So I'm thinking of a monk/barb build with grappler/tavern brawler to create a build that allows me to use grapple and suplex/pile drive/throw out a window an opponent, but still allows me to get decent damage with unarmed strikes. Any ideas for levels/races/subclasses?
If your DM allows it, kensei with improvised weapons as your first two choices for kensei weapons. Otherwise, drunken master or open hand seem most appropriate.
Don't go monk. Its almost better to go bard or rogue for the expertise. In fact I would say a Sword Bard is exactly what a Professional Wrestler would be.
I had never considered improvised weapons as being an option for kensei that's really creative!
To be clear, improvised weapons are not an option for kensei, but if you aren't playing AL, most DMs will allow it since it's fun and mechanically inferior to the other choices.
I have found a fairly OP build, though this may not work for what you're going for. Race: Tortle (So you don't have to worry about your dex as much with a natural 17 armor class). If you were to play from lvl 1-20 the class choices should be: 1 Lvl Barbarian, 5-6 Lvl Monk (Way of the Open Hand), back for 2 Lvl of Barbarian (Totem of the Bear), and the rest Monk. If you look at all the abilities/skills in the character builder man, it's nuts. Now this character should probably use weapons (like a maul), but hey reckless attack FoB is gonna be sick w/ the open hand's abilities. You could say maybe dipping Fighter for action surge (but I would not recommend).
Stats (From most to least important): Str, Con, Wis, Dex, Int or Cha
I have found a fairly OP build, though this may not work for what you're going for. Race: Tortle (So you don't have to worry about your dex as much with a natural 17 armor class). If you were to play from lvl 1-20 the class choices should be: 1 Lvl Barbarian, 5-6 Lvl Monk (Way of the Open Hand), back for 2 Lvl of Barbarian (Totem of the Bear), and the rest Monk. If you look at all the abilities/skills in the character builder man, it's nuts. Now this character should probably use weapons (like a maul), but hey reckless attack FoB is gonna be sick w/ the open hand's abilities. You could say maybe dipping Fighter for action surge (but I would not recommend).
Stats (From most to least important): Str, Con, Wis, Dex, Int or Cha
You need 3 levels of barbarian to get bear totem, which means giving up the greater invis of 18 monk if your character actually makes it that far.
What I meant was go back and gain another 2 levels in Barbarian (So it equals 3). And Yeah I am aware that you loose invisibility, but I personally can over look it if it means I am resistant to literally all damage except for psychic. It all depends on what you want to do.
What I meant was go back and gain another 2 levels in Barbarian (So it equals 3). And Yeah I am aware that you loose invisibility, but I personally can over look it if it means I am resistant to literally all damage except for psychic. It all depends on what you want to do.
Since games usually end at relatively low level the barbarian levels can help a lot, but if you're building for level 20 I'd rather have the resistance to all but force and greater invis that you can use for at least 1min every time you roll initiative.
I feel you man. Grappling is a pretty big part of Martial Arts and I kinda feel like they should've given it more thought when making the monk. (though 5e is in many ways the best version of the monk).
You could try to create your own Monastic tradition for that. I've tried twice now to make a completely unarmed specialist. Both of those had weaknesses and a couple of abilities that I unintentionally made too OP. I have still a lot to work through. Third version is on the way though I ditched the completely unarmed thing I think I'm making good progress (Oh and I see Gavorn commented here too. Hi Gavorn! Thanks for your help earlier. Really gave me a lot to think about)
Anyway You could make a monastic tradition centered around grappling by modifying some stuff. I'll give you a few examples of what I've thought and if you want you're welcome to take and modify them as you please (unless Gavorn and others point out how much they suck =D )
3rd level: Agile Grappler: Your monastic training allows you greater maneuvering in a grapple. You can apply your Acrobatics (Dex) instead of Athletics (Str) to all Grapple. Throw: You can attempt to make a Grapple check to knock a creature prone. If you are successful you can land the prone creature on any square around you instead of its own square. The thrown creature cannot be more than one size category larger than you. If the square is occupied by another creature it has to make a Reflex saving throw or be pushed back 5ft. If the save is successful the thrown creature lands on an adjacent square. If the secondary target is two or more sizes larger than the thrown creature it cannot be pushed. (The throw itself does not cause any damage as it is a Grapple check. Any damage caused by throwing the opponent on or through things is determined by the DM). Whiplash: When you Dash if you spend your bonus action unarmed attack(or an action if this is Step of the Wind) to hit a creature You can choose to deal only half damage with the attack but you can add a Shove attempt to the attack. (like a Clothesline or a Spear) You can apply your Acrobatics (Dex) instead of Athletics to this Shove attempt.If successful the creature is pushed back 10ft instead of 5. A critical hit does not multiply your damage but give advantage to the Shove attempt.
