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Monk / RogueMulticlass Build Guide — D&D 5e

Expertise, Sneak Attack and Cunning Action bolt straight onto Dexterity — the mobile skirmisher, sharpened.

Split
Monk X / Rogue 1-2
Ability Priority
DEX → WIS → CON
Base Class
Monk
Dip
Rogue

The synergy

Why Monk / Rogue Works

Everything the rogue dip offers runs on Dexterity, which the monk was already maxing. Expertise at Rogue 1 doubles proficiency on two skills — Stealth and Acrobatics are the obvious picks — something the monk class never provides despite being a Dexterity-first martial. One level also adds Sneak Attack (1d6), and because a monk’s unarmed strike is not a finesse weapon, you use a shortsword (which is both a monk weapon and finesse) to qualify. The die is small, but it fires every turn with an adjacent ally.

Rogue 2 adds Cunning Action: Dash, Disengage or Hide as a bonus action. This directly competes with the monk’s Flurry of Blows and Martial Arts bonus strike, but the difference is resource cost. Step of the Wind costs a ki point; Cunning Action is free. On turns where you need to reposition or escape rather than deal damage, Cunning Action saves the ki for Stunning Strike on the turn that matters.

The cost is exactly what you expect: one or two levels of delayed ki pool growth, martial arts die progression, and access to later monk features. Diamond Soul at monk 14 becomes 15 or 16. The trade is worth it when your table values skills and stealth alongside combat — the Way of Shadow monk with Expertise in Stealth and a free bonus-action Hide is the definitive infiltrator build.

Ability priority: DEX → WIS → CONDexterity is attacks, damage, Sneak Attack qualifying weapon (shortsword), and half your AC. Wisdom is the other half of AC and your Stunning Strike DC. Constitution keeps a d8 hit die alive. No new stat requirement — Rogue multiclass needs DEX 13, which the monk exceeds by default.

When to take what

Level Breakpoints

Monk 5Extra Attack and Stunning Strike. The monk’s two most important features. Never dip before this.
Rogue 1 (char 6)Sneak Attack 1d6, Expertise (Stealth + Acrobatics), Thieves’ Cant. Skills spike immediately.
Rogue 2 (char 7)Cunning Action. Free bonus-action Dash/Disengage/Hide saves ki for Stunning Strike.
Monk 7 (char 9)Evasion and Stillness of Mind. The defensive package that covers the monk’s fragile middle game.
Monk 14 (char 16)Diamond Soul — proficiency in every saving throw. The payoff for staying monk-primary.

What makes it tick

Key Features & Spells

Expertise (Stealth)Double proficiency on Stealth. A Way of Shadow monk with Expertise in Stealth is the single hardest character to detect in 5e.
Cunning Action (free)Bonus-action Dash or Disengage without spending ki. Saves 2–4 ki points per day that go straight to Stunning Strike.
Sneak Attack (1d6)A small but free damage bonus on every turn you have an ally adjacent to the target. Uses a shortsword (monk weapon + finesse).
Thieves’ Cant + ToolsProficiency in thieves’ tools and a coded language. The infiltrator monk gains the lockpicking and underworld access the class never provided.

Counsel

Frequently Asked

Rogue 1 or Rogue 2?

Rogue 1 is the minimum: Expertise and Sneak Attack for one level of monk delay. Rogue 2 adds Cunning Action, which saves ki every session. The second level is worth it if your campaign values stealth and mobility; skip it if you want Diamond Soul and Stunning Strike scaling as fast as possible.

Does Sneak Attack work with unarmed strikes?

No. Unarmed strikes are neither finesse nor ranged weapons. Use a shortsword — it is both a monk weapon and a finesse weapon — for the attack you want Sneak Attack on. Your other attacks in the round can still be unarmed.

Way of Shadow or another tradition?

Way of Shadow is the natural fit: teleport between shadows, cast Darkness and Pass Without Trace, and now double your Stealth with Expertise. Open Hand is the stronger combat tradition, and the rogue dip makes it more mobile. Both work; Shadow is thematic perfection, Open Hand is mechanical strength.

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Forge a Monk / Rogue