Barbarian Monk Tavern Brawler suffers a bit of overlap, and won't usually benefit from many features. Tavern Brawler gives a d4 for unarmed strikes but so does Martial Arts at level-1 if you are unarmored. Having both features is redundant.
Tavern Brawler lets you use your bonus action to grapple if you hit, while Martial Arts lets you make an unarmed strike as a bonus action if you attack. you will only have one bonus action. If your DM allows you are actually better off using your Attack action to grapple and your bonus action to strike as a monk. This is ambiguous in the rules but you must use a free hand to make a grapple, while you must use an unarmed strike or monk weapon to gain the bonus attack. These could be interpreted where a grapple is neither an unarmed strike or monk weapon. At level-5 you can grab and punch (Extra Attack) and definately can use the monks bonus action to attack.
So tavern Brawler only gains improvised weapon profuciency. However use an improv weapon denies you the benefits of Martial Arts.
Barbarian unarmored AC and Monks unarmored AC do not stack. The Barbarian allows the use of a shield and stacking Con increases HP so that's probably the superior stat.
Then there's Ability Scores. Strength based means Rage damage so that's good. You'll still need Dex given that you will rely on it for AC (or lose Martial Arts.) Con for AC and HP. Wis for Monk Save DC is not essential. You can refrain stacking Wis and even Dex relying on rage resistance and high health for defense.
I like Barbarian Monk as a build for flavor, but mechanically it's imperfect. I've played it knowing this, but I see no reason at all to take the feat.
I am currently playing a Barbarian with Tavern Brawler as a grappler, I multiclassed with Rogue for Expertice(Athletics) and versatility, seeing grappling as not always my best option. Tavern Brawler just doesn't couple well with Monk.
I found a really explosive multi-class. A lvl2 Paladin, Lvl 5 Hex-blade Warlock, and Lvl 13 Blade-singer Wizard. Requires 13 str, 13 cha, and 13 int. At lvl 20 this multi-class allows for a simulacrum, 7th level shadow blade, 4th level divine smite, 3rd level eldritch smite, and Hex-blade's Curse. Your simulacrum can do this too. This ends up being a total of 4 attacks that crit on 19s and 20s that deal 14d8s each in one round of combat.
You get armor from Hexblade anyway. Or you can put all those points you would have put in intellect into dex instead. You lose blade song but you gain a shield.
Rogue/Fighter! Specifically Swashbuckler with Fighter. I've played Swashbuckler/Battle Master before, and it's so good. Something I'd like to test out is Rogue/Samurai. Fighting Spirit plus Sneak Attack equals lots of dead goblins.
Hey everybody! :) Here are my current two favorites:
02 Hexblade Warlock 08 Oathbreaker Paladin Play as Dwarf
2 Levels in hexblade to use CHA for your weapons, eldritch Blast to make you range effective plus hex, 2 spellslots per shortrest for smiting as well as hex. 8 levels in Oathbreaker. Your aura adds your CHA again onto your weapon damage, meaning at CHA 20 you get a regular +10 on your damage.
Your smites are nasty as hell, if you feel lucky you can also cast the smite spells. Your hex is additional damage as well. If you take another level in Warlock you can even go for a big two hander if you feel like it. Elsewise I'd recommend shield mastery. You are tanky! Shield mastery, good Hitpool, Wisdom Save profiecency as well as +5 on all saves because of your aura make you one nasty guy. You want to save your smites for those juicy crits. Shield Mastery shows it's true potential. KNOCK'EM DOWN. Get those advantages going. though there is debate if you can do the shove before the attack, ask your DM ;)
The only question is if you want to drop Strength. If you do so, you need to play as a dwarf so you're not getting slowed by your heavy armor (the +2 Con are also welcome, as well as the extra hitpoints if you go hill).
The free mount is a nice extra. From here on further levels are up to you. I considered going for shadow sorcerer, getting that save from death might be nice, some fun sorcerer spells as well. And your Spellslots also rise quicker (more smites! Bigger smites!). Bard might also be an option.
Another Combo I am currently working on is a Bear Barbarian 03 + Rogue level XX. Unsure about the Rogue subclass. Feels mostly like flavor as many of them are really good.
As Zoraq_The_Mighty already mentioned the reckless attacks + Sneak attack is quite a joy. Better even is later on the uncanny dodge ability as well as the Evasion Talent. only half damage even on failed dex saves? Hell yeah! I have advantage on most of those because I am a Barbarian? Ooooh joy!
