The Capoeirista – Bard/Monk Multiclass Build Guide

Learn how to play the Capoeirista with full leveling guides, full spell lists, and easy to navigate sections to only read what you need!

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For all D&D guides on Nat1gaming, they only use the main sourcebooks (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.

Any spell, class, feature, or other game item that is linkable on this website is covered by the 5th edition Open Games License and will be in the Player’s Handbook, but not everything in the Player’s Handbook will be linked to. All other materials that aren’t linked to are from other sourcebooks or aren’t allowed to be linked to per the 5th Edition Open Games License, so please refer to the appropriate sourcebooks for that information.

For spellcasters, you may notice substantial overlap between the spell lists of builds with the same base class. This is due to each guide utilizing a generically good spell list and not considering extenuating factors that will influence how you particularly sculpt your spell list. When creating your own spell list, you should take into account the campaign setting, what spells any other party members are capable of casting, potential overlap (ritual spells tend to overlap so it’s rare you need multiple people capable of casting them), or potential shortcomings in the parties total spell list. While this guide can definitely help point you in the right direction for crafting a spell list, you should use your judgement and preferences to figure out what spells make the most sense for your character.

To that end, please refer to the Spell List and Spell Tier list for any substitutions you’d want to make to the build.



Why The Capoeirista ?

Do you want the martial capabilities of a Monk, but the spellcasting capabilities of a Bard? This is where the Capoeirista comes in! By splitting between Dance Bard and Monk, you have excellent martial capabilities while still having most of the spellcasting of a Bard making you a powerful and versatile build! To be more specific, Monk gives you access to really strong bonus action abilities that the Dance Bard naturally lacks (Step of the Wind being the big one) making you much harder to pin down or giving you access to more damage as needed!


Quick Level Up Guide

LevelClass Features/FeatNotes
1 – 1 BardSpellcasting, Bardic Inspiration (d6)+ Prestidigitation
+ Vicious Mockery
+ Detect Magic + Faerie Fire
+ Feather Fall + Healing Word
2 – 2 BardExpertise, Jack of All Trades+ Comprehend Languages
3 – 3 (Dance) BardDazzling Footwork, Unarmored Defense, Expertise+ Suggestion
4 – 4 BardFeat: Charisma to 18+ True Strike + Aid
5 – 5 BardBardic Inspiration (d8), Font of Inspiration+ Dispel Magic
+ Hypnotic Pattern
6 – 5 Bard 1 MonkMartial Arts
Unarmored Defense
7 – 5 Bard 2 MonkMonk’s Focus
Unarmored Movement
Uncanny Metabolism
2 Ki Points
8 – 6 Bard 2 MonkInspiring Movement, Tandem Footwork+ Tiny Hut
9 – 7 Bard 2 MonkCountercharm+ Polymorph
10 – 8 Bard 2 MonkFeat: Charisma to 20+ Dimension Door
11 – 9 Bard 2 MonkExpertise+ Greater Invisibility
+ Telepathic Bond
12 – 10 Bard 2 MonkBardic Inspiration (d10), Magical SecretsFaerie Fire
+ Minor Illusion
+ Scorching Ray
+ Conjure Minor Elementals
13 – 11 Bard 2 Monk+ Mass Suggestion
14 – 12 Bard 2 MonkFeat: Dexterity to 18None
15 – 13 Bard 2 MonkPolymorph
+ Simulacrum
+ Teleport
16 – 14 Bard 2 MonkLeading Evasion
17 – 15 Bard 2 MonkBardic Inspiration (d12)+ Maze
18 – 15 Bard 3 Monk (Elements)Elemental Attunement, Manifest Elements, Deflect Attacks3 Ki Points
19 – 16 Bard 3 Monk Epic Boon: Boon of Fate
20 – 17 Bard 3 Monk+ Wish

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 Capoeirista?

The Capoeirista has a diverse, but relatively simple plan – concentrate on a spell, smack enemies in the interim. You do want to be careful to not get hit too much yourself as you’ll risk losing concentration on the spell, but with additional movement speed and other abilities that augment your movement for the turn (Step of the Wind for example), it’s pretty easy to weave in and out of melee range, getting hits in, and popping back out. You’re going to be using True Strike often for your main attack as you can still use your Bonus Action to use Bardic Inspiration or an Unarmed Strike making this an effective strategy for damage, support, and control.