6th level: Grappler-feat, perhaps with an additional mention that you can attempt the pin also after a successful Throw. Toss: You can spend a ki point to add a shove to your Throw. If the Grapple check is successful you can throw the creature 5ft further. If you toss a creature towards another they will have an advantage on their Reflex save. You cannot attempt to pin after a Toss.
11th level: Chokehold: You can make a grapple attempt that pins the creature in a manner that restrains it but leaves you merely grappled. While in this hold the creature cannot breathe. A creature can hold its breath for a number of minutes equal to 1+ its Constitution modifier. When a creature runs out of breath it can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round). At the start of its next turn it drops to 0 hit points and is dying and it can't regain hit points or be stabilized until it can breathe again. You can spend 2 ki points to attempt to tighten the hold and squeeze out the creatures air reserves. If successful the creature goes immediately from minutes to rounds. If you Attack the creature while choking it loosens the grip enough to give the creature an advantage next time it attempts to break the grapple.
17th level: Krakens Embrace: I lost the train of my thought what I was going with this. Perhaps something similar to Quivering Palm being caused bu spending 3 ki points while Grappling a creature, or perhaps it is just Quivering Palm but if you perform it while Grappling a creature it causes something extra?
Probably fairly limiting and there is a lot to work around, or improve here but it was just a quick build from half finished thoughts and some stuff taken and modified from other builds I'm working on to focus on the mainly grappler identity. Perhaps these will give you food for thought on how to create a grappling monk of your own.
You could go shadow monk to be extra flashy. Seriously though, grapple and then shadow step on to a ceiling or upper end of a wall and drop them from there (and then possibly elbow drop them). Im constantly looking at grapplers as i find its a great mechanic most people dont think about let alone focus on.
You could go shadow monk to be extra flashy. Seriously though, grapple and then shadow step on to a ceiling or upper end of a wall and drop them from there (and then possibly elbow drop them). Im constantly looking at grapplers as i find its a great mechanic most people dont think about let alone focus on.
Shadow step doesn't give you the ability to take people with you. Even if it did, it almost certainly would not allow you to take unwilling people with you.
Im going to see if i can get some sage advice on this one, as you can move a grappled character (with half speed) against their will. Despite that you can teleport to do some high flying maneuvers.
So I'm thinking of a monk/barb build with grappler/tavern brawler to create a build that allows me to use grapple and suplex/pile drive/throw out a window an opponent, but still allows me to get decent damage with unarmed strikes. Any ideas for levels/races/subclasses?
If your DM allows it, kensei with improvised weapons as your first two choices for kensei weapons. Otherwise, drunken master or open hand seem most appropriate.
I had never considered improvised weapons as being an option for kensei that's really creative!
They aren’t. Sucks, right?
Extended Signature! Yay! https://www.dndbeyond.com/forums/off-topic/adohands-kitchen/3153-extended-signature-thread?page=2#c21
Haven’t used this account in forever. Still a big fan of crawling claws.
Don't go monk. Its almost better to go bard or rogue for the expertise. In fact I would say a Sword Bard is exactly what a Professional Wrestler would be.
To be clear, improvised weapons are not an option for kensei, but if you aren't playing AL, most DMs will allow it since it's fun and mechanically inferior to the other choices.
I have found a fairly OP build, though this may not work for what you're going for. Race: Tortle (So you don't have to worry about your dex as much with a natural 17 armor class). If you were to play from lvl 1-20 the class choices should be: 1 Lvl Barbarian, 5-6 Lvl Monk (Way of the Open Hand), back for 2 Lvl of Barbarian (Totem of the Bear), and the rest Monk. If you look at all the abilities/skills in the character builder man, it's nuts. Now this character should probably use weapons (like a maul), but hey reckless attack FoB is gonna be sick w/ the open hand's abilities. You could say maybe dipping Fighter for action surge (but I would not recommend).
Stats (From most to least important): Str, Con, Wis, Dex, Int or Cha
You need 3 levels of barbarian to get bear totem, which means giving up the greater invis of 18 monk if your character actually makes it that far.
Teenage mutant Ninja tortle
What I meant was go back and gain another 2 levels in Barbarian (So it equals 3). And Yeah I am aware that you loose invisibility, but I personally can over look it if it means I am resistant to literally all damage except for psychic. It all depends on what you want to do.
I literally thought the same thing when I first saw the idea for it!!!! You are basically Raphael from TMNT.