I just love the image of a big burly guy with two small daggers (which you can still wield with strength even when using sneak attack!:) ) who rages and stabs you reckless in the exact right spot.
Lovely to read all the peoples ideas here, it's really cool to see people experiment!
I regularly multiclass. Granted I havent been playing too long (2 years) but found that my campaigns dont ever run to level 20; usually just around level 10 give or take. I know a lot of people swear by capstone abilities (barbarian mostly) but I will trade early tier viability and utility for capstones.
That being said I'm running a campaign thats currently at level 4 and my breakdown is Half orc barb 2/moon druid 2. Wild shape rage is exceptionally fun and gives you a lot more combat utility at that level. CR 1 is great at that level amd rage gives you extra tankiness and reckless attack constantly. Worst case scenario is you drop out of wildshape if you get crit.
My adventure league character is hill dwarf Battlemaster fighter 3/forge cleric 1. Gives you an early level smite with maneuvers and loads of HP and AC at early levels if you take defense fighting style and imbue your armor with the +1 enchantment. Get 18 AC without even needing a shield. Allows me to 2H a maul and tank.
Recently I've been running a Battlemaster Fighter/Sword Bard. He's about as useful a Dexy Tank I've ever run.
Atm, he's 10th level, 5 of each.
Fighter: Fighting Style- Dueling Maneuvers - Feinting Attack, Riposte, and Goading Attack Extra Attack
Bard: Fighting Style- Defense Blade Flourishes Font of Inspiration
Feats: Defensive Duelist
My AC is 20 with a +1 Studded Leather, a Shield, and the Defense Style.
If I hit, I can add my 1d8 to the damage AND my AC for the next round. Then, I can use my reaction on a miss for a Riposte or on a hit to add 4 to the AC with my feat. I've had attacks in the upper 20s multiple times not hit me. And with the Battlemaster Maneuvers I've got more options to do damage and get advantage on hits. And I get it all back on short rests.
I didn't really plan this. I just thought the idea of a Sword Bard was cool and the party needed some frontline fighting so I decided on Battlemaster Fighter as well.
Amazing ability checks, 6x expertise, AC18 at lvl 3, picks up medium mastery later on, great assortment of abilities in combat, mobile, defensive, versatile. Sneak attack galore.
Lots of fun roleplay potential too. Admittedly not suited for powergaming tho.
One of my favorites was a open hand monk 6/life cleric 7. He could bounce all over the battle field to deliver stunning blows or heal while maintaining spirit guardians. Although maybe not the most optimal character I have ever made he was by far one of the most flexible and fun to play.
Sadly he is also the reason I will never draw another card from a deck of many things. Damn that magic item.
3 levels of barbarian (Beast Totem; Bear) grants you resistance to all damage except psychic. At 6th level, paladins get their CHA bonus to all saves, which is essentially the monk's Diamond Soul ability, except much sooner. At 7th level, the Oath of the Ancients paladin gets resistance to spell damage, like...say...spells that do psychic damage...
Barbarian Monk Tavern Brawler suffers a bit of overlap, and won't usually benefit from many features. Tavern Brawler gives a d4 for unarmed strikes but so does Martial Arts at level-1 if you are unarmored. Having both features is redundant.
Tavern Brawler lets you use your bonus action to grapple if you hit, while Martial Arts lets you make an unarmed strike as a bonus action if you attack. you will only have one bonus action. If your DM allows you are actually better off using your Attack action to grapple and your bonus action to strike as a monk. This is ambiguous in the rules but you must use a free hand to make a grapple, while you must use an unarmed strike or monk weapon to gain the bonus attack. These could be interpreted where a grapple is neither an unarmed strike or monk weapon. At level-5 you can grab and punch (Extra Attack) and definately can use the monks bonus action to attack.
So tavern Brawler only gains improvised weapon profuciency. However use an improv weapon denies you the benefits of Martial Arts.
Barbarian unarmored AC and Monks unarmored AC do not stack. The Barbarian allows the use of a shield and stacking Con increases HP so that's probably the superior stat.
Then there's Ability Scores. Strength based means Rage damage so that's good. You'll still need Dex given that you will rely on it for AC (or lose Martial Arts.) Con for AC and HP. Wis for Monk Save DC is not essential. You can refrain stacking Wis and even Dex relying on rage resistance and high health for defense.
