He's level 2/2 monk/barbarian. And let me be clear, this is not an optimization challenge - he'd likely be far stronger as a level 4 barbarian. That's not relevant. He's the first mate of an underdark river barge, and he's the lost prince - Aragorc, so to speak - of the doomed orc kingdom that once ruled the dark below. He is the inheritor of their ancient culture, their might, their unrealised hope for the future. Upon his skin are tatooed the tales and histories, victories and defeats of his race.
And he fights unarmed and unarmored, cause he's as bad as they come. The greatest orc hero for many many ages. Anyways ...
I need to spice him up, and I need input. I have ideas, but I'm not sure if they're too cheesy, or too random, or too anything. Not sure if they're good enough.
For one thing, I want him to have knuckle dusters. I'd just have these add +1 damage to his unarmed strikes, but I'm open to suggestions.
For another, I want him to have a 2-handed unarmed smash. Because KRGH'ÂAHN SMASH! That just needs to happen. But - and this is that part that maybe get's too cheesy. He'd get a 2-handed attack, plus his Ki strike - all with advantage from Reckless, and +2 damage from Rage, and another +1 for the knuckle dusters. Am I overdoing it?
I also want to comment on his level. In this world, pretty much everyone is a classless mook - up to and including kings, nobles, generals, even bartenders. Krghâahn is different, he's a hero to match the characters, a very rare thing for them to meet. But he cannot possibly be more than level 4. Because the players are level 3. And I don't want them to lose the feeling that they are, in actual fact, rare and powerful individuals in this world.
Does anyone have any input or ideas? What should a 2-handed unarmed strike be? Just ... a d8+str?
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Blanket disclaimer: I only ever state opinion. But I can sound terribly dogmatic - so if you feel I'm trying to tell you what to think, I'm really not, I swear. I'm telling you what I think, that's all.
Maybe don’t think so much in terms of class and levels for an NPC. It can be handy to use them as a framework, but instead treat him like a monster stat block. For example, maybe just give him a d8 for damage unarmed as a base feature. Why not? It’s basically a longsword and shouldn’t be too unreasonable. He doesn’t have to follow PC rules, after all. Call the knuckle dusters flavor. (Autocorrect just made that knuckle sisters instead of dusters, and made me think he should refer to them as his sisters or the sisters or something, because that sounds kind of cool.)
As for the smash, maybe make it apply normal damage and a status effect — prone, stunned pushed back 10’ all come to mind and give that monk flavor without specifically monk levels. And have it be a recharge ability, like 5 or 6 on a d6, or of course, change the number if you want it to be more rare or more common.
And I’ll throw out there, some of those tattoos are just begging to be magical. Eldritch claw is an obvious one, but you could give him others just as easily or homebrew one or two. If he’s meant to be a recurring NPC, you can make new ones start working every few levels, similar to a rune knight.
I would start with a martial arts adept (or a martial arts adept if you don’t have MotM), and then add the Reckless trait from the berserker since it fits the NPC’s character. I would let the 1ce/turn Knock Down or Push count as the two-handed smash too. If absolutely necessary I would add Rage, but I’m not sure it is necessary. I would add Danger Sense though, and proficiency in Str & Wis saves. Then I would add the Orc racial traits of the ASIs, Adrenaline Rush, Darkvision, Powerful Build, and Relentless Endurance (or Aggressive instead of Adrenaline Rush if you don’t have access to MotM), and I’d add the Primal Intuition trait from the old Orc too justo make him even more special since it won’t affect combat at all. Finally I would add the background that best it’s the character just for flavor, probably either Inheritor or Sailor (or both). That’s how I would approach it at any rate. That would create a cool NPC with all the flavor you want, but keep it streamlined to run as an NPC.
There's no nonmagical item or class feature to improve unarmed strike's damage beyond what you already have access to or that can make it two-handed in the game.
There's magic item such as an Insignia of Claws, Eldritch Claw Tattoo and the Unarmed Fighting Style feature that enhance unarmed strikes but you'd have to find a way to gain access to them somehow. Joining hands to make two handed unarmed strike could bump the damage dice similar to how weapon's Versatile property or the Unarmed Fighting Stylle.do.
If it was instead meant for Homebrew & House Rules then the other forum will be a better place suited for such feedbacks.
