The Antimage – Cleric/Monk Multiclass Build Guide
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For all D&D guides on Nat1gaming, they only use the main sourcebooks (2024 Player’s Handbook, Tasha’s Cauldron of Everything, Xanathar’s Guide to Everything) as well as Strixhaven: A Curriculum of Chaos (mostly for Silvery Barbs) as those tend to be the most commonly used books at tables. Always be sure that if you’re following a guide that you’re adhering to your tables rules about what sourcebooks you are allowed to follow. Furthermore, be sure that you’re using the most current edition of the rules, especially as some 2024 Player’s Handbook rules are updates on Tasha’s or Xanathar’s rulings.
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For the purposes of this guide, it will be assumed that you would not be multiclassing. While multiclassing can be excellent for many of these, this is for those who want to play the build all the way through in the same class. Guides that use multiclassing will be separate from these.
Why Antimage?
While a pretty niche character archetype, the Antimage is a classic character in games that are perfectly geared towards messing up spellcasters as much as possible. While you can only do that so much in D&D, this build is trying to capture that essence! Utilizing the Shadow Monk to help pin down enemies in darkness and the Peace Cleric to provide support spells as well as Silence, this build can absolutely massacre humanoid spellcasters which is exactly what it was after!
Quick Level Up Guide
Level | Class Features/Feats | Notes |
1 – 1 Monk | Martial Arts Unarmored Defense | Martial Arts Die 1d6 |
2 – 2 Monk | Monk’s Focus Unarmored Movement Uncanny Metabolism | 2 Focus Points |
3 – 3 Monk (Shadow) | Shadow Shadow Arts Deflect Attacks | 3 Focus Points |
4 – 4 Monk | Feat: Grappler (DEX) Slow Fall | 4 Focus Points |
5 – 5 Monk | Extra Attack Stunning Strike | Martial Arts Die to 1d8 5 Focus Points |
6 – 1 Cleric 5 Monk | Spellcasting, Divine Order (Protector) | + Guidance + Light + Toll the Dead + Bless + Detect Magic + Healing Word + Protection from Evil and Good |
7 – 2 Cleric 5 Monk | Channel Divinity (x2) | + Command |
8 – 3 Cleric (Peace) 5 Monk | Implement of Peace, Emboldening Bond, Peace Domain Spells, Channel Divinity: Balm of Peace | – Protection from Evil and Good + Heroism (Peace) + Sanctuary (Peace) + Aid (Peace) + Lesser Restoration + Silence + Warding Bond (Peace) |
9 – 4 Cleric 5 Monk | Feat: Dexterity to 20 | + Word of Radiance + Hold Person |
10 – 5 Cleric 5 Monk | Sear Undead | + Beacon of Hope (Peace) + Revivify + Sending (Peace) + Spirit Guardians |
11 – 6 Cleric 5 Monk | Channel Divinity (x3), Protective Bond | + Dispel Magic |
12 – 7 Cleric 5 Monk | Blessed Strikes (Divine Strike) | + Aura of Purity (Peace) + Banishment + Resilient Sphere (Peace) |
13 – 8 Cleric 5 Monk | Feat: War Caster (WIS) | + Divination |
14 – 9 Cleric 5 Monk | – | + Death Ward + Commune + Greater Restoration (Peace) + Telepathic Bond (Peace) |
15 – 10 Cleric 5 Monk | Divine Intervention | + Thaumaturgy + Holy Weapon |
16 – 11 Cleric 5 Monk | – | + Heal |
17 – 11 Cleric 6 Monk | Shadow Step Empowered Strikes | 6 Focus Points +15 feet Unarmored Movement |
18 – 11 Cleric 7 Monk | Evasion | 7 Focus Points |
19 – 12 Cleric 7 Monk | Epic Boon: Epic Boon of Combat Prowess (DEX) | None |
20 – 12 Cleric 8 Monk | Epic Boon: Boon of the Night Spirit (DEX) | 8 Focus Points |
Questions About Multiclassing?
Not every inherent interaction here is going to be mentioned in the guide, so check out the multiclassing guide to help answer any additional questions you may have!
What’s The Game Plan Of The Antimage?
The Antimage is actually surprisingly simple – lay down an area of Darkness or Silence (when you’re level 8), grapple a spellcaster, drag them in, beat them up. When that fails, you can just smack the taste out of an enemies mouth or cast spells as necessary – the world is really your oyster in that capacity. Furthermore, because you’re a Peace Cleric, you have Emboldening Bond to work with as well to make your allies (and yourself) stronger which is obviously great, but only abets the game plan of identifying the enemy spellcaster and absolutely going to work on them.
Important Notes For The Build
- Be mindful that any forced movement on a grappled enemy automatically breaks grapples, so you can’t push an enemy 5ft while grappling them for extra distance
- Any unarmed strike can be an attempt to grapple, so don’t be afraid to try over and over until it works. Even for one turn, grappling an enemy can be powerful.
- As players can purposefully fail checks, don’t forget about the ability to grapple your allies to drag them around the battlefield as well.
- If you’ll get more damage out of dragging your enemy into an emanation rather than attacking them, you can use your movement to pull an enemy in then out of an emanation, then ready your action to move on an enemies turn to do the same thing again!