I like Barbarian Monk as a build for flavor, but mechanically it's imperfect. I've played it knowing this, but I see no reason at all to take the feat.
I am currently playing a Barbarian with Tavern Brawler as a grappler, I multiclassed with Rogue for Expertice(Athletics) and versatility, seeing grappling as not always my best option. Tavern Brawler just doesn't couple well with Monk.
Extended Signature
I found a really explosive multi-class. A lvl2 Paladin, Lvl 5 Hex-blade Warlock, and Lvl 13 Blade-singer Wizard. Requires 13 str, 13 cha, and 13 int. At lvl 20 this multi-class allows for a simulacrum, 7th level shadow blade, 4th level divine smite, 3rd level eldritch smite, and Hex-blade's Curse. Your simulacrum can do this too. This ends up being a total of 4 attacks that crit on 19s and 20s that deal 14d8s each in one round of combat.
Even before level 20 its pretty cool.
Drop wizard for bard and spare the intellect. You can get Simulacrum as one of your Magical Secrets.
Extended Signature
You can miss out on all the defenses the Blade-singer gets if you change it for bard, but I guess that's fine.
You get armor from Hexblade anyway. Or you can put all those points you would have put in intellect into dex instead. You lose blade song but you gain a shield.
Extended Signature
I've heard Paladin / Warlock is cool, haven't done it myself though.
For the most part, I haven't gotten too many chances to multiclass but of the ones I have tried-
Rogue / lvl 2+ Barbarian is fun. Reckless attack can guarantee the extra damage unless you are also disadvantaged on your roll
Fighter / Paladin and Barbarian / Paladin were both pretty fun and fit well
Rogue/Fighter! Specifically Swashbuckler with Fighter. I've played Swashbuckler/Battle Master before, and it's so good. Something I'd like to test out is Rogue/Samurai. Fighting Spirit plus Sneak Attack equals lots of dead goblins.
Hombrew: Way of Wresting, Circle of Sacrifice
Assassin 11 / Gloomstalker 5 / Battle Master 3 / 1 level of something. A perfect fit.
Hey everybody! :)
Here are my current two favorites:
02 Hexblade Warlock
08 Oathbreaker Paladin
Play as Dwarf
2 Levels in hexblade to use CHA for your weapons, eldritch Blast to make you range effective plus hex, 2 spellslots per shortrest for smiting as well as hex.
8 levels in Oathbreaker. Your aura adds your CHA again onto your weapon damage, meaning at CHA 20 you get a regular +10 on your damage.
Your smites are nasty as hell, if you feel lucky you can also cast the smite spells. Your hex is additional damage as well. If you take another level in Warlock you can even go for a big two hander if you feel like it. Elsewise I'd recommend shield mastery. You are tanky! Shield mastery, good Hitpool, Wisdom Save profiecency as well as +5 on all saves because of your aura make you one nasty guy. You want to save your smites for those juicy crits. Shield Mastery shows it's true potential. KNOCK'EM DOWN. Get those advantages going. though there is debate if you can do the shove before the attack, ask your DM ;)
The only question is if you want to drop Strength. If you do so, you need to play as a dwarf so you're not getting slowed by your heavy armor (the +2 Con are also welcome, as well as the extra hitpoints if you go hill).
The free mount is a nice extra. From here on further levels are up to you. I considered going for shadow sorcerer, getting that save from death might be nice, some fun sorcerer spells as well. And your Spellslots also rise quicker (more smites! Bigger smites!). Bard might also be an option.
Another Combo I am currently working on is a Bear Barbarian 03 + Rogue level XX. Unsure about the Rogue subclass. Feels mostly like flavor as many of them are really good.
As Zoraq_The_Mighty already mentioned the reckless attacks + Sneak attack is quite a joy. Better even is later on the uncanny dodge ability as well as the Evasion Talent. only half damage even on failed dex saves? Hell yeah! I have advantage on most of those because I am a Barbarian?
Ooooh joy!
I just love the image of a big burly guy with two small daggers (which you can still wield with strength even when using sneak attack!:) ) who rages and stabs you reckless in the exact right spot.
Lovely to read all the peoples ideas here, it's really cool to see people experiment!
