As someone who played a monk as their first class, it’s really fun. Unless you plan on being sun soul, get in, punch, and get out. Your like a rouge, but instead of getting on big attack, you get a lot of small ones. It’s a great starter class and I hope you have fun.
My recommendation for new players is to either play a Fighter or a Paladin. Why? The Fighter is the easiest class to play, and will help you understand the action economy and basic mechanics of D&D. The Paladin has a very smooth learning curve, helping you understand both the basic mechanics of a fighting class, and the basic mechanics of a conjuring class.
For its part, the Monk is one of the classes that I advise against if it's your first game. It's a difficult class to play that, in my experience, is very frustrating for new players. Many players who start want to play it, because it's cool, and if they insist I let them. Most of the time they end up on the ground, since they don't know how to play D&D, and they are not able to understand how to play a monk (they don't have enough experience to play such a tricky class).
Obviously the final recommendation is that you play what you like. But keep in mind that you will most likely end up playing a peasant if you choose a monk. At least in the first days where you probably don't know what to do with it. If you insist on playing the monk, at least ask someone with experience in this class to build it for you, and explain to you its mechanics and combos carefully.
Monk is a pretty easy class to get started with, no certainty not as easy as fighter, but monk’s combos before lv5 are, go in, punch, and run. He asked how to play monk not what to play.
Although you need to prioritize Dexterity and Wisdom, don't neglect your Constitution score. New players who dump their CON score die quickly.
The Monk isn't a front-line combatant; it's a skirmisher. Use hit and run tactics in combat rather than try to go toe to toe with your enemies in melee.
You remember those points and you'll live long enough to figure out the rest.
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Behind every successful Warlock, there's an angry mob.
Monk is a pretty easy class to get started with, no certainty not as easy as fighter, but monk’s combos before lv5 are, go in, punch, and run. He asked how to play monk not what to play.
I'm going to explain why, in my experience, it's a bad class to start playing. - It is a class that makes extensive use of the bonus action. New players often have a hard time understanding the economy of action, and the difference between action types. - It is a class that requires good management of your resources. Novice players are not sure when to spend Ki points, and when it is best to do so. So they either waste them, or they don't use them until you remind them. - It is a class that changes a lot on paper and on the table. On paper it's a melee fighting class, but in practice it's more complicated than that. Many novice players go crazy to melee, and it is a class that does not hold up well in front. Which brings us to the next point. - It is a class that needs good tactical positioning. You have to go into combat, and get out. Looking for the enemy to find it expensive to chase you. To do this you have to understand a lot of mechanics that new players find difficult (they have no experience for it).
Obviously all these points is if the DM knows how to play. If the DM only hits what he has in front of him, if he doesn't design the fights well, if he doesn't know how to position himself, etc... It doesn't matter what you play. The combat is summed up in throwing dice to see who gets the best rolls.
Finally, if you insist on playing a monk without having played D&D, my advice is to pay attention to the points I've put. That you arrive at the game understanding the economy of action. That you understand how to manage your Ki points when you really need them. Don't get stuck in melee too often. And that you think carefully about where you reposition yourself tactically. And expect to be knocked to the ground many times, and that you won't shine as much as the other players. Don't get frustrated, it's normal.
To make the build the highest should be Dex, but you're also need Con and Wis (at lest, +2 in Con). And third, you're going to need some strength for saves (you're proficient in strength, but you're going to need something for when you stay in melee).
In standard array, my recommendation is this (taking into account the ASIS of your race, the distribution may vary slightly): Str: 12 Dex: 15 Con: 14 Int: 10 Wis: 13 Cha: 8
First thing you'll want to consider is your party's composition; Monks are great because they can fill in for different roles, and even switch between them during a fight. For example, if your party doesn't have many frontline martial types (Fighter, Barbarian, certain builds from other classes), then you may need to be one by either dishing out attacks (Martial Arts or Flurry of Blows), or being hard to hit (Patient Defence). If you've got a frontline already though then you want to be more like a skirmisher/Rogue and select your targets; use your speed, use it to take advantage of cover (especially if you don't have Deflect Missiles yet), and use it to get to key enemies that you can either take down or distract to prevent damage to your party, things like ranged enemies, spellcasters in particular. Use your speed to rush to the aid of any ally that gets in trouble (e.g- if your own casters are being attacked).