- While somewhat obvious, you can only grapple creatures that are maximum one size larger than you so you will be limited on who this works on. You could try to beg an ally to cast Enlarge/Reduce to let you work over larger enemies though!
Level One Build
Species: Human
Attributes:
POINT BUY | |
STRENGTH | 8 |
DEXTERITY | 15 (+2 background) = 17 |
CONSTITUTION | 15 (+1 background) = 16 |
INTELLIGENCE | 8 |
WISDOM | 15 |
CHARISMA | 8 |
Class: Monk
Class Features: Unarmored Defense, Martial Arts
Skill Proficiencies: Acrobatics and Insight
Background: Criminal (Alert)
Human Feat: Tavern Brawler
Starting Equipment: Spear, 5 Daggers, Artisan’s Tools, Explorer’s Pack, and 11 gp + 50 gp from background
Species: Human
A great species all around if you need an additional origin feat to work with, on top of getting a free skill proficiency and Heroic Inspiration charges.
Attributes
POINT BUY | |
STRENGTH | 8 |
DEXTERITY | 15 (+2 background) = 17 |
CONSTITUTION | 15 (+1 background) = 16 |
INTELLIGENCE | 8 |
WISDOM | 15 |
CHARISMA | 8 |
A great stat distribution for any Monk as you need high Dexterity for good damage and AC, high Constitution to stay alive, and a decent Wisdom score as Monks care about that.
Proficiencies: Acrobatics, Insight, and Perception (Human)
This is going to be the standard proficiencies for Monks, especially if you’re taking the Criminal background.
Background: Criminal
The best background for Monks as it gives you good stat distributions, the best feat for Monks in Alert, and solid skill proficiencies with Sleight of Hand and Stealth.
Starting Equipment – Spear, 5 Daggers, Artisan’s Tools, Explorer’s Pack, and 11 gp + 50 gp from background
Standard starting equipment for a Monk, not that you get much to begin with.
Class – Monk
For Monk you get two abilities to work with immediately – Unarmored Defense and Martial Arts.
Unarmored Defense is simple, if you’re not wearing armor your AC is 10 + DEX + WIS which will give you a reasonable AC to work with, but not as high as a martial character would probably like.
Martial Arts is the classic feature of Monks that are really multiple abilities in one. First, you get to use Dexterity instead of Strength for unarmed attacks. Second, your unarmed strikes or monk weapon get to deal an inherent d6 of damage that will scale up as you gain levels. Finally, when you attack with a monk weapon or unarmed strike, you can use your bonus action to make an unarmed strike. Overall an excellent feature that lets Monks deal solid damage.
The Build Level 2 Onward
Level 2-5
Level 2
Class: 2 Monk
Class Features: Monk’s Focus, Unarmored Movement, Uncanny Metabolism
Level 2 for Monk brings not one, not two, but three new features!
Monk’s Focus is yet another standout ability of the monk which is extremely similar to the fifth edition, Ki, but with a few updated features. First off you get Flurry of Blows which means you can make two unarmed strikes as a bonus action if you spend a Focus point. Second, you get Patient Defense which lets you Dodge as a bonus action, but if you spend a Focus point, you can Dodge and Disengage as the same bonus action. Finally, you get Step of the Wind which means you can Dash as a bonus action, or if you spend a focus point, Dash and Disengage as the same bonus action. Overall, these abilities are very good, and although they are somewhat limited by your Focus points, they are pretty powerful.
Your next ability is Unarmored Movement which gives you an additional 10 feet of movement speed if you aren’t wearing armor or a shield. Definitely a great ability to help you weave in and out of combat.
Finally, you get Uncanny Metabolism which, once a day, lets you refresh your Focus points and gain some health when you enter a combat. This is a very strong ability and much needed for Monks to not feel like they are useless after the first fight or two.
Level 3
Class: 3 Monk
Class Features: Shadow Arts, Deflect Attacks
Level 3 brings your subclass, Warrior of Shadow, with a new subclass feature as well as a new Monk feature.
You get Shadow Arts to start out with that gives you a bit of magic, Minor Illusion and Darkness to be precise. Furthermore, the Darkness you cast you can see into which is an extremely powerful feature as your attacks will have advantage where all opposing attacks will have disadvantage which is inherently potent. However, if you use this against a spellcaster, most of their spells will be rendered ineffective as nearly all spells stipulate that you have to see the target! This is the perfect Monk class for an Antimage for this ability alone.
Your classic Monk feature, Deflect Attacks, is much more exciting by comparison. You can trade your reaction to reduce the damage dealt to you by an attack by 1d10 + DEX + your Monk level which will be really high impact in the earlier levels. Then if you reduce this damage to 0, you can spend a Focus point to redirect the attack which is both a great and super thematic ability. Definitely one of the Monks better features as well as a really good use of your reaction.
Level 4
Class: 4 Monk
Feat: Grappler (DEX)
Class Features: Slow Fall
Level 4 brings your first feat, and for every Monk, you have to pick up Grappler. Grappler simply does too much for Monks as you can combine a grapple attempt and an unarmed strike, you have an easier time hitting your grappled target, and you get no movement penalties with grappling makes this an incredible feat. For this build in particular, being able to grapple enemies means keeping enemies inside Darkness means they likely can’t cast spells which is obviously huge for this build.