Important Notes For The Build

  • Since both Dance Bard and Monk give you unarmored defense, you get to pick the better of the two which is obviously the Dance Bard’s for the purpose of this build.
  • As players can now purposefully fail checks, you can grapple allies to help them move around the battlefield (less effectively than you could if you had the Grappler feat) if you need to get them out of a tough spot, move their emanation around, or any other reason!
  • While you don’t have many Ki Points available, I would generally focus on using it with Step of the Wind as the biggest concern with the Dance Bard is staying too close to enemies
  • Try to save your Bardic Inspiration dice for Tandem Footwork for large initiative bonus for your team!

Level One Build


Species: Goliath (Hill Giant)

Attributes:

POINT BUY
STRENGTH9
DEXTERITY15 (+1 background) = 16
CONSTITUTION11 (+1 background) = 12
INTELLIGENCE8
WISDOM13
CHARISMA15 (+1 background) = 16

Class: Bard

Class Features: Spellcasting, Bardic Inspiration

Skill Proficiencies: Insight, Performance, and Persuasion

Background: Charlatan (Skilled)

Starting Equipment: Leather Armor, 2 Daggers, Musical Instrument of choice, Entertainer’s Pack, and 19 gp + 50gp from background

Starting Spells:

SPELL LEVELSPELL NAME
CantripPrestidigitation
CantripVicious Mockery
1st Level SpellDetect Magic
1st Level SpellFaerie Fire
1st Level SpellFeather Fall
1st Level SpellHealing Word


Species: Goliath (Hill Giant)

A great species for martial characters and you have the excellent benefit from Hill Giant ancestry to knock someone down so you can grapple them afterwards to keep them down.


Attributes

POINT BUY
STRENGTH9
DEXTERITY15 (+1 background) = 16
CONSTITUTION11 (+1 background) = 12
INTELLIGENCE8
WISDOM13
CHARISMA15 (+1 background) = 16

This class is definitely a bit MAD and having 12 Constitution feels bad, but this will let you get good unarmed strikes and good spellcasting so this is really the only way you’ll get it to work.


Proficiencies: Insight, Performance, and Persuasion

As a Bard, you should be really good at playing instruments and really good at talking with people. These skills allow that the best in my opinion, but you can change these as you want.


Background: Charlatan (Skilled)

The perfect stat distribution is what we were looking for, even if the origin feat is pretty whatever for this build in particular (Skilled is fine, just at its worst on a Bard). You can pick whichever skills you want, but if you can’t decide, I like Deception, Intimidation, and Stealth.


Starting Equipment – Leather Armor, 2 Daggers, Musical Instrument of choice, Entertainer’s Pack, and 19 gp + 50gp from background

Standard Bard fare, nothing novel here.


Class – Bard

Bards get two inherent features at level one: Spellcasting and Bardic Inspiration.

Spellcasting will be discussed more in the next section, but like the other full casters now (sans Wizard who’s slightly different), you have a prepared list of spells rather than spells known which is a nice change.

Bardic Inspiration is a unique feature that grants allies a die that can be used to aid any d20 test for a full hour, and better yet, they can wait to see the result of the roll before deciding. This is a very powerful feature and one that really helps the Bard stand out.


Starting Spells

SPELL LEVELSPELL NAME
CantripPrestidigitation
CantripVicious Mockery
1st Level SpellDetect Magic (R)
1st Level SpellFaerie Fire
1st Level SpellFeather Fall
1st Level SpellHealing Word

For Bards, this is going to pretty much always be the starting spell list I would recommend.

For your cantrips, most players would say that Vicious Mockery is mandatory as it’s the Bards best attack cantrip. There is Starry Wisp if you prioritize damage, but giving up an average of 1 point of damage for a little bit of CC is well worth it in my eyes. For your second cantrip, it’s more up to you on what utility cantrip you’re interested in. I’m in the camp that Prestidigitation is the most versatile, but if you like Mage Hand or Minor Illusion more, absolutely feel free to take those (as this build will do eventually anyway).

Since Bards don’t have the best damage options, I recommend sticking to what they’re good at – utility (Detect Magic, Feather Fall), support (Healing Word), and CC (Faerie Fire).