Danger Sense. When not blinded, deafened, or incapacitated, Krgh'âahn has advantage on Dexterity saving throws against effects that he can see, such as traps and spells.
Powerful Build. Krgh'âahn counts as one size larger when determining his carrying capacity and the weight he can push, drag, or lift.
Reckless. At the start of his turn, Krgh'âahn can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against him have advantage until the start of his next turn.
Relentless Endurance (1/Day). When Krgh'âahn is reduced to 0 hit points but not killed outright, he can drop to 1 hit point instead.
Unarmored Defense. While Krgh'âahn is wearing no armor and wielding no shield, his AC includes his Wisdom modifier.
Actions
Multiattack. Krgh'âahn makes three attacks with his knuckle dusters, or five Dart attacks.
Knuckle Dusters. Melee Weapon Attack:+6 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage, or 10 (1d10 + 5) Versatile. Once per turn, Krgh'âahn can cause one of the following additional effects (choose one or roll a d4):
1–2: Knock Down. The target must succeed on a DC 14 Dexterity saving throw or be knocked prone.
3–4: Push. The target must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet directly away from Krgh'âahn.
Dart. Ranged Weapon Attack:+6 to hit, range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
Deflect Missile. In response to being hit by a ranged weapon attack, Krgh'âahn deflects the missile. The damage he takes from the attack is reduced by 1d10 + 4. If the damage is reduced to 0, Krgh'âahn catches the missile if it’s small enough to hold in one hand and he has a hand free.
Description
Krgh'âahn is first mate of an underdark river barge, and the lost prince of the doomed orc kingdom that once ruled the dark below. He is the inheritor of their ancient culture, their might, their unrealised hope for the future. Upon his skin are tattooed the tales and histories, victories, and defeats of his race.
I don’t know the character well enough to choose personality characteristics, and I took a guess and picked the dice set. Also, I only had a limited description to use or it would be a little longer. But that’s pretty close, I think, to what you want.
Thanks all - especially IamSposta, that's incredibly thorough, I'm frankly impressed.
I'll say this: I don't use monster stat blocks for NPC's. It hinges on the whole 'everyone is a classless mook' thing - for those who aren't classless mooks, I make full character sheets. I get that a monster stat block technically make them stronger, but that's not really what I want. Krgh'âahn is part of a whole crew, a goblin (also classed), a deep gnome (classless mook but with a statblock) and four dwarf rowers (same). Together, that group should match the PC's - although they're closer to allies than enemies.
But it's not impossible I should get with the program, that statblock you made (IamSposta) does look incredibly appealing =)
Also, yes - some of the tattoos should be magical. As an old Planescape player, it's surprising that didn't occur to me.
Finally, Plaguescarred - maybe this should be in homebrew? Frankly I have no idea, I've never visited that forum. I don't consider myself a homebrewer, despite making settings, monsters and so on myself. I hardly ever use anything from the books. Maybe that's a little silly =)
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Blanket disclaimer: I only ever state opinion. But I can sound terribly dogmatic - so if you feel I'm trying to tell you what to think, I'm really not, I swear. I'm telling you what I think, that's all.
I’m glad you like it, happy to help. Don’t be too impressed though, it’s mostly just copy/paste and some formatting adjustments.
To be honest, I often make important NPCs using character sheets as well, but then I still convert them to statblocks to actually use those NPCs. Mostly I just streamline them by cutting out all the stuff they don’t really need and then double the hit points. What you’re looking at in that statblock is essentially what you built as a PC using the character sheet (more or less), just streamlined. It doesn’t have Rage because that’s a pain in the neck to track as a DM, nor does it have the standard Ki features because with only 2 levels of Monk it’s not enough to bother with as a DM. Instead this puppy’s got some pseudo Ki-adjacent stuff it can simply do every turn. And it has way more HP to actually make it survivable. But essentially this is the rough equivalent of about 2.5 levels of Monk and 1.5–2 levels of Barbarian.
PS- If you do want to use the statblock I can upgrade it with some magical tattoos, and fill in the personality characteristics for you. Then I can publish it as a monster and give you the link and you’ll be able to add it to your collection to use it. The rollables work and everything just like official monsters.
This is Krgh'âahn.