At early levels you won't have many Ki points, while this can be a little frustrating it does force you to choose when to spend Ki which is valuable to learn even later on when you've got more of it. You'll want to try and get your party into the habit of taking short rests regularly, as this keeps your Ki pool topped up and lets you use your cool Monk abilities a lot more. Far too many groups hardly ever use short rests, and that doesn't do a Monk any favours, so push for them when they make sense, or talk to your DM about some other means of recovering Ki if your group doesn't have any other short rest dependent characters (like Fighters and Warlocks), e.g- they could let you treat average speed travelling as restful enough to short rest since Monks are so much faster than most other characters. Otherwise you could do the classic of push the party to get a cart or wagon then short rest on it whenever you can.
Above all; have fun. 90% of D&D for me is the character rather than the mechanics, so try to develop a personality for that character that you can enjoy playing as, and let the monky business flow from there. 😂
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
One piece of advice for playing a monk as your first character: Remember that your Ki recharges on a short rest.
Your ki will fuel all of the cool stuff you get to do as a monk, so its a minor, but crucial, detail to remember. When I was new to D&D and playing monk characters, I shot myself in the foot the first few times by thinking I had to wait until a long rest to get them back (which resulted in me almost never using my ki abilities).
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I cannot recommend starting as a Variant Human with the Mobile feat enough. I think Drunkprince has made some excellent points warning against the difficulties of running the class as someone that is new to D&D and done a good job of outlining the kind of playstyle you should be aiming for to be successful. The problem is the base monk class doesn't actually support that playstyle all that well because using your bonus action and ki to be able to disengage freely from enemies means your offensive output is greatly diminished as that also relies on spending ki and your bonus action. Mobile allows you to hit and run while also putting all you can into your offense.
Skier, play what you want to play, even if you don’t know all the ins and outs to begin with. You’ll have fun figuring it out. You see something in the monk class that interests you and in creating your character you can explore that, which again is a big part of the fun.
I thought it interesting that people went right into worries about combat effectiveness and tactical considerations, even steering you away from monk to another “easier” class. This is a roll playing game! That combat stuff matters but it’s a narrow part of the fun of playing D&d.
ok, so now the point of your post. Role playing a monk is about motivation and world view. Your character has chosen a different path, philosophically. Is the character a humble servant or a maniacal zealot? Why are they adventuring? Is fighting a last resort, are they more about persuasion. Or are the inhabitants of the world seen by them as useful tools to be exploited or obstacles to be efficiently eliminated. So get that part figured out and get into theIr head.
As to mechanics, as some pointed out above, monks are more sun tzu art of war. Be where the enemy doesn’t expect you, hit them where they are most vulnerable, feint and fade, it’s more spec ops than go big or go home combat. The monk class gives you a lot of creative options. Enjoy!
Since this is your first time playing dnd I don't recommend having multiclass. To start I would go with the "Way of the open hand", race human variant with feat Crusher.
Crusher Source: Tasha's Cauldron of Everything
You are practiced in the art of crushing your enemies, granting you the following benefits: Increase your Strength or Constitution by 1, to a maximum of 20. Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you. When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the start of your next turn.
The most ideal characteristics are: Strength 8-1 Dexterity 16+3 Constitution 14+2 Intelligence 10- Wisdom 16+3 Charisma 10-
Recommended magic items: Bracelets of Defense Ring of Protection Glasses of the Night winged boots
Combat Techniques: The monk doesn't have as much life so he fights like the Rogue. He attacks with his various attacks then pushes (with Crusher or Open hand technique) his opponent to avoid opportunity attacks andruns away using his speed. Remember that exploiting the terrain is basic strategy. Ask the master if there are elements that can give a cover such as trees, pillars, walls, stones,... If there are ravines, fires or lakes you can push your opponents using Crusher and the open hand technique of at least 20 feet (15 +5). An enemy with full armor will surely drown. An enemy thrown into a precipice probably dies, an enemy thrown into a fire receives a lot of damage.