The Build Level 2 Onward


Level 2-5


Level 2

Class: 2 Bard

Class Features: Expertise, Jack of All Trades

Spell Change Log: + Comprehend Languages

SPELL LEVELSPELL NAME
CantripPrestidigitation
CantripVicious Mockery
1st Level SpellComprehend Languages (R)
1st Level SpellDetect Magic (R)
1st Level SpellFaerie Fire
1st Level SpellFeather Fall
1st Level SpellHealing Word

Level 2 immediately brings a lot to the table in terms of abilities.

The first ability you get at level 2 is Expertise, so you get Expertise in any two skill proficiencies you have. Always fine, use these on skill checks you have been using often.

The second Bard ability you gain access to is Jack of All Trades, where you can add half your proficiency bonus to any skill check you aren’t proficient in. While this isn’t going to do very much early, if your campaign is going into the later levels, being able to pick up an additional 2 or more on your skill checks is quite good.

For your spell choice, I like picking up Comprehend Languages nice and early. In some campaigns this is not going to be a helpful spell, but in most, you will get use out of this.


Level 3

Class: 3 Bard

Class Features: Dazzling Footwork, Unarmored Defense, Expertise

Spell Change Log: + Suggestion

SPELL LEVELSPELL NAME
CantripPrestidigitation
CantripVicious Mockery
1st Level SpellComprehend Languages (R)
1st Level SpellDetect Magic (R)
1st Level SpellFaerie Fire
1st Level SpellFeather Fall
1st Level SpellHealing Word
2nd Level SpellSuggestion

You pick your subclass at level 3, and of course, it’s College of Dance! Dance gives you two nice features immediately with Dazzling Footwork and Unarmored Defense.

Dazzling Footwork is a neat ability that lets you have advantage on Performance checks involving dancing, but more importantly, lets you make unarmed strikes whenever you use a Bardic Inspiration die. While the damage isn’t super high, free damage is free damage!

Unarmored Defense is a simpler ability that gives you an AC of 10 + DEX + CHA which is really nice, especially since you’re going to be maxing out Charisma.

Your final ability is Expertise, which as the name says, gives you Expertise in two skills of your choice that you’re already proficient in. While you can choose any of the skills you are proficient in, I like starting with Insight and Persuasion as you’re going to be using these constantly.

With all of that out of the way, level 3 also brings second level spells! My favorite second level spell for Bards is easily Suggestion. This spell is extremely versatile as it has both in and out of combat utility as you can compel the target to do what you want. Out of combat you can have someone fork over all of their possessions. In combat, you can convince the target to just leave or something another action that’s just as impactful!


Level 4

Class: 4 Bard

Feat: Charisma to 18

Class Features: None

Spell Change Log: + True Strike + Aid

SPELL LEVELSPELL NAME
CantripPrestidigitation
CantripTrue Strike
CantripVicious Mockery
1st Level SpellComprehend Languages (R)
1st Level SpellDetect Magic (R)
1st Level SpellFaerie Fire
1st Level SpellFeather Fall
1st Level SpellHealing Word
2nd Level SpellAid
2nd Level SpellSuggestion

Level four brings an feat, a new cantrip, and a new spells!

You want to max out both Dexterity and Charisma as fast as possible, the order in which you decide to do it doesn’t matter terribly much. I prefer Charisma as it still increases your AC, makes your spells stronger, and gives you more Bardic Inspiration dice, but there’s definitely an argument for Dexterity first instead.

For your cantrip, you can grab True Strike! This is going to be your main attack option as you can still get an unarmed strike as a bonus action in a few levels. May as well use a stronger version of your standard attack!

Finally, you get a new spell with Aid.

I’m a big fan of Aid. 15 health split amongst three allies is definitely solid, and this scales up reasonably well with upcasting which makes it a solid spell over all.


Level 5

Class: 5 Bard

Class Features: Bardic Inspiration (d8), Font of Inspiration

Spell Change Log: + Dispel Magic + Hypnotic Pattern

SPELL LEVELSPELL NAME
CantripPrestidigitation
CantripTrue Strike
CantripVicious Mockery
1st Level SpellComprehend Languages (R)
1st Level SpellDetect Magic (R)
1st Level SpellFaerie Fire
1st Level SpellFeather Fall
1st Level SpellHealing Word
2nd Level SpellAid
2nd Level SpellLesser Restoration
2nd Level SpellSuggestion
3rd Level SpellDispel Magic
3rd Level SpellHypnotic Pattern

Level 5 gives you a buff to Bardic Inspiration, Font of Inspiration, and third level spells.