He's level 2/2 monk/barbarian. And let me be clear, this is not an optimization challenge - he'd likely be far stronger as a level 4 barbarian. That's not relevant. He's the first mate of an underdark river barge, and he's the lost prince - Aragorc, so to speak - of the doomed orc kingdom that once ruled the dark below. He is the inheritor of their ancient culture, their might, their unrealised hope for the future. Upon his skin are tatooed the tales and histories, victories and defeats of his race.
And he fights unarmed and unarmored, cause he's as bad as they come. The greatest orc hero for many many ages. Anyways ...
I need to spice him up, and I need input. I have ideas, but I'm not sure if they're too cheesy, or too random, or too anything. Not sure if they're good enough.
For one thing, I want him to have knuckle dusters. I'd just have these add +1 damage to his unarmed strikes, but I'm open to suggestions.
For another, I want him to have a 2-handed unarmed smash. Because KRGH'ÂAHN SMASH! That just needs to happen. But - and this is that part that maybe get's too cheesy. He'd get a 2-handed attack, plus his Ki strike - all with advantage from Reckless, and +2 damage from Rage, and another +1 for the knuckle dusters. Am I overdoing it?
I also want to comment on his level. In this world, pretty much everyone is a classless mook - up to and including kings, nobles, generals, even bartenders. Krghâahn is different, he's a hero to match the characters, a very rare thing for them to meet. But he cannot possibly be more than level 4. Because the players are level 3. And I don't want them to lose the feeling that they are, in actual fact, rare and powerful individuals in this world.
Does anyone have any input or ideas? What should a 2-handed unarmed strike be? Just ... a d8+str?
Blanket disclaimer: I only ever state opinion. But I can sound terribly dogmatic - so if you feel I'm trying to tell you what to think, I'm really not, I swear. I'm telling you what I think, that's all.
Maybe don’t think so much in terms of class and levels for an NPC. It can be handy to use them as a framework, but instead treat him like a monster stat block.
For example, maybe just give him a d8 for damage unarmed as a base feature. Why not? It’s basically a longsword and shouldn’t be too unreasonable. He doesn’t have to follow PC rules, after all. Call the knuckle dusters flavor. (Autocorrect just made that knuckle sisters instead of dusters, and made me think he should refer to them as his sisters or the sisters or something, because that sounds kind of cool.)
As for the smash, maybe make it apply normal damage and a status effect — prone, stunned pushed back 10’ all come to mind and give that monk flavor without specifically monk levels. And have it be a recharge ability, like 5 or 6 on a d6, or of course, change the number if you want it to be more rare or more common.
And I’ll throw out there, some of those tattoos are just begging to be magical. Eldritch claw is an obvious one, but you could give him others just as easily or homebrew one or two. If he’s meant to be a recurring NPC, you can make new ones start working every few levels, similar to a rune knight.
I would start with a martial arts adept (or a martial arts adept if you don’t have MotM), and then add the Reckless trait from the berserker since it fits the NPC’s character. I would let the 1ce/turn Knock Down or Push count as the two-handed smash too. If absolutely necessary I would add Rage, but I’m not sure it is necessary. I would add Danger Sense though, and proficiency in Str & Wis saves. Then I would add the Orc racial traits of the ASIs, Adrenaline Rush, Darkvision, Powerful Build, and Relentless Endurance (or Aggressive instead of Adrenaline Rush if you don’t have access to MotM), and I’d add the Primal Intuition trait from the old Orc too justo make him even more special since it won’t affect combat at all. Finally I would add the background that best it’s the character just for flavor, probably either Inheritor or Sailor (or both). That’s how I would approach it at any rate. That would create a cool NPC with all the flavor you want, but keep it streamlined to run as an NPC.
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There's no nonmagical item or class feature to improve unarmed strike's damage beyond what you already have access to or that can make it two-handed in the game.
There's magic item such as an Insignia of Claws, Eldritch Claw Tattoo and the Unarmed Fighting Style feature that enhance unarmed strikes but you'd have to find a way to gain access to them somehow. Joining hands to make two handed unarmed strike could bump the damage dice similar to how weapon's Versatile property or the Unarmed Fighting Stylle.do.
If it was instead meant for Homebrew & House Rules then the other forum will be a better place suited for such feedbacks.
Here’s a mock-up of what I was talking about earlier:
Additional Proficiencies. Dice Set, Navigator’s Tools, Vehicles (Water)
Danger Sense. When not blinded, deafened, or incapacitated, Krgh'âahn has advantage on Dexterity saving throws against effects that he can see, such as traps and spells.
