Now I'm not sure if it works, but is it possible to use multiple features / Feats / ... with the same unarmed strike? From what I read from the rules there should be no problem, but maybe I have forgotten something.
For example, could one also use Stunning Strike (Monk's 5th-level characteristic) + Shaking Palm + Thrust (T. Open Hand) + Thrust (Tavern Attack) + Thrust (Unarmed Strike) in the same unarmed strike? Clearly, using Shove or Grapple (Unarmed Strike) prevents you from doing the damage of the unarmed attack.
The beauty of each combination listed is that it does not need to be declared before you hit, and so you can combine them depending on the result of the opponent's saving throws. For example, I could use Topple (Open Hand T.), and if the opponent overcomes the saving throw I could still use Shove (Unarmed Strike) to make it retire and thus have a better chance of toppling it.
Open Hand Technique
Whenever you hit a creature with an attack granted by your Flurry of Blows, you can impose one of the following effects on that target.
Addle. The target can’t make Opportunity Attacks until the start of its next turn. Push. The target must succeed on a Strength saving throw or be pushed up to 15 feet away from you. Topple. The target must succeed on a Dexterity saving throw or have the Prone condition.
Stunning strike
Once per turn when you hit a creature with a Monk weapon or an Unarmed Strike, you can expend 1 Focus Point to attempt a stunning strike. The target must make a Constitution saving throw. On a failed save, the target has the Stunned condition until the start of your next turn. On a successful save, the target’s Speed is halved until the start of your next turn, and the next attack roll made against the target before then has Advantage.
Quivering Palm
You gain the ability to set up lethal vibrations in someone’s body. When you hit a creature with an Unarmed Strike, you can expend 4 Focus Points to start these imperceptible vibrations, which last for a number of days equal to your Monk level. The vibrations are harmless unless you take an action to end them. Alternatively, when you take the Attack action on your turn, you can forgo one of the attacks to end the vibrations. To end them, you and the target must be on the same plane of existence. When you end them, the target must make a Constitution saving throw, taking 10d12 Force damage on a failed save or half as much damage on a successful one. You can have only one creature under the effect of this feature at a time. You can end the vibrations harmlessly (no action required).
Tavern Brawler
Push. When you hit a creature with an Unarmed Strike as part of the Attack action on your turn, you can deal damage to the target and also push it 5 feet away from you. You can use this benefit only once per turn.
Unarmed Strike
You make a melee attack that involves using your body to deal one of the following effects:
Damage. You make an attack roll against the creature, and on a hit, you deal 1 + STR Bludgeoning damage. Grapple. The target must succeed on a Str./Dex. (it chooses which) saving throw (DC = 8 + Prof. Bonus + Str.) or it has the Grappled condition. Shove. The target must succeed on a Str./Dex. (it chooses which) saving throw (DC = 8 + Prof. Bonus + Str.) or you can either push it 5 ft. away or cause it to have the Prone condition.
Here I present only the possible combinations with the Open Hand subclass. With other subclasses or multiclasses there may be other combinations. An example is the fighter battle master. Do you guys have other possible combinations?
When you make an Unarmed Strike, you must choose whether you are going to do Damage (make an Attack Roll), Grapple (Require the target to make a Saving Throw) or Shove (Require the target to make a Saving throw) at that point. Unarmed Strike is only a hit when you make the Attack Roll, and it succeeds against the target's AC, and thus "hit with an Unarmed Strike" only applies to Unarmed Strikes / Damage, as it is the only option that uses one.
As a result a character with 17 Monk Levels, Subclassed into Warrior of the Open Hand, with the Tavern Brawler origin feat can, on an Attack made with the Attack Action.