Don't waste your ki in Patient Defense and Step of the Wind. Use "Step of the Wind" only if you are surrounded by many opponents to escape and "Patient Defense" when you are sure that several spellcasters will attack you during the next turn and you have nowhere to hide.
Some of the things said are entirely optional and I noted some of it was contradictory. (e.g. DrunkPrince said you need some "strength for saves" and suggested 12 while Aanx suggested "dumping" strength)
What is importarnt is you have a character that you will have fun playing with. Mechanically you need to prioritise Dex, Wis and Con (usually in that order). What you do with Str, Int and Cha is entirely up to you. The most important saves are Wis, Dex and Con and you will have a high ability score in all of those (everyone gets proficiency in one of those and one of the less important ones. Of Strength, Intelligence and Charisma saves strngth are the most common but while very rare if you fail an intelligence or Charisma save very bad things can happen, and while in an ideal world the intelligent based characters do the investigating and the charisma based characters do the persuading it doesn'talways end up like that. How low you go with those three stats is really a roleplay decision.
Background again depends on what you want from your character the most useful skills for you to have (in no particular order) accrobatics, perception, insight and stealth but if there is a rogue dong all the stalth work and a cleric druid or ranger with high perception even they are not essential. I gave my monk proficiency in deception and (later) persuasion dispite having only 8 in charisma for roleplay reasons (and I didn't want him to be too hopeless at them)
For race variant human for a feat is a good option but not the only one. Crusher and mobile can help you get out of harm's way while avoiding opportunity attacks but there are other options. My monk was a goblin which can take the disengage (or hide) action as a bonus action which I found was a great way of saving ki, especially at low levels. The main isadvantage of being human is if the rest of the party have darkvision and you do not. Stealth isn't a lot of use in a pitch black dungeaon if you are carrying a torch which anyone can see before you even get round the corner.
Having a way to avoid opportunity attacks will be very useful, open hand monks can do open hand technique (UnIess there is a cliff or a lava pit or something I would just prevent them from taking reactions rather than push them away as there is no save). Crusher is limited ot one creature while mobile can affect as mayny as you attack (and a goblin bonus action hide is unlimted creatures but does use your bonus action)
Aanx's build is mostly solid, but I'm confused as to why anyone would take the Crusher feat and equip themselves with a spear, which doesn't do bludgeoning damage.
I'd strongly recommend either getting a bludgeoning weapon or changing the feat to Mobile.
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Behind every successful Warlock, there's an angry mob.
Aanx's build is mostly solid, but I'm confused as to why anyone would take the Crusher feat and equip themselves with a spear, which doesn't do bludgeoning damage.
I'd strongly recommend either getting a bludgeoning weapon or changing the feat to Mobile.
You're absolutely right, Quarterstaff would be better. I'm so used to the monk with a spear that didn't pay attention to it.
Melee Attacks (p. 195). The rule on unarmed strikes should read as follows: “Instead of using a weapon to make a melee weapon attack, you can use an unarmed strike: a punch, kick, head-butt, or similar forceful blow (none of which countas weapons). On a hit, an unarmed strike deals bludgeoning damage equal to 1 + your Strength modifier. You are proficient with your unarmed strikes.”
Quick question: Would the Crusher Feat work with Unarmed strikes?
Crusher doesn't require a weapon, it works with any attack that deals bludgeoning damage, so that includes any ordinary unarmed strikes. It also technically includes other attacks as well, for example you could apply it to Magic Stone or any club-like improvised weapon such as a bar stool or a table. 😄
It's now my favourite feat for most Monk builds; while Mobile can enable you to effectively disengage from as many enemies as you can hit, Crusher only lets you disengage from one (by pushing it away), but you can also disengage an ally instead or as well (by pushing the enemy away from them), if you can get an enemy near a ledge or other hazard it's easy to push them in for extra hurt, and with our quantity of attacks from Martial Arts and Flurry of Blows we have a good chance of getting the critical hit stun effect. Plus it's a half feat so you're not slowing ability score progression by as much. Only thing we lose from Mobile is the extra speed, but Monks are so fast in the first place that it's no big loss.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
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Im really new to dnd and i wanna know how to play a monk character. any help would be nice.