Monk also gets a class feature this level with Slow Fall. As the name implies, this ability helps you slow your fall if you have something nearby you can brace against. Realistically this isn’t the best ability, but it is a cool ability and can prevent tragedy in the lower levels.
Level 5
Class: 5 Monk
Class Features: Extra Attack, Stunning Strike, Martial Arts Die to 1d8
Easily the most exciting feature for martial characters, level 5 brings your Extra Attack! Being able to get another full attack in is always welcome, even if it feels like Monk has plenty of attacks to go around.
Second, you gain access to the redesigned Stunning Strike! This iteration of Stunning Strike only gives you one attempt per turn to stun them until the beginning of your next turn, but now even if they pass their save, they lose a bunch of speed and your next attack is at advantage! This is still quite a strong ability and getting value out of it no matter what is really nice.
Level 6-10
Level 6
Class: 1 Cleric 5 Monk
Class Features: Spellcasting, Divine Order (Protector)
Spell Change Log: + Guidance + Light + Toll the Dead + Bless + Detect Magic + Healing Word + Protection from Evil and Good
SPELL LEVEL | SPELL NAME |
Cantrip | Guidance |
Cantrip | Light |
Shadow Monk Cantrip | Minor Illusion |
Cantrip | Toll the Dead |
1st Level Spell | Bless |
1st Level Spell | Detect Magic (R) |
1st Level Spell | Healing Word |
1st Level Spell | Protection from Evil and Good |
Now that you got your Extra Attack, it’s time to transition into your second class – Cleric!
With Cleric you get Spellcasting and your Divine Order right off the bat.
Even without wearing armor, I still like the Protector option of the Divine Order to get blanket martial weapon proficiency so you can pick up a Rapier rather than being forced to use a Scimitar or Short Sword. This is an extremely minor improvement, but still better than the Thaumaturge option in my opinion.
Despite you picking up your spells later, this is an extremely standard spell list for a first level Cleric. You have good and versatile cantrips on top of great level one options like Bless for party buffs, Detect Magic as an excellent ritual, and Healing Word for emergency healing. Protection from Evil and Good is a fine spell, but it’s more of a placeholder for the next few levels until you have access to stronger options.
Level 7
Class: 2 Cleric 5 Monk
Class Features: Channel Divinity (x2)
Spell Change Log: + Command
SPELL LEVEL | SPELL NAME |
Cantrip | Guidance |
Cantrip | Light |
Shadow Monk Cantrip | Minor Illusion |
Cantrip | Toll the Dead |
1st Level Spell | Bless |
1st Level Spell | Command |
1st Level Spell | Detect Magic (R) |
1st Level Spell | Healing Word |
1st Level Spell | Protection from Evil and Good |
This level brings another spell, but more importantly, your Channel Divinity!
Your Channel Divinity brings two charges per day and two features to the table with Turn Undead and Divine Spark. Turn Undead potentially makes undead run in fear if they fail a WIS save which is a unique feature, but not always the most useful as this obviously only works against undead. Divine Spark lets you use your action to either deal or heal a little bit of damage. Definitely not great, but the healing can be helpful in a pinch.
For your spell choice, you can pick up Command. While right now it’s not a great spell as using your action and a spell slot to potentially rid one enemy of their action is not a good trade. However, as you get to upcast it, trading a spell slot and action for potentially ridding multiple enemies of their action is a much better deal. Save this for a few levels from now.
Level 8
Class: 3 Cleric 5 Monk
Class Features: None
Spell Change Log: – Protection from Evil and Good / + Heroism (Peace) + Sanctuary (Peace) + Aid (Peace) + Lesser Restoration + Silence + Warding Bond (Peace)
SPELL LEVEL | SPELL NAME |
Cantrip | Guidance |
Cantrip | Light |
Shadow Monk Cantrip | Minor Illusion |
Cantrip | Toll the Dead |
1st Level Spell | Bless |
1st Level Spell | Command |
1st Level Spell | Detect Magic (R) |
1st Level Spell | Healing Word |
1st Level Spell | Heroism (Peace) |
1st Level Spell | Sanctuary (Peace) |
2nd Level Spell | Aid (Peace) |
2nd Level Spell | Lesser Restoration |
2nd Level Spell | Silence |
2nd Level Spell | Warding Bond (Peace) |
This level brings your subclass which gives you many abilities and new spells!
Your first ability is Implement of Peace which gives you an additional skill proficiency which is nice, but not super high impact. I’d personally choose Persuasion, but you can change your initial skills to take Insight instead if you’d like.
The second ability is the one you’re playing this for and considered quite problematic – Emboldening Bond. You get to bolster yourself and/or a few allies for 10 minutes to get an additional d4 to work with on attacks, abilities, or saving throws per turn (so functionally a Bless that doesn’t trigger with all the rolls). Is the issue that this ability is broken? Not exactly – definitely strong, but I wouldn’t argue broken (maybe more broken early on, but not nearly as crazy later). The issue is the amount of time this ability consumes. With every single roll, every player has to decide on whether they want to use that d4 or not. This isn’t Bless where you know just to add it, you have to actively decide when you’re going to use it. This is going to lead to players constantly deliberating when to use it, players reminding each other to use it, players arguing when to use it, etc. Between this and casting Bless itself, just the amount of time needed to decide when to use it and roll additional dice is going to add up really quick. Excellent ability, but the time commitment is brutal so DMs should definitely talk to their players on how best to handle this so it doesn’t become a constant issue.
