The build came from a convo I had with my DM about how the oil (flask) item worked and it eventually devolved into the Turkish oil wrestler convo my play group had (assumptions to how the rules are at the bottom of the document). Check with your DM as to how the items interact with this build before introducing it to your play group.
Purpose:
The Build aims to increase DPR per round against targets that are non-resistant / immune to fire damage. By Pairing the alchemist fire (flask) and oil (flask) item interaction each affected target must choose between wasting an action to douse the alchemist fire or attack the Player Party.
Basic Info:
Race: Human Variant (Tavern Brawler) - Bonus action grapple, prof. in improvised weapons
15 WIS +1 Racial <- WIS is your main focus for attribute increase
08 CHA
Level Guide:
L01: Monk(01): Martial Arts (1d4), Unarmored Defense (AC16)
Stock standard Monk with access to Magic Stone for ranged attacks and proficiency in improvised weapons. You’ll mostly attack at range. L02: Monk(02): Ki, Unarmored Movement (10ft)
Keep attacking at range while looking for an opportunity to Nova using flurry of blows
L03: Monk(03): Take the Way of the Astral Self Subclass: Arms of the Astral Self, Deflect Missiles, Ki-Fueled Attack
Continue to skirmish your opponents with Magic Stone.
You may choose to engage in CC and shove and grapple your opponents in one turn (tavern brawler allows you to grapple as a bonus action after an attack).
L04: Monk(04): Slow Fall, Quickened Healing, ASI: WIS +2 -> WIS score is now 18
No change here
L05: Monk(05): Extra attack, Stunning Strike, Focused Aim, Martial arts (1d6)
You can now attack twice each round in melee or ranged using magic stone.
You are now nigh uncatchable, use your bonus action each round to dash and fire at distance. Anyone stupid enough to catch up to you will be met with shove / adv. melee attack and bonus action either grapple or flurry of blows
L08: Rogue(03): Fast Hands, Second-Story Work, Sneak Attack (2d6)
Congrats, the build is now online
How the build works when online at level 8
Step 1: More DOTS!
Throw Oil and Alchemist fire each round (fast hands allows you to use the “Use an Object” action as a bonus action, your DPR will increase the more targets are on fire.
This deals 1d4+5 fire damage at the start of the target's round each turn unless they waste an action to remove the flames (hey potential cc). The enemy will have to choose between your party members or you who increases DPR each round and are potentially cc-ing their team.
Step 2: Is Turkish Oil Wrestling!
Shove and Grapple anyone coming close to lock them down away from your squishy party members while still dealing the DOT fire damage (you can grapple up to two targets and still attack with unarmed strikes).
Step 3: You have to turn the meat habibi
Bonus action throw oil on the floor under the prone and grappled target, Action: Create Bonfire (DEX saving throw)
Each subsequent turns you have to move the target out and back into the bonfire to deal 2d8+5+5 fire dmg
Step 4: Maybe it needs tenderising
All Melee attacks are at advantage on a prone target
If one hand is free you can use a shortsword at least once a round for the extra 2d6 damage from Rogue’s sneak attack then flurry of blows for the bonus action
Strengths:
Increases DPR each round for multiple enemy encounters
Potentially CC the enemy should they focus on removing the alchemist’s fire effect
Discourages enemies on attacking your allies by making them prone and grappled.
High WIS Athletics check from Astral self features.
Efficient use of the action economy each round
Weaknesses:
Inaccuracy of attacking with improvised weapons since all non-finesse weapons attacks (melee or ranged) are made with the STR MOD and the astral self monk features does not state whether the Astral arms can interact with objects. This weakness can be overcome by use of magical items such as Gauntlets of Ogre Power or Potion of Giant Strength
Relatively Squishy given that the character stays with +2 CON throughout the build. But given that by the build’s design - most melee enemies will be attacking at disadvantage and any range attacks can be decreased by the deflect missiles monk feature
The additional 5 fire damage coming from landing fire damage on an oil covered target can be triggered once per turn and multiple times per round (same as sneak attack).
The oil lasts for 1 minute (10 rounds) regardless of whether it’s covering the target or the ground
Once lit, the oil on the ground burns for 2 rounds - nothing says that the oil goes away after being burnt. The oil can be reignited on the third round. The oil only goes away after 1 minute
The “Splashing” of the oil automatically lands compared to throwing it as an improvised weapon.
RAW, Sage Advice and Source Book Precedents to back up my assumptions:
Regarding during of oil covering the ground after it has been lit: It is explicitly written in the Web spell description that “Any 5-foot cube of webs exposed to fire burns away in 1 round.” The lack of that description under the oil (flask) item means we need to refer to the only line of RAW that specifies how long the oil lasts, which is 1 minute.
Regarding oil auto hit by means of “splashing” the target:: Comparisons and precedence comes from the other commonly used mundane item - acid (vial) where it is clearly written that in regards to splashing or throwing the vial of acid - “In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon.” This falls more in the area of DM fiat but going by RAW it is an auto hit.
