So i have this build and i just wanna be "Me Hulk me Smash".
For this i have a level 3 Bear totem barbarian and lever 6 Open Hand Monk.
Variant Human with the Sentinel and Grappler Feats.
18 str, 14 dex, 14 con, 18 wis, 8 int, 8 cha (rolled stats so i was pretty lucky)
The question is: What should i look for now? Allready I got nice feats, damage is pretty ok. (4 attacks per round with 1d6+6 damage while raging)
Damage reduction is pretty awesome. Only the AC is a bit low ish (16). HP is ok so maybe the "Tough" Feat? More levels into Barbarian would give me an extra feat but i allready have extra attack from the Monk tree. So multiclass into something else or just go 3 barb 17 monk?
If you are prepared to switch things up a bit, my suggestion would be substituting Barbarian for the Rune Knight Fighter. Thematically you would feel more 'Hulky' because Giant's Might increases your size to Large. I would also drop Sentinel and Grappler feats and instead get Skill Expert (STR) to grab expertise in Athletics and the Tavern Brawler (STR) because Hulk likes to use random things lying around as weapons, you can also use your Bonus Action to grapple (this part is kinda moot because of the Monk levels lol). This would put your STR to 20. Fighter also lets you grab the Unarmed Fighting style to do a little extra damage to grappled enemies on top of giving you a d8 unarmed damage die if you use both hands to attack.
The drawback is you do get a fair bit squishier because you lose the damage reduction from Rage but that can be mitigated a little bit by raising you WIS/DEX and maybe asking your DM nicely to give you access to Bracers of Defense.
Alternatively you could move your Stats around a little and start with 14 STR and 18 DEX. This paired with 18 WIS gives you a respectable 18 AC and the 2 aforementioned feats would still put your STR to 16 which with expertise in Athletics and advantage to STR checks should still make grappling fairly easy to pull off.
Right off the bat, drop the Grappler feat... getting advantage against a grappled enemy isn't that useful, especially since you're already a barbarian and you can just give yourself advantage whenever you want it. Pinning the enemy is mathematically less useful than just shoving them down to prone while still grappling them, especially since the Grappler pin is a full action. What you want instead is Tavern Brawler... the ability to grapple as a bonus action will get a lot more uses, and the ability to pick up anything nearby and slam it into someone's face is a very Hulk-y move. Depending on how generous your DM is, you can get a lot done with the improvised weapon... I was playing as a Barbarian with Tavern Brawler, and when I grappled an opponent and slammed their head against a wall, my DM ruled I was using the wall itself as an improvised weapon and I dealt more damage than an unarmed strike would have. On top of all that, Tavern Brawler is a half-feat, so you can use it to still boost STR or CON a little bit. You could combine it with another half-feat, like Crusher, which lets you knock opponents around the battlefield and if you land a critical hit you lower your opponent's defenses giving everyone in your party advantage on attacking them until your next turn.
In fact, writing that out, as good as Sentinel is, I'd recommend swapping it out as well... take Tavern Brawler and Crusher, which will give you solid damage boosts and play into your character concept, while also maxing out your STR to 20. I think I'd also recommend taking Barbarian to level 6 so you can get your Bear Aspect and double your carry capacity... now you can pick up huge boulders and wield them with proficiency thanks to Tavern brawler... anything under 1200 pounds is a viable weapon in your hands.
If you are prepared to switch things up a bit, my suggestion would be substituting Barbarian for the Rune Knight Fighter. Thematically you would feel more 'Hulky' because Giant's Might increases your size to Large. I would also drop Sentinel and Grappler feats and instead get Skill Expert (STR) to grab expertise in Athletics and the Tavern Brawler (STR) because Hulk likes to use random things lying around as weapons, you can also use your Bonus Action to grapple (this part is kinda moot because of the Monk levels lol). This would put your STR to 20. Fighter also lets you grab the Unarmed Fighting style to do a little extra damage to grappled enemies on top of giving you a d8 unarmed damage die if you use both hands to attack.
The drawback is you do get a fair bit squishier because you lose the damage reduction from Rage but that can be mitigated a little bit by raising you WIS/DEX and maybe asking your DM nicely to give you access to Bracers of Defense.
Alternatively you could move your Stats around a little and start with 14 STR and 18 DEX. This paired with 18 WIS gives you a respectable 18 AC and the 2 aforementioned feats would still put your STR to 16 which with expertise in Athletics and advantage to STR checks should still make grappling fairly easy to pull off.
Honestly, I think they could also drop Monk entirely and just go either full Rune Knight Fighter or Rune Knight+Totem Barb.
From fighter you can get the Unarmed Fighting style, which is already going to be better damage than a base monk. To make up for knocking people around with Open Hand Technique, they could pick up the Crusher feat. The only loss is that your fists wont become magical without something like an Eldritch Claw Tattoo magic item.