Your third ability is Peace Domain spells.
For your Domain spells, you start out with Heroism, Sanctuary, Aid, and Warding Bond.
Heroism is a pretty powerful spell. Being immune to frightened can be good in some situations, depending on the enemy you’re facing so that may or may not be good. The temporary hp on the other hand is quite strong. Reupping yourself or allies with temporary hit points every turn can add up over the course of a long fight making this pretty valuable. Great spell overall.
Sanctuary is an more interesting spell which can help defend an ally if they’re not looking to play offense, but it is pretty specific and a bit unreliable so it’s not unreasonable.
Aid is one of the best spells around as getting 15 temporary HP split amongst 3 people is already pretty good, but upcasting it scales it really well too. Just an awesome spell all around.
The final spell you get is Warding Bond, which unlike Aid, is not a great spell. While the spell effects are extremely powerful, but sharing damage between two allies is really not great. If you’re full health and an ally is not doing so hot, this could be reasonable, but otherwise you’re probably not looking to do this.
Your final ability is the Peace Domains Channel Divinity – Balm of Peace. You get to strut around the battlefield healing allies whenever you pass, so this is helpful when you’re close enough to multiple allies. This will be pretty high impact early on, but even later on, this is a way to pick up downed allies without spending a spell slot.
For your spell choices, I want to pick up two immediately so you have to make room by getting rid of one, so Protection from Evil and Good hits the bin.
For your first spell, you can pick up Lesser Restoration! While you won’t be using it often, being able to heal most conditions can be useful in a pinch so it’s good to have prepared!
For your second spell choice, as an Antimage, you have to pick up Silence! While your Shadow Monk Darkness is going to cover the Antimage tech pretty well, this can be another layer in that darkness to make it truly impossible for someone to cast a spell, act as a surrogate for it if that’s ineffective, or another means to layer the battlefield with an “antimagic area”. This is really on theme and quite good!
Level 9
Class: 4 Cleric 5 Monk
Feat: Dexterity to 20
Class Features: None
Spell Change Log: + Word of Radiance + Hold Person
SPELL LEVEL | SPELL NAME |
Cantrip | Guidance |
Cantrip | Light |
Shadow Monk Cantrip | Minor Illusion |
Cantrip | Toll the Dead |
Cantrip | Word of Radiance |
1st Level Spell | Bless |
1st Level Spell | Command |
1st Level Spell | Detect Magic (R) |
1st Level Spell | Healing Word |
1st Level Spell | Heroism (Peace) |
1st Level Spell | Sanctuary (Peace) |
2nd Level Spell | Aid (Peace) |
2nd Level Spell | Hold Person |
2nd Level Spell | Lesser Restoration |
2nd Level Spell | Silence |
2nd Level Spell | Warding Bond (Peace) |
While I would absolutely love to take Mage Slayer here and then take another Dexterity feat to 20, I do believe that going straight to 20 Dexterity is the better move. Not only will your AC be higher, but your grapple checks will be better to help keep your enemies inside the zones of Darkness or Silence.
This level also brings a cantrip and new spell!
For your cantrip, I like Word of Radiance when you’re surrounded, but realistically, you’re probably not going to be using it much. This class really isn’t about the cantrips, but you get them so what can you do?
For your spell, I like grabbing Hold Person. A lot of mages are going to be humanoid, so when you can’t hold them in a loving, physical embrace, you have a magical embrace!
Level 10
Class: 5 Cleric 5 Monk
Class Features: Sear Undead
Spell Change Log: + Beacon of Hope (Peace) + Revivify + Sending (Peace) + Spirit Guardians
SPELL LEVEL | SPELL NAME |
Cantrip | Guidance |
Cantrip | Light |
Shadow Monk Cantrip | Minor Illusion |
Cantrip | Toll the Dead |
Cantrip | Word of Radiance |
1st Level Spell | Bless |
1st Level Spell | Command |
1st Level Spell | Detect Magic (R) |
1st Level Spell | Healing Word |
1st Level Spell | Heroism (Peace) |
1st Level Spell | Sanctuary (Peace) |
2nd Level Spell | Aid (Peace) |
2nd Level Spell | Hold Person |
2nd Level Spell | Lesser Restoration |
2nd Level Spell | Silence |
2nd Level Spell | Warding Bond (Peace) |
3rd Level Spell | Beacon of Hope (Peace) |
3rd Level Spell | Revivify |
3rd Level Spell | Sending (Peace) |
3rd Level Spell | Spirit Guardians |
For level five, your Turn Undead feature upgrades with Sear Undead. Now undead that fail the saving throw for Turn Undead take damage equal to your WIS modifier in d8s. While this is still a pretty niche ability, it’s much better than the Clerics old features.