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Origin Story:
The build came from a convo I had with my DM about how the oil (flask) item worked and it eventually devolved into the Turkish oil wrestler convo my play group had (assumptions to how the rules are at the bottom of the document). Check with your DM as to how the items interact with this build before introducing it to your play group.
Purpose:
The Build aims to increase DPR per round against targets that are non-resistant / immune to fire damage. By Pairing the alchemist fire (flask) and oil (flask) item interaction each affected target must choose between wasting an action to douse the alchemist fire or attack the Player Party.
Basic Info:
Race: Human Variant (Tavern Brawler) - Bonus action grapple, prof. in improvised weapons
Background: Rewarded -> Magic Initiate (Create Bonfire, Magic Stone and any Druid level 1 spell)
Stats:
10 STR
15 DEX +1 Racial
14 CON +1 from Tavern Brawler Feat at level 1
08 INT
15 WIS +1 Racial <- WIS is your main focus for attribute increase
08 CHA
Level Guide:
L01: Monk(01): Martial Arts (1d4), Unarmored Defense (AC16)
Stock standard Monk with access to Magic Stone for ranged attacks and proficiency in improvised weapons. You’ll mostly attack at range.
L02: Monk(02): Ki, Unarmored Movement (10ft)
L03: Monk(03): Take the Way of the Astral Self Subclass: Arms of the Astral Self, Deflect Missiles, Ki-Fueled Attack
L04: Monk(04): Slow Fall, Quickened Healing, ASI: WIS +2 -> WIS score is now 18
L05: Monk(05): Extra attack, Stunning Strike, Focused Aim, Martial arts (1d6)
L06: Rogue(01): Skill Expertise (Athletics, Thieves Tools), Sneak attack (1d6)
L07: Rogue(02): Cunning Action (Hide, Dash, Disengage)
L08: Rogue(03): Fast Hands, Second-Story Work, Sneak Attack (2d6)
How the build works when online at level 8
Step 1: More DOTS!
Throw Oil and Alchemist fire each round (fast hands allows you to use the “Use an Object” action as a bonus action, your DPR will increase the more targets are on fire.
This deals 1d4+5 fire damage at the start of the target's round each turn unless they waste an action to remove the flames (hey potential cc). The enemy will have to choose between your party members or you who increases DPR each round and are potentially cc-ing their team.
Step 2: Is Turkish Oil Wrestling!
Shove and Grapple anyone coming close to lock them down away from your squishy party members while still dealing the DOT fire damage (you can grapple up to two targets and still attack with unarmed strikes).
Step 3: You have to turn the meat habibi
Bonus action throw oil on the floor under the prone and grappled target,
Action: Create Bonfire (DEX saving throw)
Each subsequent turns you have to move the target out and back into the bonfire to deal 2d8+5+5 fire dmg
Step 4: Maybe it needs tenderising
All Melee attacks are at advantage on a prone target
If one hand is free you can use a shortsword at least once a round for the extra 2d6 damage from Rogue’s sneak attack then flurry of blows for the bonus action
Strengths:
Increases DPR each round for multiple enemy encounters
Potentially CC the enemy should they focus on removing the alchemist’s fire effect
Discourages enemies on attacking your allies by making them prone and grappled.
High WIS Athletics check from Astral self features.
Efficient use of the action economy each round
Weaknesses:
Inaccuracy of attacking with improvised weapons since all non-finesse weapons attacks (melee or ranged) are made with the STR MOD and the astral self monk features does not state whether the Astral arms can interact with objects.
This weakness can be overcome by use of magical items such as Gauntlets of Ogre Power or Potion of Giant Strength
Relatively Squishy given that the character stays with +2 CON throughout the build. But given that by the build’s design - most melee enemies will be attacking at disadvantage and any range attacks can be decreased by the deflect missiles monk feature
Items to Look Out For:
Mundane Items:
Oil (Flask), Alchemist’s Fire (Flask), Acid (vial), Tangler Grenade, Caltrops (bag of 20)
Synergistic Magical Items:
Non-Attunable Items:Potion of Giant Strength, Iron Bands of Binding, Rope of Entanglement
Attunable Items: Gauntlets of Ogre Power, Bow of Conflagration, Bracer of Flying Daggers, Harkon’s Bite (not including monk items since they’re a given).
Interpretations and Assumptions
RAW, Sage Advice and Source Book Precedents to back up my assumptions:
Regarding during of oil covering the ground after it has been lit:
It is explicitly written in the Web spell description that “Any 5-foot cube of webs exposed to fire burns away in 1 round.” The lack of that description under the oil (flask) item means we need to refer to the only line of RAW that specifies how long the oil lasts, which is 1 minute.
Regarding oil auto hit by means of “splashing” the target::
Comparisons and precedence comes from the other commonly used mundane item - acid (vial) where it is clearly written that in regards to splashing or throwing the vial of acid - “In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon.” This falls more in the area of DM fiat but going by RAW it is an auto hit.