First your Bardic Inspiration increases to 1d8 which is great considering the average roll will be a 4.5 which is a sizable buff, especially at this level.

Furthermore, Font of Inspiration lets you regain your Bardic Inspiration on both short and long rests which can, at a minimum, double the amount of Inspiration you get to pass around which is obviously incredible.

For the spells you get, you have Dispel Magic and Hypnotic Pattern.

While Bards can’t normally get Counterspell (until Magical Secrets anyway), Dispel Magic is the next best thing. Being able to cancel a magical effect can be extremely important both in and out of combat.

For a combat spell, this is a good time to pick up the excellent Hypnotic Pattern. This spell is such a potent CC spell that it’s in contention for best third level combat spell with Fireball. Being able to potentially lock down multiple enemies with one spell slot is extremely powerful.


Level 6-10


Level 6

Class: 5 Bard 1 Monk

Class Features: Martial Arts, Unarmored Defense

Spell Change Log: None

SPELL LEVELSPELL NAME
CantripPrestidigitation
CantripTrue Strike
CantripVicious Mockery
1st Level SpellComprehend Languages (R)
1st Level SpellDetect Magic (R)
1st Level SpellFaerie Fire
1st Level SpellFeather Fall
1st Level SpellHealing Word
2nd Level SpellAid
2nd Level SpellLesser Restoration
2nd Level SpellSuggestion
3rd Level SpellDispel Magic
3rd Level SpellHypnotic Pattern

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. As you already have a better Unarmored Defense, this isn’t relevant for you.

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 (which you already had). Second, your unarmed strikes or monk weapon get to deal an inherent d6 of damage that will scale up as you gain levels (which is irrelevant since Dance Bard gives you a better “martial arts die”). Finally (this is the relevant part, you can use your bonus action to make an unarmed strike. Now between this and your Bardic Inspiration dice, you will always have the ability to get an additional unarmed strike.


Level 7

Class: 5 Bard 2 Monk

Class Features: Monk’s Focus, Unarmored Movement, Uncanny Metabolism

Spell Change Log: None

SPELL LEVELSPELL NAME
CantripPrestidigitation
CantripTrue Strike
CantripVicious Mockery
1st Level SpellComprehend Languages (R)
1st Level SpellDetect Magic (R)
1st Level SpellFaerie Fire
1st Level SpellFeather Fall
1st Level SpellHealing Word
2nd Level SpellAid
2nd Level SpellLesser Restoration
2nd Level SpellSuggestion
3rd Level SpellDispel Magic
3rd Level SpellHypnotic Pattern

2 levels 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 8

Class: 6 Bard 2 Monk

Class Features: Inspiring Movement, Tandem Footwork

Spell Change Log: + Tiny Hut (R)

SPELL LEVELSPELL NAME
CantripPrestidigitation
CantripTrue Strike
CantripVicious Mockery
1st Level SpellComprehend Languages (R)
1st Level SpellDetect Magic (R)
1st Level SpellFaerie Fire
1st Level SpellFeather Fall
1st Level SpellHealing Word
2nd Level SpellAid
2nd Level SpellLesser Restoration
2nd Level SpellSuggestion
3rd Level SpellDispel Magic
3rd Level SpellHypnotic Pattern
3rd Level SpellTiny Hut (R)

6 levels in Bard brings more abilities with Inspiring Movement and Tandem Footwork.

If an enemy ends their turn too close to you, you can spend your reaction and a Bardic Inspiration die to move half your movement speed without provoking opportunity attacks. The best part? You can bring a friend with you if you want! This ability is quite nice, especially as you get a free unarmed strike on top of that.

Tandem Footwork is probably the best ability for Dance Bards as, when you roll initiative, you can roll a Bardic Inspiration die and add that to your and your allies initiative. This is really powerful and you can get a serious initiative boost even on mediocre rolls.