For your Domain spells, you get to start off with Beacon of Hope. Unfortunately this spell is not very good as it’s so specific and doesn’t even have a strong effect. A bit of a whiff here.
Your second Domain spell is also specific, but is much better with Sending. You probably won’t need this often and some campaigns you may never need this, but this is an irreplaceable effect so it’s good to have.
For your third level spell choices, you get two excellent spells immediately with Revivify and Spirit Guardians.
Revivify is a staple spell that can bring back a freshly killed friend back, but generally, that’s more than good enough. You want minimum one Revivify user on your team to ensure that nobody has to go down permanently.
Your next choice is yet another Cleric staple – Spirit Guardians. This spell is egregiously good and really shines on tanky clerics as enemies will have a very hard time breaking your concentration on this. Walking up to a group of enemies, triggering this and then moving slightly out of the way so allies can shove them back into this is going to be a super common play pattern.
Level 11-15
Level 11
Class: 6 Cleric 5 Monk
Class Features: Channel Divinity (x3), Protective Bond
Spell Change Log: + Dispel Magic
SPELL LEVEL | SPELL NAME |
Cantrip | Guidance |
Cantrip | Light |
Shadow Monk Cantrip | Minor Illusion |
Cantrip | Toll the Dead |
Cantrip | Word of Radiance |
1st Level Spell | Bless |
1st Level Spell | Command |
1st Level Spell | Detect Magic (R) |
1st Level Spell | Healing Word |
1st Level Spell | Heroism (Peace) |
1st Level Spell | Sanctuary (Peace) |
2nd Level Spell | Aid (Peace) |
2nd Level Spell | Hold Person |
2nd Level Spell | Lesser Restoration |
2nd Level Spell | Silence |
2nd Level Spell | Warding Bond (Peace) |
3rd Level Spell | Beacon of Hope (Peace) |
3rd Level Spell | Dispel Magic |
3rd Level Spell | Revivify |
3rd Level Spell | Sending (Peace) |
3rd Level Spell | Spirit Guardians |
This level brings you an additional charge of your Channel Divinity as well as Protective Bond! Protective Bond is an upgrade to your Emboldening Bond that lets you or allies take damage instead of an other ally. This is good for those who have a lot of health to spare, but is mainly there to protect your squishies (yourself included).
For your spell choice, you get to pick up Dispel Magic. I don’t think I need to explain this selection.
Level 12
Class: 7 Cleric 5 Monk
Class Features: Blessed Strikes (Divine Strike)
Spell Change Log: + Aura of Purity (Peace) + Banishment + Resilient Sphere (Peace)
SPELL LEVEL | SPELL NAME |
Cantrip | Guidance |
Cantrip | Light |
Shadow Monk Cantrip | Minor Illusion |
Cantrip | Toll the Dead |
Cantrip | Word of Radiance |
1st Level Spell | Bless |
1st Level Spell | Command |
1st Level Spell | Detect Magic (R) |
1st Level Spell | Healing Word |
1st Level Spell | Heroism (Peace) |
1st Level Spell | Sanctuary (Peace) |
2nd Level Spell | Aid (Peace) |
2nd Level Spell | Hold Person |
2nd Level Spell | Lesser Restoration |
2nd Level Spell | Silence |
2nd Level Spell | Warding Bond (Peace) |
3rd Level Spell | Beacon of Hope (Peace) |
3rd Level Spell | Dispel Magic |
3rd Level Spell | Revivify |
3rd Level Spell | Sending (Peace) |
3rd Level Spell | Spirit Guardians |
4th Level Spell | Aura of Purity (Peace) |
4th Level Spell | Banishment |
4th Level Spell | Resilient Sphere (Peace) |
Level 7 brings a new class ability and more spells to the table.
Your ability for this level is Blessed Strikes which gives your melee weapons an additional 1d8 damage per turn (Divine Strike) or you get to add your WIS modifier to cantrip damage (Potent Spellcasting). Obviously you’re not interested Potent Spellcasting, so Blessed Strikes it is.
For your Domain spells, you get Aura of Purity and Resilient Sphere to work with.
Aura of Purity isn’t bad if you’re in a fight against enemies that give status conditions, but is admittedly a bit situational and pretty pricey to cast. Not bad to have situational spells always prepared though!
For your second spell, you get a powerful CC option with Resilient Sphere. This actually works functionally the same to Banishment (which you also take this level), but has a different saving throw for the target. So depending on which saving throw you’d think the target would more likely fail, you can use this or Banishment.
For your actual spell choice, you can pick the best one available with Banishment. Banishment is a solid CC spell that can take an enemy out of the fight for the length of the spell, but if the enemy is an extraplanar being, you have a chance to send them back to their home plane if they fail both saving throws! This can obviously be helpful in campaigns with a lot of extraplanar enemies, but will still be good in your average campaign.