Stunning Strike, if not already attempted on this Turn (Monk Level 5)
Quivering Palm (Warrior of the Open Hand Level 17)
Push 5 Feet automatically, if not already used on this Turn(Tavern Brawler Feat / Push)
The Open Hand Technique options require Flurry of Blows, which is a Bonus Action. They also require a hit, so you cannot choose to use Unarmed Strikes / Push or /Grapple on an Open Hand Technique Strike. As such, this combo is possible, assuming Stunning Strike has not already been used on this turn. A successful Stun on the target is an automatic failure on the Open Hand Technique Push. The following combo is available for the aforementioned Monk on a Single Flurry of Blows attack:
Stunning Strike, if not already attempted on this Turn (Monk Level 5, Stunning Strike)
Quivering Palm (Warrior of the Open Hand Level 17)
Push 15 Feet on a failed STR Saving Throw (Warrior of the Open Hand Level 2: Open Hand Technique)
That said, you are free to use your Attacks or Flurry of Blows to Unarmed Strike / Grapple or Unarmed Strike / Shove in combos that do not require a hit, and at 17th level, the Monk has two attacks with the Attack action, and up to Three attacks with Flurry of blows, so there are likely ample opportunities to use the other Unarmed Strike options on the same turn if desired.
Thus, since we do not need an attack roll in order to execute a Grapple or Shove (Unarmed Strike), in a sense we have to decide before attacking. It is probably an advantage not to have to make an attack roll, but it is also a pity, because it would have been interesting to be able to choose based on the situation during the attack. Now I wonder if, in case we fail the attack roll, we can still choose to use Grapple or Push, since they only require an intention and not an attack roll.
Thus, since we do not need an attack roll in order to execute a Grapple or Shove (Unarmed Strike), in a sense we have to decide before attacking. It is probably an advantage not to have to make an attack roll, but it is also a pity, because it would have been interesting to be able to choose based on the situation during the attack. Now I wonder if, in case we fail the attack roll, we can still choose to use Grapple or Push, since they only require an intention and not an attack roll.
Whenever you use your Unarmed Strike, choose one of the following options for its effect.
You have to pick one, and only one when you make the Unarmed Strike. If you chose Damage (whether you hit or missed), or if you chose Grapple or Shove (whether the target made or failed its Saving throw) that particular Unarmed Strike is completed and cannot be swapped to a different option.
Now I'm not sure if it works, but is it possible to use multiple features / Feats / ... with the same unarmed strike? From what I read from the rules there should be no problem, but maybe I have forgotten something.
For example, could one also use Stunning Strike (Monk's 5th-level characteristic) + Shaking Palm + Thrust (T. Open Hand) + Thrust (Tavern Attack) + Thrust (Unarmed Strike) in the same unarmed strike? Clearly, using Shove or Grapple (Unarmed Strike) prevents you from doing the damage of the unarmed attack.
The beauty of each combination listed is that it does not need to be declared before you hit, and so you can combine them depending on the result of the opponent's saving throws. For example, I could use Topple (Open Hand T.), and if the opponent overcomes the saving throw I could still use Shove (Unarmed Strike) to make it retire and thus have a better chance of toppling it.
Open Hand Technique
Whenever you hit a creature with an attack granted by your Flurry of Blows, you can impose one of the following effects on that target.
Addle. The target can’t make Opportunity Attacks until the start of its next turn.
Push. The target must succeed on a Strength saving throw or be pushed up to 15 feet away from you.
Topple. The target must succeed on a Dexterity saving throw or have the Prone condition.
Stunning strike
Once per turn when you hit a creature with a Monk weapon or an Unarmed Strike, you can expend 1 Focus Point to attempt a stunning strike. The target must make a Constitution saving throw. On a failed save, the target has the Stunned condition until the start of your next turn. On a successful save, the target’s Speed is halved until the start of your next turn, and the next attack roll made against the target before then has Advantage.