For your spell choice, this is a good opportunity to pick up the excellent ritual spell – Tiny Hut. This is just a generally good spell to use if you have to camp out for the night as it can protect you from enemies, the elements, and it can let you get the the drop on someone who doesn’t notice it.


Level 9

Class: 7 Bard 2 Monk

Class Features: Countercharm

Spell Change Log: + Polymorph

SPELL LEVELSPELL NAME
CantripPrestidigitation
CantripTrue Strike
CantripVicious Mockery
1st Level SpellComprehend Languages (R)
1st Level SpellDetect Magic (R)
1st Level SpellFaerie Fire
1st Level SpellFeather Fall
1st Level SpellHealing Word
2nd Level SpellAid
2nd Level SpellLesser Restoration
2nd Level SpellSuggestion
3rd Level SpellDispel Magic
3rd Level SpellHypnotic Pattern
3rd Level SpellTiny Hut (R)
4th Level SpellPolymorph

For your regular Bard ability, you get Countercharm. If you or an ally fail a save to stave off the charmed or frightened condition, you can force a reroll with advantage. This is a nice ability to have, it just comes up pretty infrequently so it’s a bit easy to forget about it.

Now that you have 7 levels in Bard, you get access to the best fourth level spell in the game – Polymorph. Polymorph is so egregiously good as it can take yourself or an ally who’s low on health, low on resources, or for whatever reason not able to fight and turn you back into a threat. While the Beasts don’t scale past level 8, Giant Ape and Tyrannosaurus Rex will remain viable for quite a long time regardless. Furthermore, this can function as CC as well to turn an enemy into something harmless like a Crab for a little bit in case you need that. Excellent spell all around.


Level 10

Class: 8 Bard 2 Monk

Feat: Charisma to 20

Class Features: None

Spell Change Log: + Dimension Door

SPELL LEVELSPELL NAME
CantripPrestidigitation
CantripTrue Strike
CantripVicious Mockery
1st Level SpellComprehend Languages (R)
1st Level SpellDetect Magic (R)
1st Level SpellFaerie Fire
1st Level SpellFeather Fall
1st Level SpellHealing Word
2nd Level SpellAid
2nd Level SpellLesser Restoration
2nd Level SpellSuggestion
3rd Level SpellDispel Magic
3rd Level SpellHypnotic Pattern
3rd Level SpellTiny Hut (R)
4th Level SpellDimension Door
4th Level SpellPolymorph

You get your second feat, and while boring, you have to get 20 Charisma for the good AC, spells, the max number of Bardic Inspiration, and unarmed strikes.

For your spell choice, you can pick up one of the best teleportation spells in the game – Dimension Door. Being able to teleport without seeing where you’re going is excellent for infiltrations, escapes, and you can even bring an ally along!


Level 11-15


Level 11

Class: 9 Bard 2 Monk

Class Feature: Expertise

Spell Change Log: + Greater Invisibility + Telepathic Bond (R)

SPELL LEVELSPELL NAME
CantripPrestidigitation
CantripTrue Strike
CantripVicious Mockery
1st Level SpellComprehend Languages (R)
1st Level SpellDetect Magic (R)
1st Level SpellFaerie Fire
1st Level SpellFeather Fall
1st Level SpellHealing Word
2nd Level SpellAid
2nd Level SpellLesser Restoration
2nd Level SpellSuggestion
3rd Level SpellDispel Magic
3rd Level SpellHypnotic Pattern
3rd Level SpellTiny Hut (R)
4th Level SpellDimension Door
4th Level SpellGreater Invisibility
4th Level SpellPolymorph
5th Level SpellTelepathic Bond (R)

Expertise comes back this level around so your skill checks are even better now.

For your spell choice, you can pick up the excellent buff – Greater Invisibility. While this is active, you can give yourself advantage on all attacks and enemies will have disadvantage on all of their attacks against you. Simply, yet extremely effective.

Telepathic Bond is a great option to talk covertly with your buds which is stronger than it may seem, and since it’s a ritual, it doesn’t eat into one of your precious fifth level spell slots nor your prepared spell list!