Level 13
Class: 8 Cleric 5 Monk
Feat: War Caster (WIS)
Class Features: None
Spell Change Log: + Divination
SPELL LEVEL | SPELL NAME |
Cantrip | Guidance |
Cantrip | Light |
Shadow Monk Cantrip | Minor Illusion |
Cantrip | Toll the Dead |
Cantrip | Word of Radiance |
1st Level Spell | Bless |
1st Level Spell | Command |
1st Level Spell | Detect Magic (R) |
1st Level Spell | Healing Word |
1st Level Spell | Heroism (Peace) |
1st Level Spell | Sanctuary (Peace) |
2nd Level Spell | Aid (Peace) |
2nd Level Spell | Hold Person |
2nd Level Spell | Lesser Restoration |
2nd Level Spell | Silence |
2nd Level Spell | Warding Bond (Peace) |
3rd Level Spell | Beacon of Hope (Peace) |
3rd Level Spell | Dispel Magic |
3rd Level Spell | Revivify |
3rd Level Spell | Sending (Peace) |
3rd Level Spell | Spirit Guardians |
4th Level Spell | Aura of Purity (Peace) |
4th Level Spell | Banishment |
4th Level Spell | Divination (R) |
4th Level Spell | Resilient Sphere (Peace) |
This level brings a new feat and new feature!
You get your third feat and I like picking up War Caster. You have a lot of great concentration spells so having much stronger concentration checks is obviously good on top of getting to 16 Wisdom.
For your spell choice, you can pick up Divination,
Divination is a really nice ritual spell which lets you ask a god or their servant a question and you’ll receive a truthful reply, even if it’s a bit cryptic. Free information is really powerful in D&D and generally underrated as well, so I like picking this up at this point.
Level 14
Class: 9 Cleric 5 Monk
Class Features: Disciplined Survivor, +25 feet Unarmored Movement
Spell Change Log: + Death Ward + Commune + Greater Restoration (Peace) + Telepathic Bond (Peace)
SPELL LEVEL | SPELL NAME |
Cantrip | Guidance |
Cantrip | Light |
Shadow Monk Cantrip | Minor Illusion |
Cantrip | Toll the Dead |
Cantrip | Word of Radiance |
1st Level Spell | Bless |
1st Level Spell | Command |
1st Level Spell | Detect Magic (R) |
1st Level Spell | Healing Word |
1st Level Spell | Heroism (Peace) |
1st Level Spell | Sanctuary (Peace) |
2nd Level Spell | Aid (Peace) |
2nd Level Spell | Hold Person |
2nd Level Spell | Lesser Restoration |
2nd Level Spell | Silence |
2nd Level Spell | Warding Bond (Peace) |
3rd Level Spell | Beacon of Hope (Peace) |
3rd Level Spell | Dispel Magic |
3rd Level Spell | Revivify |
3rd Level Spell | Sending (Peace) |
3rd Level Spell | Spirit Guardians |
4th Level Spell | Aura of Purity (Peace) |
4th Level Spell | Banishment |
4th Level Spell | Death Ward |
4th Level Spell | Divination (R) |
4th Level Spell | Resilient Sphere (Peace) |
5th Level Spell | Commune (R) |
5th Level Spell | Greater Restoration (Peace) |
5th Level Spell | Telepathic Bond (Peace) (R) |
9 levels in Cleric brings you fifth level spells and the final spell additions from your Domain spell list.
Your first Domain spell is a lot more niche, but still great, with Greater Restoration. While this is not something you’re going to cast often, it’s definitely invaluable when you need to cure conditions like exhaustion, petrification, or cursed item attunement. While these sometimes can wait, sometimes fixing this quickly can be extremely important and time sensitive.
Your final Domain spell is Telepathic Bond which I believe is one of the most underrated spells in the game. Being able to communicate telepathically between multiple people for a full hour no matter the distance can be good in a wide variety of scenarios, most of all stealthy missions. Regardless, being able to talk without giving away that you’re trying to communicate to allies is excellent for doing covert stuff.
For your chosen spells, you can pick up Death Ward and Commune.
Death Ward is a unique spell that prevents you or an ally from going down for 8 hours which can be useful to save an ally from going down normally or prevent an instant kill effect from cheesing you which is the more common use of this spell.
For your second spell, you can pick up the best Divination spell in the game – Commune. Unlike the other Divination spells, you get three questions rather than just one. This is a lot of information to gather and getting specific answers is extremely good.
Level 15
Class: 10 Cleric 5 Monk
Class Features: Divine Intervention
Spell Change Log: + Thaumaturgy + Holy Weapon
SPELL LEVEL | SPELL NAME |
Cantrip | Guidance |
Cantrip | Light |
Shadow Monk Cantrip | Minor Illusion |
Cantrip | Thaumaturgy |
Cantrip | Toll the Dead |
Cantrip | Word of Radiance |
1st Level Spell | Bless |
1st Level Spell | Command |
1st Level Spell | Detect Magic (R) |
1st Level Spell | Healing Word |
1st Level Spell | Heroism (Peace) |
1st Level Spell | Sanctuary (Peace) |
2nd Level Spell | Aid (Peace) |
2nd Level Spell | Hold Person |
2nd Level Spell | Lesser Restoration |
2nd Level Spell | Silence |
2nd Level Spell | Warding Bond (Peace) |
3rd Level Spell | Beacon of Hope (Peace) |
3rd Level Spell | Dispel Magic |
3rd Level Spell | Revivify |
3rd Level Spell | Sending (Peace) |
3rd Level Spell | Spirit Guardians |
4th Level Spell | Aura of Purity (Peace) |
4th Level Spell | Banishment |
4th Level Spell | Death Ward |
4th Level Spell | Divination (R) |
4th Level Spell | Resilient Sphere (Peace) |
5th Level Spell | Commune (R) |
5th Level Spell | Greater Restoration (Peace) |
5th Level Spell | Holy Weapon |
5th Level Spell | Telepathic Bond (Peace) (R) |
10 levels in Cleric brings you a really unique feature in Divine Intervention. Now once per day, you can call upon your deity to get a spell effect that’s 5th level or lower without using a spell slot or any components. Even if it’s one free spell per day, being able to choose any lower leveled spell is extremely powerful as you aren’t limited to spells you actively prepared, giving you a much wider pool of spells to pick from.