As someone who played a monk as their first class, it’s really fun. Unless you plan on being sun soul, get in, punch, and get out. Your like a rouge, but instead of getting on big attack, you get a lot of small ones. It’s a great starter class and I hope you have fun.
My recommendation for new players is to either play a Fighter or a Paladin. Why? The Fighter is the easiest class to play, and will help you understand the action economy and basic mechanics of D&D. The Paladin has a very smooth learning curve, helping you understand both the basic mechanics of a fighting class, and the basic mechanics of a conjuring class.
For its part, the Monk is one of the classes that I advise against if it's your first game. It's a difficult class to play that, in my experience, is very frustrating for new players. Many players who start want to play it, because it's cool, and if they insist I let them. Most of the time they end up on the ground, since they don't know how to play D&D, and they are not able to understand how to play a monk (they don't have enough experience to play such a tricky class).
Obviously the final recommendation is that you play what you like. But keep in mind that you will most likely end up playing a peasant if you choose a monk. At least in the first days where you probably don't know what to do with it. If you insist on playing the monk, at least ask someone with experience in this class to build it for you, and explain to you its mechanics and combos carefully.
Monk is a pretty easy class to get started with, no certainty not as easy as fighter, but monk’s combos before lv5 are, go in, punch, and run. He asked how to play monk not what to play.
A couple of things you'll want to remember:
You remember those points and you'll live long enough to figure out the rest.
Behind every successful Warlock, there's an angry mob.
I'm going to explain why, in my experience, it's a bad class to start playing.
- It is a class that makes extensive use of the bonus action. New players often have a hard time understanding the economy of action, and the difference between action types.
- It is a class that requires good management of your resources. Novice players are not sure when to spend Ki points, and when it is best to do so. So they either waste them, or they don't use them until you remind them.
- It is a class that changes a lot on paper and on the table. On paper it's a melee fighting class, but in practice it's more complicated than that. Many novice players go crazy to melee, and it is a class that does not hold up well in front. Which brings us to the next point.
- It is a class that needs good tactical positioning. You have to go into combat, and get out. Looking for the enemy to find it expensive to chase you. To do this you have to understand a lot of mechanics that new players find difficult (they have no experience for it).
Obviously all these points is if the DM knows how to play. If the DM only hits what he has in front of him, if he doesn't design the fights well, if he doesn't know how to position himself, etc... It doesn't matter what you play. The combat is summed up in throwing dice to see who gets the best rolls.
Finally, if you insist on playing a monk without having played D&D, my advice is to pay attention to the points I've put. That you arrive at the game understanding the economy of action. That you understand how to manage your Ki points when you really need them. Don't get stuck in melee too often. And that you think carefully about where you reposition yourself tactically. And expect to be knocked to the ground many times, and that you won't shine as much as the other players. Don't get frustrated, it's normal.
To make the build the highest should be Dex, but you're also need Con and Wis (at lest, +2 in Con). And third, you're going to need some strength for saves (you're proficient in strength, but you're going to need something for when you stay in melee).
In standard array, my recommendation is this (taking into account the ASIS of your race, the distribution may vary slightly):
Str: 12
Dex: 15
Con: 14
Int: 10
Wis: 13
Cha: 8
I've always had a lot of fun with Monks!
First thing you'll want to consider is your party's composition; Monks are great because they can fill in for different roles, and even switch between them during a fight. For example, if your party doesn't have many frontline martial types (Fighter, Barbarian, certain builds from other classes), then you may need to be one by either dishing out attacks (Martial Arts or Flurry of Blows), or being hard to hit (Patient Defence). If you've got a frontline already though then you want to be more like a skirmisher/Rogue and select your targets; use your speed, use it to take advantage of cover (especially if you don't have Deflect Missiles yet), and use it to get to key enemies that you can either take down or distract to prevent damage to your party, things like ranged enemies, spellcasters in particular. Use your speed to rush to the aid of any ally that gets in trouble (e.g- if your own casters are being attacked).
