Going to level 5 gets you Extra Attack.ġ Gives you an extra Sneak Attack if you use Ready. Three levels gets you maneuvers (with way more maneuver dice), as well as a Fighting Style (Dueling or Two Weapon Fighting), medium armor, shields, and Action Surge 1. If you want a Swashbuckler with additional attacks, I'd recommend a dip in Battle Master fighter instead of monk. If you desire more attacks, the Sentinel feat will almost certainly provide you with more per short rest than Martial Adept. If Drunken Technique doesn't give you enough mobility, the Mobile feat should fill any gaps. For optimal attacks and mobility, I recommend a pure Way of the Drunken Master monk without Martial Adept. Swashbuckler either comes online late or delays your Extra Attack. This grants you one additional attack per short rest, but if your goal is to increase your raw number of attacks, I would instead recommend the Sentinel feat. The Riposte maneuver allows you to make a melee attack as a reaction when an enemy misses you with a melee attack. If you prioritize attacks hitting, then +2 Dex is your best bet. If you prioritize mobility, then the Mobile feat is superior to any maneuver (including the mediocre Evasive Footwork). Unfortunately, you can only use one maneuver per short rest with the Martial Adept feat alone. Mobile also increases your speed by 10 feet. If you find yourself engaged by multiple enemies, you can make one attack against each one in order to escape safely - you don't even need to hit. Unlike all of the other monk options, the Mobile feat works without spending any ki points. When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not. If all that mobility isn't enough, you could take Mobile: You gain the benefit of Disengage when you use Flurry of Blows - no hit required. Way of the Drunken Master has Drunken Technique, which removes the risk entirely. This doesn't reduce the number of attacks you can make, but does carry some risk - it doesn't work if you miss. Way of the Open Hand allows you to prevent an enemy from taking reactions (including opportunity attacks) when you hit them with Flurry of Blows. Stunned enemies can't make opportunity attacks, so Stunning Strike also provides a (less reliable) way to escape. This costs you the two attacks you could have made with Flurry of Blows. Mobilityīase monk can spend 1 ki point to Disengage as a bonus action, using Step of the Wind. Even if you went Monk 5 before dipping rogue, each level of rogue you take is one less attack per short rest (by spending a ki point on Flurry of Blows). This conflicts with your desire to have as many attacks as possible. If you go Rogue 3 / Monk 5, then you won't get Extra Attack until level 8. However, combining rogue and monk prevents you from getting as many attacks as possible, while adding little to your mobility. Ordinarily that would be fine - there's no need for every character to be minmaxed. In the end, rogue and monk have both too much and too little in common to result in an effective multiclass. Monks rely on Evasion at level 7 to survive area spells. Rogues rely on Evasion at level 7 to survive area spells. Monks can Disengage as a bonus action by spending a ki point. Rogues can Disengage as a bonus action for free. Monks gain a ki point (and thus a use of Flurry of Blows) every level. Rogues gain a Sneak Attack die every other level. Pure monk has more attacks with similar mobility Rogue and monk don't multiclass very well
The most important thing for my character is to be free to move between enemies, getting in as many attacks as possible, without being stopped or interrupted/killed. I know some of the Battle Maneuvers aren't synergistic with monk abilities, like tripping, because Monks can eventually get Stunning Strike. One of the ideas I had was to take the the Martial Adept feat, to add some variety to my actions. I was planning on starting as Rogue and taking it to as least level three (for Fancy Footwork) then mainlining Monk to at least 5th, before going back to Rogue until at least level 12-13. I do not know for certain which Monk subclass, but I am thinking of either Drunken Master for the free disengage when using Flurry of Blows (from Tipsy Sway) or Open Hand for the Open Hand Technique benefits. The Rogue subclass is going to be the Swashbuckler, mainly for the Fancy Footwork feature:ĭuring your turn, if you make a melee attack against a creature, that creature can’t make opportunity attacks against you for the rest of your turn. I'm planning a Rogue/Monk character, and I'm planning on being a highly mobile Monk who moves around the battlefield a lot, trying to get as many attacks as possible.