Level 12

Class: 10 Bard 2 Monk

Class Features: Bardic Inspiration (d10), Magical Secrets

Spell Change Log: Faerie Fire / + Minor Illusion + Scorching Ray + Conjure Minor Elementals

SPELL LEVELSPELL NAME
CantripMinor Illusion
CantripPrestidigitation
CantripTrue Strike
CantripVicious Mockery
1st Level SpellComprehend Languages (R)
1st Level SpellDetect Magic (R)
1st Level SpellFeather Fall
1st Level SpellHealing Word
2nd Level SpellAid
2nd Level SpellScorching Ray
2nd Level SpellSuggestion
3rd Level SpellDispel Magic
3rd Level SpellHypnotic Pattern
3rd Level SpellTiny Hut (R)
4th Level SpellConjure Minor Elementals
4th Level SpellDimension Door
4th Level SpellGreater Invisibility
4th Level SpellPolymorph
5th Level SpellTelepathic Bond (R)

10 levels in Bard brings a lot to the table with a buff to Bardic Inspiration (d10), Expertise, and Magical Secrets.

The Bardic Inspiration buff, like last time, is great. An average of 5.5 added to a roll is pretty massive.

Finally, you get Bard’s best ability – Magical Secrets. Now moving forward, you can pull spells from the Bard spell list, Cleric spell list, Druid spell list, or Wizard spell list. Realistically, you’re mostly just going to pull spells from the Wizard list, but having the versatility to grab spells from four spell lists is obviously incredible. To that end, I recommend grabbing Scorching Ray and Conjure Minor Elementals.

Since there are so many spells you want at this point, you have to nix ones to make room. While it’s likely been a bit helpful at this point, Lesser Restoration can hit the bin for now as this is nice to have, but far from a necessity.

For your latter two spells, combining Scorching Ray and Conjure Minor Elementals is extremely potent. While an additional 2d8 damage per attack roll is solid by itself, when upcast, all attacks you do deal an additional 2d8 damage per spell level. That can get out of control really quickly, especially as you start getting higher level spell slots as you can combine this with anything that has multiple attack rolls (in this case, Scorching Ray) to deal an obscene amount of damage.


Level 13

Class: 11 Bard 2 Monk

Class Feature: None

Spell Change Log: + Mass Suggestion

SPELL LEVELSPELL NAME
CantripMage Hand
CantripPrestidigitation
CantripTrue Strike
CantripVicious Mockery
1st Level SpellComprehend Languages (R)
1st Level SpellDetect Magic (R)
1st Level SpellFeather Fall
1st Level SpellHealing Word
2nd Level SpellAid
2nd Level SpellScorching Ray
2nd Level SpellSuggestion
3rd Level SpellDispel Magic
3rd Level SpellHypnotic Pattern
3rd Level SpellTiny Hut (R)
4th Level SpellConjure Minor Elementals
4th Level SpellDimension Door
4th Level SpellGreater Invisibility
4th Level SpellPolymorph
5th Level SpellTelepathic Bond (R)
6th Level SpellMass Suggestion

You have sixth level spells now, so you get access to the best one – Mass Suggestion. Suggestion is already an excellent spell, and being able to to do that to up to twelve targets is extremely powerful.


Level 14

Class: 12 Bard 2 Monk

Feat: Dexterity to 18

Class Features: None

Spell Change Log: None

SPELL LEVELSPELL NAME
CantripMinor Illusion
CantripPrestidigitation
CantripTrue Strike
CantripVicious Mockery
1st Level SpellComprehend Languages (R)
1st Level SpellDetect Magic (R)
1st Level SpellFeather Fall
1st Level SpellHealing Word
2nd Level SpellAid
2nd Level SpellScorching Ray
2nd Level SpellSuggestion
3rd Level SpellDispel Magic
3rd Level SpellHypnotic Pattern
3rd Level SpellTiny Hut (R)
4th Level SpellConjure Minor Elementals
4th Level SpellDimension Door
4th Level SpellGreater Invisibility
4th Level SpellPolymorph
5th Level SpellTelepathic Bond (R)
6th Level SpellMass Suggestion

You get your third feat and you can now boost your Dexterity to 18 for better AC, unarmed strikes (the ones you’re still using), and saving throws.