At early levels you won't have many Ki points, while this can be a little frustrating it does force you to choose when to spend Ki which is valuable to learn even later on when you've got more of it. You'll want to try and get your party into the habit of taking short rests regularly, as this keeps your Ki pool topped up and lets you use your cool Monk abilities a lot more. Far too many groups hardly ever use short rests, and that doesn't do a Monk any favours, so push for them when they make sense, or talk to your DM about some other means of recovering Ki if your group doesn't have any other short rest dependent characters (like Fighters and Warlocks), e.g- they could let you treat average speed travelling as restful enough to short rest since Monks are so much faster than most other characters. Otherwise you could do the classic of push the party to get a cart or wagon then short rest on it whenever you can.
Above all; have fun. 90% of D&D for me is the character rather than the mechanics, so try to develop a personality for that character that you can enjoy playing as, and let the monky business flow from there. 😂
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
One piece of advice for playing a monk as your first character: Remember that your Ki recharges on a short rest.
Your ki will fuel all of the cool stuff you get to do as a monk, so its a minor, but crucial, detail to remember. When I was new to D&D and playing monk characters, I shot myself in the foot the first few times by thinking I had to wait until a long rest to get them back (which resulted in me almost never using my ki abilities).
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
I cannot recommend starting as a Variant Human with the Mobile feat enough. I think Drunkprince has made some excellent points warning against the difficulties of running the class as someone that is new to D&D and done a good job of outlining the kind of playstyle you should be aiming for to be successful. The problem is the base monk class doesn't actually support that playstyle all that well because using your bonus action and ki to be able to disengage freely from enemies means your offensive output is greatly diminished as that also relies on spending ki and your bonus action. Mobile allows you to hit and run while also putting all you can into your offense.
Skier, play what you want to play, even if you don’t know all the ins and outs to begin with. You’ll have fun figuring it out. You see something in the monk class that interests you and in creating your character you can explore that, which again is a big part of the fun.
I thought it interesting that people went right into worries about combat effectiveness and tactical considerations, even steering you away from monk to another “easier” class. This is a roll playing game! That combat stuff matters but it’s a narrow part of the fun of playing D&d.
ok, so now the point of your post. Role playing a monk is about motivation and world view. Your character has chosen a different path, philosophically. Is the character a humble servant or a maniacal zealot? Why are they adventuring? Is fighting a last resort, are they more about persuasion. Or are the inhabitants of the world seen by them as useful tools to be exploited or obstacles to be efficiently eliminated. So get that part figured out and get into theIr head.
As to mechanics, as some pointed out above, monks are more sun tzu art of war. Be where the enemy doesn’t expect you, hit them where they are most vulnerable, feint and fade, it’s more spec ops than go big or go home combat. The monk class gives you a lot of creative options. Enjoy!
Since this is your first time playing dnd I don't recommend having multiclass. To start I would go with the "Way of the open hand", race human variant with feat Crusher.
Crusher
Source: Tasha's Cauldron of Everything
You are practiced in the art of crushing your enemies, granting you the following benefits: Increase your Strength or Constitution by 1, to a maximum of 20.
Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you. When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the start of your next turn.
The most ideal characteristics are:
Strength 8-1
Dexterity 16+3
Constitution 14+2
Intelligence 10-
Wisdom 16+3
Charisma 10-
Background: Far traveler
Perception + insight
Monk: acrobatic + stealth
Human: survival
Weapons: spear
Recommended magic items:
Bracelets of Defense
Ring of Protection
Glasses of the Night
winged boots
Combat Techniques:
The monk doesn't have as much life so he fights like the Rogue. He attacks with his various attacks then pushes (with Crusher or Open hand technique) his opponent to avoid opportunity attacks and runs away using his speed. Remember that exploiting the terrain is basic strategy. Ask the master if there are elements that can give a cover such as trees, pillars, walls, stones,... If there are ravines, fires or lakes you can push your opponents using Crusher and the open hand technique of at least 20 feet (15 +5). An enemy with full armor will surely drown. An enemy thrown into a precipice probably dies, an enemy thrown into a fire receives a lot of damage.