Since games usually end at relatively low level the barbarian levels can help a lot, but if you're building for level 20 I'd rather have the resistance to all but force and greater invis that you can use for at least 1min every time you roll initiative.
I feel you man. Grappling is a pretty big part of Martial Arts and I kinda feel like they should've given it more thought when making the monk.
(though 5e is in many ways the best version of the monk).
You could try to create your own Monastic tradition for that. I've tried twice now to make a completely unarmed specialist. Both of those had weaknesses and a couple of abilities that I unintentionally made too OP. I have still a lot to work through. Third version is on the way though I ditched the completely unarmed thing I think I'm making good progress
(Oh and I see Gavorn commented here too. Hi Gavorn! Thanks for your help earlier. Really gave me a lot to think about)
Anyway You could make a monastic tradition centered around grappling by modifying some stuff. I'll give you a few examples of what I've thought and if you want you're welcome to take and modify them as you please (unless Gavorn and others point out how much they suck =D )
3rd level:
Agile Grappler: Your monastic training allows you greater maneuvering in a grapple.
You can apply your Acrobatics (Dex) instead of Athletics (Str) to all Grapple.
Throw: You can attempt to make a Grapple check to knock a creature prone.
If you are successful you can land the prone creature on any square around you instead of its own square.
The thrown creature cannot be more than one size category larger than you.
If the square is occupied by another creature it has to make a Reflex saving throw
or be pushed back 5ft. If the save is successful the thrown creature lands on an adjacent square.
If the secondary target is two or more sizes larger than the thrown creature it cannot be pushed.
(The throw itself does not cause any damage as it is a Grapple check. Any damage caused by throwing
the opponent on or through things is determined by the DM).
Whiplash: When you Dash if you spend your bonus action unarmed attack(or an action if this is Step of the Wind) to hit a creature
You can choose to deal only half damage with the attack but you can add a Shove attempt to the attack. (like a Clothesline or a Spear)
You can apply your Acrobatics (Dex) instead of Athletics to this Shove attempt.If successful the creature is pushed back 10ft instead of 5.
A critical hit does not multiply your damage but give advantage to the Shove attempt.
6th level:
Grappler-feat, perhaps with an additional mention that you can attempt the pin also after a successful Throw.
Toss: You can spend a ki point to add a shove to your Throw. If the Grapple check is successful you
can throw the creature 5ft further. If you toss a creature towards another they will have an advantage
on their Reflex save. You cannot attempt to pin after a Toss.
11th level:
Chokehold:
You can make a grapple attempt that pins the creature in a manner that restrains it but leaves you merely grappled.
While in this hold the creature cannot breathe. A creature can hold its breath for a number of minutes equal to
1+ its Constitution modifier. When a creature runs out of breath it can survive for a number of rounds equal to its Constitution modifier
(minimum of 1 round). At the start of its next turn it drops to 0 hit points and is dying and it can't regain hit points or be stabilized until it can
breathe again. You can spend 2 ki points to attempt to tighten the hold and squeeze out the creatures air reserves.
If successful the creature goes immediately from minutes to rounds.
If you Attack the creature while choking it loosens the grip enough to give the creature an advantage
next time it attempts to break the grapple.
17th level:
Krakens Embrace:
I lost the train of my thought what I was going with this. Perhaps something similar to Quivering Palm
being caused bu spending 3 ki points while Grappling a creature, or
perhaps it is just Quivering Palm but if you perform it while Grappling a creature it causes something extra?
Probably fairly limiting and there is a lot to work around, or improve here but it was just a quick build from half finished thoughts
and some stuff taken and modified from other builds I'm working on to focus on the mainly grappler identity.
Perhaps these will give you food for thought on how to create a grappling monk of your own.
You could homebrew a class that focuses on grappling and lets them have a die hire than normal monks (like starting with a d6 instead of a d4)
Yeah. The build doesn’t start getting broken until level 9 tbh. But when you get there it’s killer. Especially in a mid level campaign.
You could go shadow monk to be extra flashy. Seriously though, grapple and then shadow step on to a ceiling or upper end of a wall and drop them from there (and then possibly elbow drop them). Im constantly looking at grapplers as i find its a great mechanic most people dont think about let alone focus on.
Shadow step doesn't give you the ability to take people with you. Even if it did, it almost certainly would not allow you to take unwilling people with you.
Im going to see if i can get some sage advice on this one, as you can move a grappled character (with half speed) against their will. Despite that you can teleport to do some high flying maneuvers.
If you allow teleports to take grappled people along, you can take any number of cooperative people along with a grapple chain.
You could skip monk and choose a race that allows better unarmed stike, such as Juggernaut warforged, Lizardman, or Tabaxi.