up to 120 feet, basically ignoring the darkness as far as you're concerned but to the detriment of your foes. Eldritch Invocations: The build has two fairly essential points here and since you get two with only two levels of warlock anyway, it's perfect. NOTE: It is also a Concentration Spell and won't be able to be used with Hex and/or Darkness at the same time. If you can land its ranged spell attack initially, that's 1d12 damage each subsequent round automatically dealt to that creature until it dies or you end it by taking a different action. Witch bolt is another good spell to select here.
If you've got a +3 or higher Wisdom bonus, mage armor does no good. However this is strongly dependent on your Wisdom bonus. Starting from a base 13 Armor Class when you don't wear any armor is awesome. This allows you to cast mage armor at will, without expending a spell slot or material components.

Alert is nice so that you'll more often act first in the round, meaning you can more often utilize your sneak attack without having to cast darkness first. Alternately you can take a feat, for which Alert or Sentinel are recommended. You could use it to bump your Dexterity to add 1 point to you AC, attack and damage modifiers, or add it to your Wisdom score for 1 point of AC and the DC's of your ki abilities or split it between the two if you're on already on odd numbers for both. There are some choices at this point.
Your unarmed damage goes up a die step to a d6, so you can put away the shortsword unless it has some sort of special property.The last required monk level brings you to level 9 total, with 6 levels in monk. Since you'll have a limited pool of each individual resource, being able to stun opponents for 1 ki point is great when you don't have 2 to spend on casting darkness. It also opens up your options for what actions to take during your round. This is when having a high Wisdom score comes in handy. There are a few more you might want to take a look at depending on how you play, such as: Sharpshooter if you're sticking to ranged combat, Defensive Duelist for melee play outside of darkness, Magic Initiate for an extra spell like cure wounds, War Caster so you can maintain Concentration and cast spells with weapons drawn, or a range of other feats that can definitely come in handy.Level 8 (5 monk) grants your first true extra attack and the ability Stunning Strike. If an enemy tries to disengage from you to leave the darkness, this allows you to keep them stuck inside your globe.
Cast darkness on your enemies, step into the shadows next to you and pop up in their midst to back-stab to your heart's content, or cast it on yourself and pop out in the shadows next to them. More importantly, this gives you your second archetype ability, Shadow Step allowing you to "bampf" into any unoccupied spot of dim or no light within 60 feet of you that you can see as a bonus action.