I think a few levels in Barbarian would still be useful. For Hulk flavor you want Rage and Unarmored Defense.
Another kinda weird option would be to toss in Bloodhunter instead of Barbarian. Order of the Lycan has its Hybrid Transformation ability and the formulas from Order of the Mutant could definitely play into a Jekyll/Hyde split personality type flavor.
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If you are prepared to switch things up a bit, my suggestion would be substituting Barbarian for the Rune Knight Fighter. Thematically you would feel more 'Hulky' because Giant's Might increases your size to Large. I would also drop Sentinel and Grappler feats and instead get Skill Expert (STR) to grab expertise in Athletics and the Tavern Brawler (STR) because Hulk likes to use random things lying around as weapons, you can also use your Bonus Action to grapple (this part is kinda moot because of the Monk levels lol). This would put your STR to 20. Fighter also lets you grab the Unarmed Fighting style to do a little extra damage to grappled enemies on top of giving you a d8 unarmed damage die if you use both hands to attack.
The drawback is you do get a fair bit squishier because you lose the damage reduction from Rage but that can be mitigated a little bit by raising you WIS/DEX and maybe asking your DM nicely to give you access to Bracers of Defense.
Alternatively you could move your Stats around a little and start with 14 STR and 18 DEX. This paired with 18 WIS gives you a respectable 18 AC and the 2 aforementioned feats would still put your STR to 16 which with expertise in Athletics and advantage to STR checks should still make grappling fairly easy to pull off.
Honestly, I think they could also drop Monk entirely and just go either full Rune Knight Fighter or Rune Knight+Totem Barb.
From fighter you can get the Unarmed Fighting style, which is already going to be better damage than a base monk. To make up for knocking people around with Open Hand Technique, they could pick up the Crusher feat. The only loss is that your fists wont become magical without something like an Eldritch Claw Tattoo magic item.
I think a few levels in Barbarian would still be useful. For Hulk flavor you want Rage and Unarmored Defense.
Another kinda weird option would be to toss in Bloodhunter instead of Barbarian. Order of the Lycan has its Hybrid Transformation ability and the formulas from Order of the Mutant could definitely play into a Jekyll/Hyde split personality type flavor.
I kinda thought about dropping Monk too but Hulk does like to roll into battle with just his stretchy pants so I felt Unarmored Defense was more fitting the theme so decided to stick with Monk and dropping Barb because Giant's Might and Rage both needed Bonus Actions.
If you are prepared to switch things up a bit, my suggestion would be substituting Barbarian for the Rune Knight Fighter. Thematically you would feel more 'Hulky' because Giant's Might increases your size to Large. I would also drop Sentinel and Grappler feats and instead get Skill Expert (STR) to grab expertise in Athletics and the Tavern Brawler (STR) because Hulk likes to use random things lying around as weapons, you can also use your Bonus Action to grapple (this part is kinda moot because of the Monk levels lol). This would put your STR to 20. Fighter also lets you grab the Unarmed Fighting style to do a little extra damage to grappled enemies on top of giving you a d8 unarmed damage die if you use both hands to attack.
The drawback is you do get a fair bit squishier because you lose the damage reduction from Rage but that can be mitigated a little bit by raising you WIS/DEX and maybe asking your DM nicely to give you access to Bracers of Defense.
Alternatively you could move your Stats around a little and start with 14 STR and 18 DEX. This paired with 18 WIS gives you a respectable 18 AC and the 2 aforementioned feats would still put your STR to 16 which with expertise in Athletics and advantage to STR checks should still make grappling fairly easy to pull off.
Honestly, I think they could also drop Monk entirely and just go either full Rune Knight Fighter or Rune Knight+Totem Barb.
From fighter you can get the Unarmed Fighting style, which is already going to be better damage than a base monk. To make up for knocking people around with Open Hand Technique, they could pick up the Crusher feat. The only loss is that your fists wont become magical without something like an Eldritch Claw Tattoo magic item.
I think a few levels in Barbarian would still be useful. For Hulk flavor you want Rage and Unarmored Defense.
Another kinda weird option would be to toss in Bloodhunter instead of Barbarian. Order of the Lycan has its Hybrid Transformation ability and the formulas from Order of the Mutant could definitely play into a Jekyll/Hyde split personality type flavor.
I kinda thought about dropping Monk too but Hulk does like to roll into battle with just his stretchy pants so I felt Unarmored Defense was more fitting the theme so decided to stick with Monk and dropping Barb because Giant's Might and Rage both needed Bonus Actions.
Yeah, but you probably dont want to been investing in Wisdom for a monk's unarmored defense. Giant's Might and Rage both requiring a bonus action isnt ideal, but as long as their combats last more than 2 rounds they should be fine. For flavor, I would use Giant's Might first as the character begins to grow into the big green monster, still a little disoriented and then on the second round thats where the transformation fully finishes, they Rage and begin smashing.