Powerful Build. Krgh'âahn counts as one size larger when determining his carrying capacity and the weight he can push, drag, or lift.
Reckless. At the start of his turn, Krgh'âahn can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against him have advantage until the start of his next turn.
Relentless Endurance (1/Day). When Krgh'âahn is reduced to 0 hit points but not killed outright, he can drop to 1 hit point instead.
Unarmored Defense. While Krgh'âahn is wearing no armor and wielding no shield, his AC includes his Wisdom modifier.
Multiattack. Krgh'âahn makes three attacks with his knuckle dusters, or five Dart attacks.
Knuckle Dusters. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage, or 10 (1d10 + 5) Versatile. Once per turn, Krgh'âahn can cause one of the following additional effects (choose one or roll a d4):
1–2: Knock Down. The target must succeed on a DC 14 Dexterity saving throw or be knocked prone.
3–4: Push. The target must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet directly away from Krgh'âahn.
Dart. Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
Adrenaline Rush (2/Day). Krgh'âahn can take the Dash action, and gains 2 temporary hit points.
Deflect Missile. In response to being hit by a ranged weapon attack, Krgh'âahn deflects the missile. The damage he takes from the attack is reduced by 1d10 + 4. If the damage is reduced to 0, Krgh'âahn catches the missile if it’s small enough to hold in one hand and he has a hand free.
Description
Krgh'âahn is first mate of an underdark river barge, and the lost prince of the doomed orc kingdom that once ruled the dark below. He is the inheritor of their ancient culture, their might, their unrealised hope for the future. Upon his skin are tattooed the tales and histories, victories, and defeats of his race.
Personality Characteristics
Traits: “
Ideal: (
Bond: “
Flaw: “
Equipment: A set of traveler’s clothes, a pair of knuckle dusters, a dice set, 50 feet of silk rope, a lucky charm (a small stone with a hole in the center), and a pouch containing 25 gp.
I don’t know the character well enough to choose personality characteristics, and I took a guess and picked the dice set. Also, I only had a limited description to use or it would be a little longer. But that’s pretty close, I think, to what you want.
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Thanks all - especially IamSposta, that's incredibly thorough, I'm frankly impressed.
I'll say this: I don't use monster stat blocks for NPC's. It hinges on the whole 'everyone is a classless mook' thing - for those who aren't classless mooks, I make full character sheets. I get that a monster stat block technically make them stronger, but that's not really what I want. Krgh'âahn is part of a whole crew, a goblin (also classed), a deep gnome (classless mook but with a statblock) and four dwarf rowers (same). Together, that group should match the PC's - although they're closer to allies than enemies.
But it's not impossible I should get with the program, that statblock you made (IamSposta) does look incredibly appealing =)
Also, yes - some of the tattoos should be magical. As an old Planescape player, it's surprising that didn't occur to me.
Finally, Plaguescarred - maybe this should be in homebrew? Frankly I have no idea, I've never visited that forum. I don't consider myself a homebrewer, despite making settings, monsters and so on myself. I hardly ever use anything from the books. Maybe that's a little silly =)
Blanket disclaimer: I only ever state opinion. But I can sound terribly dogmatic - so if you feel I'm trying to tell you what to think, I'm really not, I swear. I'm telling you what I think, that's all.
I’m glad you like it, happy to help. Don’t be too impressed though, it’s mostly just copy/paste and some formatting adjustments.
To be honest, I often make important NPCs using character sheets as well, but then I still convert them to statblocks to actually use those NPCs. Mostly I just streamline them by cutting out all the stuff they don’t really need and then double the hit points. What you’re looking at in that statblock is essentially what you built as a PC using the character sheet (more or less), just streamlined. It doesn’t have Rage because that’s a pain in the neck to track as a DM, nor does it have the standard Ki features because with only 2 levels of Monk it’s not enough to bother with as a DM. Instead this puppy’s got some pseudo Ki-adjacent stuff it can simply do every turn. And it has way more HP to actually make it survivable. But essentially this is the rough equivalent of about 2.5 levels of Monk and 1.5–2 levels of Barbarian.
PS- If you do want to use the statblock I can upgrade it with some magical tattoos, and fill in the personality characteristics for you. Then I can publish it as a monster and give you the link and you’ll be able to add it to your collection to use it. The rollables work and everything just like official monsters.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting