My thoughts

Originally Posted by MountainViking
SKILLS: Urchin = Stealth & Sleight of Hand (traps & locks!); Monk = Insight & Athletics; Wood Elf = Perception & Stealth (*can I sub?*)
(*also, are Acrobatics & Athletics really exact same Use?? Doesn’t Athletics help with Jump? Acrobatics for avoiding AoOs?? I wanted Acro over Insight...*)
Athletics is STR based and helps you jump further, shove and keep you from being shoved.
Acrobatics is DEX based helps you land on your feet after jumping when you would normally fall prone and keeps you from being shoved.
Originally Posted by MountainViking
My higher level assumption was that most comments would suggest ALL the spellcaster levels for the more powerful spell access; But you guys seem to be way more into the Monk abilities. I am thinking 4 or 5 levels of Monk & the rest Sorcerer.
Need the ASI to CHR at 4th…which would probably be 4/3 total of 7. Monk 5 for Stun & extra attack is probably worth missing out on that last Feat/ASI from hitting Sor8…
This is true, more powerful spells at later lvls, for sure. The way I made my build is remaining mostly as a Monk and using Sorcerer for tools only and without having to build in Charisma.
Originally Posted by MountainViking
Thought I read somewhere that the cantrips level by character level/not class…so, can still eventually get that unlimited all day Firebolt up to 3d10+3, no??
It does appear to be the case, that character level based and not Stat based. I stated earlier that there is a necklace that allows you to apply your Spell modifier to your elemental cantrips, without it, it doesn't.

I think firebolt only goes up to 2d10 (2-20 dmg).
Originally Posted by MountainViking
I also assume that there will be bosses who are resistant to fire & bludgeoning and will therefore require other elemental access like Chromatic Orb, likely Lightning Bolt, Ice Storm etc. I also enjoy how the few extra Ki tricks of the 4-Elements can be cast whilst silenced and expand options in certain situations: specifically the push attack that can knock enemies prone & 20’ away. Similar to the first Shout in Skyrim, eh?
Yes this is true, Tieflings for example are resistant to fire, as well Fire Imps, Fire Elementals, and some bosses. But this is also why I include Sphere of Elemental Balance, which is the same effect as Chromatic Orb, you can change it's element. There is also some other Monk spells that resemble the same effect as other magic spells.

The route you are heading would require specific gear to make it worth while and you may regret your choice. I think you need to workshop that a bit more.

With low Charisma, enemies are gonna have more of a save chance against your Sorcerer spells.

Also keep in mind there is a feat for every 4 levels and it's separated into class levels not character levels and you can get Ability Improvement 3 times which gives you two Stat points of your choosing each time the feat is selected. I'm still considering warcaster if later needed for being unable to retain concentration when hit, if I do get hit.

Hopefully with that in mind, it'll give you something to reflect on. Sounds like you haven't played BG3 at all. Well when you do finally play it. What I already posted will make more sense, otherwise you just as well be a full Sorcerer. What is Monk gonna do you? All fighter like classes get more hit dice per lvl and spellcasters, not so much. The more spellcaster you are, the more you wanna stay away from melee. At least without a proper build in mind anyway. You need AC, HP, and good melee damage in melee combat. Common sense there.


~Kensei~