You get your final Cleric cantrip now, and since you already have all the good ones, you just have to pick from what’s left. I chose Thaumaturgy as it’s an extremely middling utility cantrip, but you can pick from whatever is left.
This is also a good opportunity to pick up a Cleric’s best summoning option – Summon Celestial. While it’s not the greatest at level 5, upcasting it to level 6 gives your summon more health, AC, and attacks making it a substantially better option and a sixth level spell in spirit!
Level 16-20
Level 16
Class: 11 Cleric 5 Monk
Class Features: None
Spell Change Log: + Heal
SPELL LEVEL | SPELL NAME |
Cantrip | Guidance |
Cantrip | Light |
Cantrip | Sacred Flame |
Cantrip | Toll the Dead |
Cantrip | Word of Radiance |
1st Level Spell | Bless |
1st Level Spell | Command |
1st Level Spell | Detect Magic (R) |
1st Level Spell | Guiding Bolt |
1st Level Spell | Healing Word |
1st Level Spell | Heroism (Peace) |
1st Level Spell | Sanctuary (Peace) |
2nd Level Spell | Aid (Peace) |
2nd Level Spell | Augury (R) |
2nd Level Spell | Lesser Restoration |
2nd Level Spell | Warding Bond (Peace) |
3rd Level Spell | Beacon of Hope (Peace) |
3rd Level Spell | Dispel Magic |
3rd Level Spell | Revivify |
3rd Level Spell | Sending (Peace) |
3rd Level Spell | Spirit Guardians |
4th Level Spell | Aura of Purity (Peace) |
4th Level Spell | Banishment |
4th Level Spell | Death Ward |
4th Level Spell | Divination (R) |
4th Level Spell | Resilient Sphere (Peace) |
5th Level Spell | Commune (R) |
5th Level Spell | Greater Restoration (Peace) |
5th Level Spell | Summon Celestial |
5th Level Spell | Telepathic Bond (Peace) (R) |
6th Level Spell | Heal |
You finally get sixth level spells, and for your spell, it’s hard to go wrong with the classic Heal. 70 flat points of recovery with some status recoveries is some solid in combat healing, even if it’s a bit pricey.
Level 17
Class: 11 Cleric 6 Monk
Class Features: Shadow Step, Empowered Strikes
Spell Change Log: None
SPELL LEVEL | SPELL NAME |
Cantrip | Guidance |
Cantrip | Light |
Cantrip | Sacred Flame |
Cantrip | Toll the Dead |
Cantrip | Word of Radiance |
1st Level Spell | Bless |
1st Level Spell | Command |
1st Level Spell | Detect Magic (R) |
1st Level Spell | Guiding Bolt |
1st Level Spell | Healing Word |
1st Level Spell | Heroism (Peace) |
1st Level Spell | Sanctuary (Peace) |
2nd Level Spell | Aid (Peace) |
2nd Level Spell | Augury (R) |
2nd Level Spell | Lesser Restoration |
2nd Level Spell | Warding Bond (Peace) |
3rd Level Spell | Beacon of Hope (Peace) |
3rd Level Spell | Dispel Magic |
3rd Level Spell | Revivify |
3rd Level Spell | Sending (Peace) |
3rd Level Spell | Spirit Guardians |
4th Level Spell | Aura of Purity (Peace) |
4th Level Spell | Banishment |
4th Level Spell | Death Ward |
4th Level Spell | Divination (R) |
4th Level Spell | Resilient Sphere (Peace) |
5th Level Spell | Commune (R) |
5th Level Spell | Greater Restoration (Peace) |
5th Level Spell | Summon Celestial |
5th Level Spell | Telepathic Bond (Peace) (R) |
6th Level Spell | Heal |
So you can get multiple Epic Boons, you’re going to switch back to Monk for a few levels!
This level brings your next subclass ability and another base class ability.
Shadow Step gives you a solid teleportation option when you’re in dim light or darkness giving you a lot of maneuverability options which is always very welcome on martial characters who may not have the best movement (although Monks already have the best movement out of all the martial classes).
Empowered Strikes is a simple ability to let you ignore all damage resistances with your unarmed strikes which is definitely nice, but much less relevant now than it would normally be!