Quivering Palm
You gain the ability to set up lethal vibrations in someone’s body. When you hit a creature with an Unarmed Strike, you can expend 4 Focus Points to start these imperceptible vibrations, which last for a number of days equal to your Monk level. The vibrations are harmless unless you take an action to end them. Alternatively, when you take the Attack action on your turn, you can forgo one of the attacks to end the vibrations. To end them, you and the target must be on the same plane of existence. When you end them, the target must make a Constitution saving throw, taking 10d12 Force damage on a failed save or half as much damage on a successful one. You can have only one creature under the effect of this feature at a time. You can end the vibrations harmlessly (no action required).
Tavern Brawler
Push. When you hit a creature with an Unarmed Strike as part of the Attack action on your turn, you can deal damage to the target and also push it 5 feet away from you. You can use this benefit only once per turn.
Unarmed Strike
You make a melee attack that involves using your body to deal one of the following effects:
Damage. You make an attack roll against the creature, and on a hit, you deal 1 + STR Bludgeoning damage.Grapple. The target must succeed on a Str./Dex. (it chooses which) saving throw (DC = 8 + Prof. Bonus + Str.) or it has the Grappled condition.
Shove. The target must succeed on a Str./Dex. (it chooses which) saving throw (DC = 8 + Prof. Bonus + Str.) or you can either push it 5 ft. away or cause it to have the Prone condition.
Here I present only the possible combinations with the Open Hand subclass. With other subclasses or multiclasses there may be other combinations. An example is the fighter battle master. Do you guys have other possible combinations?
When you make an Unarmed Strike, you must choose whether you are going to do Damage (make an Attack Roll), Grapple (Require the target to make a Saving Throw) or Shove (Require the target to make a Saving throw) at that point. Unarmed Strike is only a hit when you make the Attack Roll, and it succeeds against the target's AC, and thus "hit with an Unarmed Strike" only applies to Unarmed Strikes / Damage, as it is the only option that uses one.
As a result a character with 17 Monk Levels, Subclassed into Warrior of the Open Hand, with the Tavern Brawler origin feat can, on an Attack made with the Attack Action.
The Open Hand Technique options require Flurry of Blows, which is a Bonus Action. They also require a hit, so you cannot choose to use Unarmed Strikes / Push or /Grapple on an Open Hand Technique Strike. As such, this combo is possible, assuming Stunning Strike has not already been used on this turn. A successful Stun on the target is an automatic failure on the Open Hand Technique Push. The following combo is available for the aforementioned Monk on a Single Flurry of Blows attack:
That said, you are free to use your Attacks or Flurry of Blows to Unarmed Strike / Grapple or Unarmed Strike / Shove in combos that do not require a hit, and at 17th level, the Monk has two attacks with the Attack action, and up to Three attacks with Flurry of blows, so there are likely ample opportunities to use the other Unarmed Strike options on the same turn if desired.
🎵I'm on top of the world, looking down on creation, wreaking death and devastation with my mind.
As the power that I've found erupts freely from the ground, I will cackle from the top of the world.🎵
Charisma Saving Throw: DC 18, Failure: 20d6 Psychic Damage, Success: Half damage
Thus, since we do not need an attack roll in order to execute a Grapple or Shove (Unarmed Strike), in a sense we have to decide before attacking. It is probably an advantage not to have to make an attack roll, but it is also a pity, because it would have been interesting to be able to choose based on the situation during the attack. Now I wonder if, in case we fail the attack roll, we can still choose to use Grapple or Push, since they only require an intention and not an attack roll.
The text in Unarmed Strike is:
You have to pick one, and only one when you make the Unarmed Strike. If you chose Damage (whether you hit or missed), or if you chose Grapple or Shove (whether the target made or failed its Saving throw) that particular Unarmed Strike is completed and cannot be swapped to a different option.
🎵I'm on top of the world, looking down on creation, wreaking death and devastation with my mind.
As the power that I've found erupts freely from the ground, I will cackle from the top of the world.🎵
Charisma Saving Throw: DC 18, Failure: 20d6 Psychic Damage, Success: Half damage