The title is accurate to the surrounding circumstances for me thinking up this monstrosity, me and a friend were discussing random things and started talking about multiclassing. This got more specific to monk, and it spiraled out of nowhere.
The build is assuming level 10 for easy shenanigans, though it starts being silly as early as 5 or 7 (Depending on your definition of silly). Stat wise the thing that matters is an 18 Dex (ASI from monk to dex, started with 16)
We'll be going with 5 OH!Monk/3 H!Ranger/2 Fighter going as a progression likely of 3 ranger first, then two levels of monk, two levels of fighter, then more monk.
To start off with, the concept for the build is abusing OH!Monk to knock them prone for advantage, and flurry of blows for four attacks and stacking Hunter's Mark/Colossus Slayer from ranger, with an action surge for good measure.
The calculations will assume all attacks hit, but no crit. Prone helps achieve this, but one or two misses don't mean that much with 8 attacks in a round.
Assuming a turn of prep for just laying down a Hunter's Mark and running in, maybe hitting it once. But we just assume you have Hunter's Mark active with Colossus Slayer.
So as a monk you are already going to just do 4d6+16 with a basic flurry of blows. Then another 4d6 from Hunter's Mark. 4d8 Coming from colossus slayer. Then action surging everything. Each punch does 2d6+1d8+4, or more than a greatsword. Final calculations come out at 16d6+8d8+32. That averages out at 136 damage. Another thing to note is you haven't expended all your resources, your following turn might see you doing another flurry for another 8d6+4d8+16.
Feel free to comment on anything I messed up, or remind me how paladin's can burst smites like no tomorrow especially with fighter levels. Keep in mind for discussion that this isn't a level 20 build, its level 10. Though it comes online for some of its big shenanigans even earlier.
Other things that might work well/better with this could be grabbing shillelagh with a magic initiate so it scales off wis, then stacking wis more than dex to increase the prone DC.
Welp there goes all the fun, Paladins will remain our holy overlords oversmiting all the challenges away. This is why we cant have nice fun things like undead campaigns.
If you want lvl 10 Shenanigans with Monk: lvl 5 Monk, lvl 3 Druid, lvl 2 Fighter: Setup consists of casting spike growth, longstrider and grappling an enemy. This is quite a bit of setup, but you can then drag your enemy through the spikes for ridiculous amounts of damage. Assuming Tabaxi (30 MS) + Mobile feat (10MS) + Unarmoured Movement (10 MS) + Longstrider (10 MS). This gives you a total MS of 60 MS, but with the Tabaxi's Feline Agility you can double this to 120 MS. You use your action to dash, your action surge to dash again, and step of the wind for another dash. You now have a total move of 480 for the turn. Dragging another creature (the one you grappled) halves your movement. This gives you 240 movement points through the spike growth or 96D4 points of damage. Please remember to move along the sides of the spike growth, but if you really want, you can use this as a fancy way of killing yourself. If you want to go completely ridiculous have someone else cast Haste on you and activate your boots of speed. This gives you a base MS of 480 and an extra dash for 5*MS total. You know. For those cases when you really want to roll and sum up 960D4.
It's not really reliable, but it is extremely fun :p
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The title is accurate to the surrounding circumstances for me thinking up this monstrosity, me and a friend were discussing random things and started talking about multiclassing. This got more specific to monk, and it spiraled out of nowhere.
The build is assuming level 10 for easy shenanigans, though it starts being silly as early as 5 or 7 (Depending on your definition of silly). Stat wise the thing that matters is an 18 Dex (ASI from monk to dex, started with 16)
We'll be going with 5 OH!Monk/3 H!Ranger/2 Fighter going as a progression likely of 3 ranger first, then two levels of monk, two levels of fighter, then more monk.
To start off with, the concept for the build is abusing OH!Monk to knock them prone for advantage, and flurry of blows for four attacks and stacking Hunter's Mark/Colossus Slayer from ranger, with an action surge for good measure.
The calculations will assume all attacks hit, but no crit. Prone helps achieve this, but one or two misses don't mean that much with 8 attacks in a round.
Assuming a turn of prep for just laying down a Hunter's Mark and running in, maybe hitting it once. But we just assume you have Hunter's Mark active with Colossus Slayer.
So as a monk you are already going to just do 4d6+16 with a basic flurry of blows. Then another 4d6 from Hunter's Mark. 4d8 Coming from colossus slayer. Then action surging everything. Each punch does 2d6+1d8+4, or more than a greatsword. Final calculations come out at 16d6+8d8+32. That averages out at 136 damage. Another thing to note is you haven't expended all your resources, your following turn might see you doing another flurry for another 8d6+4d8+16.
Feel free to comment on anything I messed up, or remind me how paladin's can burst smites like no tomorrow especially with fighter levels. Keep in mind for discussion that this isn't a level 20 build, its level 10. Though it comes online for some of its big shenanigans even earlier.
Other things that might work well/better with this could be grabbing shillelagh with a magic initiate so it scales off wis, then stacking wis more than dex to increase the prone DC.
There are only two flaws, and unfortunately big ones, for this.
First, Colossal Slayer can only be activated once a round.
Second, Action Surge only lets you take another action, not a bonus action, giving you only six attacks, not eight.
Welp there goes all the fun, Paladins will remain our holy overlords oversmiting all the challenges away. This is why we cant have nice fun things like undead campaigns.
If you want lvl 10 Shenanigans with Monk: lvl 5 Monk, lvl 3 Druid, lvl 2 Fighter:
Setup consists of casting spike growth, longstrider and grappling an enemy.
This is quite a bit of setup, but you can then drag your enemy through the spikes for ridiculous amounts of damage. Assuming Tabaxi (30 MS) + Mobile feat (10MS) + Unarmoured Movement (10 MS) + Longstrider (10 MS). This gives you a total MS of 60 MS, but with the Tabaxi's Feline Agility you can double this to 120 MS. You use your action to dash, your action surge to dash again, and step of the wind for another dash. You now have a total move of 480 for the turn. Dragging another creature (the one you grappled) halves your movement. This gives you 240 movement points through the spike growth or 96D4 points of damage. Please remember to move along the sides of the spike growth, but if you really want, you can use this as a fancy way of killing yourself. If you want to go completely ridiculous have someone else cast Haste on you and activate your boots of speed. This gives you a base MS of 480 and an extra dash for 5*MS total. You know. For those cases when you really want to roll and sum up 960D4.
It's not really reliable, but it is extremely fun :p