I regularly multiclass. Granted I havent been playing too long (2 years) but found that my campaigns dont ever run to level 20; usually just around level 10 give or take. I know a lot of people swear by capstone abilities (barbarian mostly) but I will trade early tier viability and utility for capstones.
That being said I'm running a campaign thats currently at level 4 and my breakdown is Half orc barb 2/moon druid 2. Wild shape rage is exceptionally fun and gives you a lot more combat utility at that level. CR 1 is great at that level amd rage gives you extra tankiness and reckless attack constantly. Worst case scenario is you drop out of wildshape if you get crit.
My adventure league character is hill dwarf Battlemaster fighter 3/forge cleric 1. Gives you an early level smite with maneuvers and loads of HP and AC at early levels if you take defense fighting style and imbue your armor with the +1 enchantment. Get 18 AC without even needing a shield. Allows me to 2H a maul and tank.
Recently I've been running a Battlemaster Fighter/Sword Bard. He's about as useful a Dexy Tank I've ever run.
Atm, he's 10th level, 5 of each.
Fighter:
Fighting Style- Dueling
Maneuvers - Feinting Attack, Riposte, and Goading Attack
Extra Attack
Bard:
Fighting Style- Defense
Blade Flourishes
Font of Inspiration
Feats: Defensive Duelist
My AC is 20 with a +1 Studded Leather, a Shield, and the Defense Style.
If I hit, I can add my 1d8 to the damage AND my AC for the next round. Then, I can use my reaction on a miss for a Riposte or on a hit to add 4 to the AC with my feat. I've had attacks in the upper 20s multiple times not hit me. And with the Battlemaster Maneuvers I've got more options to do damage and get advantage on hits. And I get it all back on short rests.
I didn't really plan this. I just thought the idea of a Sword Bard was cool and the party needed some frontline fighting so I decided on Battlemaster Fighter as well.
Personally I like my Paladin/Sorcerer multi. No glass canons here.
Rogue (Swashbuckler): 11
Bard - Colleague of Swords: 6
Warlock - Hexblade: 3
Human variant, lucky feat
Amazing ability checks, 6x expertise, AC18 at lvl 3, picks up medium mastery later on, great assortment of abilities in combat, mobile, defensive, versatile. Sneak attack galore.
Lots of fun roleplay potential too. Admittedly not suited for powergaming tho.
only one Ive ever looked into is life domain cleric/druid, and this was expressly for a cleric of chauntea
life domain makes goodberry soooo op
One of my favorites was a open hand monk 6/life cleric 7. He could bounce all over the battle field to deliver stunning blows or heal while maintaining spirit guardians. Although maybe not the most optimal character I have ever made he was by far one of the most flexible and fun to play.
Sadly he is also the reason I will never draw another card from a deck of many things. Damn that magic item.
Current Characters I am playing: Dr Konstantin van Wulf | Taegen Willowrun | Mad Magnar
Check out my homebrew: Items | Monsters | Spells | Subclasses | Feats
Half Elf Hexblade Warlock / Shepherd Druid / Divine Soul Sorcerer / Champion Fighter with Warcaster, Elven Accuracy, Great Weapon Master, Polearm Mastery.
Barbarian 9th - Path of the Berseker/Fighter 11th - Champion
Feats - Great weapon Master, Tough, Charger, Mobile
Attune Items - Hammer of Thunderbolts, Gaunlets of Ogre Power, and Belt of Giant Str
In one round I get 3 attacks (fighter) +1 (frenzy rage) then Action Surge for 8 total attacks
Use GWM -5 att +10 dam feature and use Reckless attack give you advantage on attack rolls
so 19-20 crit chance from Champion x2 D20 rolls
end story is and 20th level for one round max damage is 424. Yes not a typo. 328 is minimum.
i will try the Hexblade Paladin sometimes.
what are the breakpoints to reach?
Paladin 6 for the aura of Protection i think.
but if you say you will be lvl 20, how much do you get in every class?
Paladin 6/ Warlock 14?
I'm a big fan of Ancient Barbearian.
3 levels of barbarian (Beast Totem; Bear) grants you resistance to all damage except psychic. At 6th level, paladins get their CHA bonus to all saves, which is essentially the monk's Diamond Soul ability, except much sooner. At 7th level, the Oath of the Ancients paladin gets resistance to spell damage, like...say...spells that do psychic damage...
Oath of the Ancients Paladin to level 7 gives you freaking MAGIC resistance!