Level 18
Class: 11 Cleric 7 Monk
Class Features: Evasion
Spell Change Log: None
SPELL LEVEL | SPELL NAME |
Cantrip | Guidance |
Cantrip | Light |
Cantrip | Sacred Flame |
Cantrip | Toll the Dead |
Cantrip | Word of Radiance |
1st Level Spell | Bless |
1st Level Spell | Command |
1st Level Spell | Detect Magic (R) |
1st Level Spell | Guiding Bolt |
1st Level Spell | Healing Word |
1st Level Spell | Heroism (Peace) |
1st Level Spell | Sanctuary (Peace) |
2nd Level Spell | Aid (Peace) |
2nd Level Spell | Augury (R) |
2nd Level Spell | Lesser Restoration |
2nd Level Spell | Warding Bond (Peace) |
3rd Level Spell | Beacon of Hope (Peace) |
3rd Level Spell | Dispel Magic |
3rd Level Spell | Revivify |
3rd Level Spell | Sending (Peace) |
3rd Level Spell | Spirit Guardians |
4th Level Spell | Aura of Purity (Peace) |
4th Level Spell | Banishment |
4th Level Spell | Death Ward |
4th Level Spell | Divination (R) |
4th Level Spell | Resilient Sphere (Peace) |
5th Level Spell | Commune (R) |
5th Level Spell | Greater Restoration (Peace) |
5th Level Spell | Summon Celestial |
5th Level Spell | Telepathic Bond (Peace) (R) |
6th Level Spell | Heal |
This level gives you Evasion which is a classic ability! If you have a DEX saving throw and you pass it from an effect where you’d normally take half-damage, you take no damage, and if you fail, you take only half damage instead of full! Definitely a great ability you’re going to get a lot of mileage out of!
Level 19
Class: 12 Cleric 7 Monk
Epic Boon: Epic Boon of Combat Prowess (DEX)
Spell Change Log: None
SPELL LEVEL | SPELL NAME |
Cantrip | Guidance |
Cantrip | Light |
Cantrip | Sacred Flame |
Cantrip | Toll the Dead |
Cantrip | Word of Radiance |
1st Level Spell | Bless |
1st Level Spell | Command |
1st Level Spell | Detect Magic (R) |
1st Level Spell | Guiding Bolt |
1st Level Spell | Healing Word |
1st Level Spell | Heroism (Peace) |
1st Level Spell | Sanctuary (Peace) |
2nd Level Spell | Aid (Peace) |
2nd Level Spell | Augury (R) |
2nd Level Spell | Lesser Restoration |
2nd Level Spell | Warding Bond (Peace) |
3rd Level Spell | Beacon of Hope (Peace) |
3rd Level Spell | Dispel Magic |
3rd Level Spell | Revivify |
3rd Level Spell | Sending (Peace) |
3rd Level Spell | Spirit Guardians |
4th Level Spell | Aura of Purity (Peace) |
4th Level Spell | Banishment |
4th Level Spell | Death Ward |
4th Level Spell | Divination (R) |
4th Level Spell | Resilient Sphere (Peace) |
5th Level Spell | Commune (R) |
5th Level Spell | Greater Restoration (Peace) |
5th Level Spell | Summon Celestial |
5th Level Spell | Telepathic Bond (Peace) (R) |
6th Level Spell | Heal |
Level 19 always means one thing – getting your Epic Boon!
For martial characters, you’re going to be hard pressed to not take Epic Boon of Combat Prowess. Functionally getting another attack per turn is very much worth the Epic Boon slot, even if it’s just for an additional unarmed strike, especially when that unarmed strike can mean more damage or an additional grapple attempt!
Level 20
Class: 12 Cleric 8 Monk
Epic Boon: Boon of the Night Spirit (DEX)
Class Feature: None
Spell Change Log: None
SPELL LEVEL | SPELL NAME |
Cantrip | Guidance |
Cantrip | Light |
Cantrip | Sacred Flame |
Cantrip | Toll the Dead |
Cantrip | Word of Radiance |
1st Level Spell | Bless |
1st Level Spell | Command |
1st Level Spell | Detect Magic (R) |
1st Level Spell | Guiding Bolt |
1st Level Spell | Healing Word |
1st Level Spell | Heroism (Peace) |
1st Level Spell | Sanctuary (Peace) |
2nd Level Spell | Aid (Peace) |
2nd Level Spell | Augury (R) |
2nd Level Spell | Lesser Restoration |
2nd Level Spell | Warding Bond (Peace) |
3rd Level Spell | Beacon of Hope (Peace) |
3rd Level Spell | Dispel Magic |
3rd Level Spell | Revivify |
3rd Level Spell | Sending (Peace) |
3rd Level Spell | Spirit Guardians |
4th Level Spell | Aura of Purity (Peace) |
4th Level Spell | Banishment |
4th Level Spell | Death Ward |
4th Level Spell | Divination (R) |
4th Level Spell | Resilient Sphere (Peace) |
5th Level Spell | Commune (R) |
5th Level Spell | Greater Restoration (Peace) |
5th Level Spell | Summon Celestial |
5th Level Spell | Telepathic Bond (Peace) (R) |
6th Level Spell | Heal |
For your final Epic Boon, I like grabbing Boon of the Night Spirit! You’re going to be working in darkness a lot already, so having resistance to most damage types and the ability to go invisible in low light or darkness is definitely useful!