Don't waste your ki in Patient Defense and Step of the Wind. Use "Step of the Wind" only if you are surrounded by many opponents to escape and "Patient Defense" when you are sure that several spellcasters will attack you during the next turn and you have nowhere to hide.
A lot of good advice especially from BigDaddy.
Some of the things said are entirely optional and I noted some of it was contradictory. (e.g. DrunkPrince said you need some "strength for saves" and suggested 12 while Aanx suggested "dumping" strength)
What is importarnt is you have a character that you will have fun playing with. Mechanically you need to prioritise Dex, Wis and Con (usually in that order). What you do with Str, Int and Cha is entirely up to you. The most important saves are Wis, Dex and Con and you will have a high ability score in all of those (everyone gets proficiency in one of those and one of the less important ones. Of Strength, Intelligence and Charisma saves strngth are the most common but while very rare if you fail an intelligence or Charisma save very bad things can happen, and while in an ideal world the intelligent based characters do the investigating and the charisma based characters do the persuading it doesn'talways end up like that. How low you go with those three stats is really a roleplay decision.
Background again depends on what you want from your character the most useful skills for you to have (in no particular order) accrobatics, perception, insight and stealth but if there is a rogue dong all the stalth work and a cleric druid or ranger with high perception even they are not essential. I gave my monk proficiency in deception and (later) persuasion dispite having only 8 in charisma for roleplay reasons (and I didn't want him to be too hopeless at them)
For race variant human for a feat is a good option but not the only one. Crusher and mobile can help you get out of harm's way while avoiding opportunity attacks but there are other options. My monk was a goblin which can take the disengage (or hide) action as a bonus action which I found was a great way of saving ki, especially at low levels. The main isadvantage of being human is if the rest of the party have darkvision and you do not. Stealth isn't a lot of use in a pitch black dungeaon if you are carrying a torch which anyone can see before you even get round the corner.
Having a way to avoid opportunity attacks will be very useful, open hand monks can do open hand technique (UnIess there is a cliff or a lava pit or something I would just prevent them from taking reactions rather than push them away as there is no save). Crusher is limited ot one creature while mobile can affect as mayny as you attack (and a goblin bonus action hide is unlimted creatures but does use your bonus action)
Aanx's build is mostly solid, but I'm confused as to why anyone would take the Crusher feat and equip themselves with a spear, which doesn't do bludgeoning damage.
I'd strongly recommend either getting a bludgeoning weapon or changing the feat to Mobile.
Behind every successful Warlock, there's an angry mob.
You're absolutely right, Quarterstaff would be better. I'm so used to the monk with a spear that didn't pay attention to it.
Quick question: Would the Crusher Feat work with Unarmed strikes?
Apologies if this has already been answered elsewhere.
Behind every successful Warlock, there's an angry mob.
Melee Attacks (p. 195). The rule on unarmed strikes should read as follows:
“Instead of using a weapon to make a melee weapon attack, you can use an unarmed strike: a punch, kick, head-butt, or similar forceful blow (none of which countas weapons). On a hit, an unarmed strike deals bludgeoning damage equal to 1 + your Strength modifier. You are proficient with your unarmed strikes.”
Crusher doesn't require a weapon, it works with any attack that deals bludgeoning damage, so that includes any ordinary unarmed strikes. It also technically includes other attacks as well, for example you could apply it to Magic Stone or any club-like improvised weapon such as a bar stool or a table. 😄
It's now my favourite feat for most Monk builds; while Mobile can enable you to effectively disengage from as many enemies as you can hit, Crusher only lets you disengage from one (by pushing it away), but you can also disengage an ally instead or as well (by pushing the enemy away from them), if you can get an enemy near a ledge or other hazard it's easy to push them in for extra hurt, and with our quantity of attacks from Martial Arts and Flurry of Blows we have a good chance of getting the critical hit stun effect. Plus it's a half feat so you're not slowing ability score progression by as much. Only thing we lose from Mobile is the extra speed, but Monks are so fast in the first place that it's no big loss.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.