Level 15

Class: 13 Bard 2 Monk

Class Features: Bardic Inspiration (d12)

Spell Change Log:Polymorph / + Simulacrum + Teleport

SPELL LEVELSPELL NAME
CantripMinor Illusion
CantripPrestidigitation
CantripTrue Strike
CantripVicious Mockery
1st Level SpellComprehend Languages (R)
1st Level SpellDetect Magic (R)
1st Level SpellFeather Fall
1st Level SpellHealing Word
2nd Level SpellAid
2nd Level SpellScorching Ray
2nd Level SpellSuggestion
3rd Level SpellDispel Magic
3rd Level SpellHypnotic Pattern
3rd Level SpellTiny Hut (R)
4th Level SpellConjure Minor Elementals
4th Level SpellDimension Door
4th Level SpellGreater Invisibility
4th Level SpellPolymorph
5th Level SpellTelepathic Bond (R)
6th Level SpellMass Suggestion
7th Level SpellSimulacrum
7th Level SpellTeleport

Seventh level spell time!

While you don’t normally get a spell this level, you can if you swap one out. To that end, it’s time to take out Polymorph. While an excellent spell, it’s not necessarily going to hold up at these super high levels.

Simulacrum, in short, is very messed up. This will break easily and none of the spells nor abilities refresh, but having a mini-me can be invaluable if you know you’re heading into a really tough encounter. Look to prepare this only if you intend on spending a day to cast this rather than having it perpetually prepared. Furthermore, remember that any spells you have prepared on the day you cast this will be what it has access to, so be mindful of that.

Your second spell is one of the best utility spells in the game with Teleport. Being able to move long distances instantaneously is extremely helpful and saves massive amounts of time in travel.


Level 16-20


Level 16

Class: 14 Bard 2 Monk

Class Feature: Leading Evasion

Spell Change Log: None

SPELL LEVELSPELL NAME
CantripMinor Illusion
CantripPrestidigitation
CantripTrue Strike
CantripVicious Mockery
1st Level SpellComprehend Languages (R)
1st Level SpellDetect Magic (R)
1st Level SpellFeather Fall
1st Level SpellHealing Word
2nd Level SpellAid
2nd Level SpellScorching Ray
2nd Level SpellSuggestion
3rd Level SpellDispel Magic
3rd Level SpellHypnotic Pattern
3rd Level SpellTiny Hut (R)
4th Level SpellConjure Minor Elementals
4th Level SpellDimension Door
4th Level SpellGreater Invisibility
4th Level SpellPolymorph
5th Level SpellTelepathic Bond (R)
6th Level SpellMass Suggestion
7th Level SpellSimulacrum
7th Level SpellTeleport

You get your final subclass feature to work with – Leading Evasion.

Since your abilities have been in the spirit of helping your companions, you can now give Evasion to any ally within 5 feet of you. Rather than spreading out against enemies with AOE damage, it’s time to huddle up and get personal!


Level 17

Class: 15 Bard 2 Monk

Class Features: Bardic Inspiration (d12)

Spell Change Log: + Maze

SPELL LEVELSPELL NAME
CantripMinor Illusion
CantripPrestidigitation
CantripTrue Strike
CantripVicious Mockery
1st Level SpellComprehend Languages (R)
1st Level SpellDetect Magic (R)
1st Level SpellFeather Fall
1st Level SpellHealing Word
2nd Level SpellAid
2nd Level SpellScorching Ray
2nd Level SpellSuggestion
3rd Level SpellDispel Magic
3rd Level SpellHypnotic Pattern
3rd Level SpellTiny Hut (R)
4th Level SpellConjure Minor Elementals
4th Level SpellDimension Door
4th Level SpellGreater Invisibility
4th Level SpellPolymorph
5th Level SpellTelepathic Bond (R)
6th Level SpellMass Suggestion
7th Level SpellSimulacrum
7th Level SpellTeleport
8th Level SpellMaze

This level brings your final upgrade to Bardic Inspiration up to d12, which again, is great.

Maze is always a fun one as Intelligence saving throws are pretty hard to pass for most characters, and if you’re facing an enemy with a negative bonus to Intelligence, they literally can’t escape (barring your DM doesn’t rule nat 20s as auto-successes no matter the DC like Baldur’s Gate 3 does), making this excellent.


