Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
You get one feat (and potential core stat increase) for every four class levels though, not every four character levels. So you only get a feat at level 4 if you've not multiclassed, and if you have it will be delayed until you hit level 4 in one of your classes. This means you will also lose a feat in total if you multi-class into any combination but 8/4 or 4/4/4, which may impact your build's performance or be totally irrelevant depending on how you're playing.
Cleric / Monk is a weird combination - it's basically a jank version of a pure Paladin lol
If you're trying to make a highly mobile Cleric, then yeah, go Cleric first.
If you're trying to make a Monk that can cast Sanctuary on himself, go Monk first, then Monk 1 / Cleric 1 at level 2.
Basically I am trying to create a Monk that can heal themselves. The Paladin does not have same spells as the life Cleric which is the sub class I'm after.
I'd much prefer something like life domain cleric 5, 3 levels of rogue thief. This allows you to use mass heal twice in one turn, stacking the healing bonus. You can also combo disengage or sprint to mow people down with guardians of faith too.
In the tabletop, they have an option for this I think. Way of mercy or something. Maybe check mods for it, if you want to play that way without multiclassing two things that don't work well.
Monk 5 is going to get you that extra main hand attack but it will be a long, long time before you get much spell power. The first 5 levels are quick and easy, but its slower and slower and slower still after that. Also the old problem of dropping feats to multiclass combined with the all but required tavern brawler feat for monk really cramps your feats if you go 5 deep.
If all you want is to heal yourself, and you want that from spells, you can do that by using any number of tricks. There is a weapon in act 1 that heals the wielder as they fight, and it has a bad effect that is... mostly negated by characters with a good wisdom score!
But lets take a look at the spore druid (4) monk (5+) build...
- the spore druid trick gives you more unarmed damage by using wildshape to activate it.
- it also gives you a cantrip like spell that does meh damage but its free, in exchange for losing your reaction. Can be nice to finish off those last couple HP now and again.
- it gives you barkskin
- you get 2 good druid cantrips, one pulls enemy to you for smacking, and the other buffs your torch or staff. At low levels your torch is d8+d4 fire +d6 necro.
- goodberry heals very nicely and can be split across the team for minor hits
- option to use some armor etc
- if you went str heavy and tavern brawler at druid(4) as your first 4 levels, you would be fighting fine at 5 when you tapped monk(1).
and depending on whether you pick up mostly monk after monk(5) or more druid, your build will work either ways as a fighting spellcaster or a fighter with minor magic...
at the end of the day IMHO this works best as monk(1) to add attacks to a cleric that is using a shield and like a staff but is really a cleric with a splash. The druid idea works great but its underpowered until level 9 when monk(5) comes online AND you gave up rogue(3) second offhand attack which is a loss. Splitting monk any way other than rogue(3) is notably weaker damage dealer in exchange for whatever you got.