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So i have this build and i just wanna be "Me Hulk me Smash".
For this i have a level 3 Bear totem barbarian and lever 6 Open Hand Monk.
Variant Human with the Sentinel and Grappler Feats.
18 str, 14 dex, 14 con, 18 wis, 8 int, 8 cha (rolled stats so i was pretty lucky)
The question is: What should i look for now? Allready I got nice feats, damage is pretty ok. (4 attacks per round with 1d6+6 damage while raging)
Damage reduction is pretty awesome. Only the AC is a bit low ish (16). HP is ok so maybe the "Tough" Feat? More levels into Barbarian would give me an extra feat but i allready have extra attack from the Monk tree. So multiclass into something else or just go 3 barb 17 monk?
If you are prepared to switch things up a bit, my suggestion would be substituting Barbarian for the Rune Knight Fighter. Thematically you would feel more 'Hulky' because Giant's Might increases your size to Large. I would also drop Sentinel and Grappler feats and instead get Skill Expert (STR) to grab expertise in Athletics and the Tavern Brawler (STR) because Hulk likes to use random things lying around as weapons, you can also use your Bonus Action to grapple (this part is kinda moot because of the Monk levels lol). This would put your STR to 20. Fighter also lets you grab the Unarmed Fighting style to do a little extra damage to grappled enemies on top of giving you a d8 unarmed damage die if you use both hands to attack.
The drawback is you do get a fair bit squishier because you lose the damage reduction from Rage but that can be mitigated a little bit by raising you WIS/DEX and maybe asking your DM nicely to give you access to Bracers of Defense.
Alternatively you could move your Stats around a little and start with 14 STR and 18 DEX. This paired with 18 WIS gives you a respectable 18 AC and the 2 aforementioned feats would still put your STR to 16 which with expertise in Athletics and advantage to STR checks should still make grappling fairly easy to pull off.
Right off the bat, drop the Grappler feat... getting advantage against a grappled enemy isn't that useful, especially since you're already a barbarian and you can just give yourself advantage whenever you want it. Pinning the enemy is mathematically less useful than just shoving them down to prone while still grappling them, especially since the Grappler pin is a full action. What you want instead is Tavern Brawler... the ability to grapple as a bonus action will get a lot more uses, and the ability to pick up anything nearby and slam it into someone's face is a very Hulk-y move. Depending on how generous your DM is, you can get a lot done with the improvised weapon... I was playing as a Barbarian with Tavern Brawler, and when I grappled an opponent and slammed their head against a wall, my DM ruled I was using the wall itself as an improvised weapon and I dealt more damage than an unarmed strike would have. On top of all that, Tavern Brawler is a half-feat, so you can use it to still boost STR or CON a little bit. You could combine it with another half-feat, like Crusher, which lets you knock opponents around the battlefield and if you land a critical hit you lower your opponent's defenses giving everyone in your party advantage on attacking them until your next turn.
In fact, writing that out, as good as Sentinel is, I'd recommend swapping it out as well... take Tavern Brawler and Crusher, which will give you solid damage boosts and play into your character concept, while also maxing out your STR to 20. I think I'd also recommend taking Barbarian to level 6 so you can get your Bear Aspect and double your carry capacity... now you can pick up huge boulders and wield them with proficiency thanks to Tavern brawler... anything under 1200 pounds is a viable weapon in your hands.
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Honestly, I think they could also drop Monk entirely and just go either full Rune Knight Fighter or Rune Knight+Totem Barb.
From fighter you can get the Unarmed Fighting style, which is already going to be better damage than a base monk. To make up for knocking people around with Open Hand Technique, they could pick up the Crusher feat. The only loss is that your fists wont become magical without something like an Eldritch Claw Tattoo magic item.
I think a few levels in Barbarian would still be useful. For Hulk flavor you want Rage and Unarmored Defense.
Another kinda weird option would be to toss in Bloodhunter instead of Barbarian. Order of the Lycan has its Hybrid Transformation ability and the formulas from Order of the Mutant could definitely play into a Jekyll/Hyde split personality type flavor.
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 kinda thought about dropping Monk too but Hulk does like to roll into battle with just his stretchy pants so I felt Unarmored Defense was more fitting the theme so decided to stick with Monk and dropping Barb because Giant's Might and Rage both needed Bonus Actions.
Yeah, but you probably dont want to been investing in Wisdom for a monk's unarmored defense. Giant's Might and Rage both requiring a bonus action isnt ideal, but as long as their combats last more than 2 rounds they should be fine. For flavor, I would use Giant's Might first as the character begins to grow into the big green monster, still a little disoriented and then on the second round thats where the transformation fully finishes, they Rage and begin smashing.
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!