Level 18

Class: 15 Bard 3 Monk (Elements)

Class Features: Elemental Attunement, Manipulate Elements, Deflect Attacks

Spell Change Log: None

SPELL LEVELSPELL NAME
CantripMinor Illusion
CantripPrestidigitation
CantripTrue Strike
CantripVicious Mockery
1st Level SpellComprehend Languages (R)
1st Level SpellDetect Magic (R)
1st Level SpellFeather Fall
1st Level SpellHealing Word
2nd Level SpellAid
2nd Level SpellScorching Ray
2nd Level SpellSuggestion
3rd Level SpellDispel Magic
3rd Level SpellHypnotic Pattern
3rd Level SpellTiny Hut (R)
4th Level SpellConjure Minor Elementals
4th Level SpellDimension Door
4th Level SpellGreater Invisibility
4th Level SpellPolymorph
5th Level SpellTelepathic Bond (R)
6th Level SpellMass Suggestion
7th Level SpellSimulacrum
7th Level SpellTeleport
8th Level SpellMaze

Since you want to get an Epic Boon next level, you’re going to skip another Bard level and go back into Monk, and more specifically, you are the Warrior of the Elements!

You get Elemental Attunement as your subclass feature which, for one Focus point, you get a 15 foot range on your unarmed strikes, you can deal elemental damage of your choice instead of bludgeoning, and you have a chance to push or pull the target when you hit them which is an extremely strong ability for Monks and gives them a lot of utility in combat to assist their spellcasters by moving enemies around into their spells (when applicable of course).

On top of that, you get the Elementalism cantrip (Manipulate Elements) which is a nice flavor boost, but not particularly strong and that’s ok.

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 19

Class: 16 Bard 3 Monk

Epic Boon: Boon of Fate (CHA)

Class Features: None

Spell Change Log: None

SPELL LEVELSPELL NAME
CantripMinor Illusion
CantripPrestidigitation
CantripTrue Strike
CantripVicious Mockery
1st Level SpellComprehend Languages (R)
1st Level SpellDetect Magic (R)
1st Level SpellFeather Fall
1st Level SpellHealing Word
2nd Level SpellAid
2nd Level SpellScorching Ray
2nd Level SpellSuggestion
3rd Level SpellDispel Magic
3rd Level SpellHypnotic Pattern
3rd Level SpellTiny Hut (R)
4th Level SpellConjure Minor Elementals
4th Level SpellDimension Door
4th Level SpellGreater Invisibility
4th Level SpellPolymorph
5th Level SpellTelepathic Bond (R)
6th Level SpellMass Suggestion
7th Level SpellSimulacrum
7th Level SpellTeleport
8th Level SpellMaze

Level 19 brings your Epic Boon, and it’s hard to go wrong with Boon of Fate. Being able to potentially turn a failure into a success and vice versa, even if it’s once per short or long rest, can be the difference between surviving an encounter and not.


Level 20

Class: 17 Bard 3 Monk

Class Feature: None

Spell Change Log: + Wish

SPELL LEVELSPELL NAME
CantripMinor Illusion
CantripPrestidigitation
CantripTrue Strike
CantripVicious Mockery
1st Level SpellComprehend Languages (R)
1st Level SpellDetect Magic (R)
1st Level SpellFeather Fall
1st Level SpellHealing Word
2nd Level SpellAid
2nd Level SpellScorching Ray
2nd Level SpellSuggestion
3rd Level SpellDispel Magic
3rd Level SpellHypnotic Pattern
3rd Level SpellTiny Hut (R)
4th Level SpellConjure Minor Elementals
4th Level SpellDimension Door
4th Level SpellGreater Invisibility
4th Level SpellPolymorph
5th Level SpellTelepathic Bond (R)
6th Level SpellMass Suggestion
7th Level SpellSimulacrum
7th Level SpellTeleport
8th Level SpellMaze
9th Level SpellWish

For your final level up, you now have access to the best spell in the game – Wish.

Wish is the best spell in the game, but can come with some real drawbacks depending on what you wish for, one of them being the potential to lose the ability to cast Wish. You can safely replicate eighth level spell effects or lower, but it’s just pure chaos from that point. Know who wouldn’t mind casting Wish though? Your Simulacrum! Make them cast the Wish for you for pure profit!


DoggertQBones
DoggertQBones

DoggertQBones is an avid player of games, predominately D&D! Previously a highly published author for another popular Wizards of the Coast game, Magic: the Gathering, he's been playing D&D since childhood as both player and DM!

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