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High Strength Monk
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<blockquote data-quote="Tormyr" data-source="post: 7249337" data-attributes="member: 6776887"><p>I modeled the Hulk by making a Half-orc barbarian with the Tavern Brawler feat. This gives a 1d4 damage die for unarmed strikes and a bonus action grapple. A raging barbarian has advantage on strength checks, so it becomes fairly effective. Couple with bear totem, and it is fairly hard to put down. When I played that character, I got permission from the DM to also have Tavern Brawler allow a bonus action Shove. So at level 4 he could hit and grapple on turn 1 followed by shove prone and hit with advantage on turn two. At that point he was ground pounding his opponent, his allies had advantage as well, and the target's speed was 0 from the grapple, so it could not get up from prone.</p><p></p><p>It isn't a monk, but it ticks a lot of the similar boxes:</p><p>* mitigation of fall damage by raging</p><p>* unarmed combat</p><p>* unarmored defense</p><p></p><p>The character could be a half-orc that does 1 + STR damage at level 1 or a variant human with Tavern Brawler for 1d4 + STR damage at level 1.</p><p></p><p>Where he is different is the damage die does not scale as he levels up. In the grand scheme of things, that means 3 damage per hit at high level, but he makes up for that with much better survivability than the monk and battlefield control with the grappling.</p></blockquote><p></p>
[QUOTE="Tormyr, post: 7249337, member: 6776887"] I modeled the Hulk by making a Half-orc barbarian with the Tavern Brawler feat. This gives a 1d4 damage die for unarmed strikes and a bonus action grapple. A raging barbarian has advantage on strength checks, so it becomes fairly effective. Couple with bear totem, and it is fairly hard to put down. When I played that character, I got permission from the DM to also have Tavern Brawler allow a bonus action Shove. So at level 4 he could hit and grapple on turn 1 followed by shove prone and hit with advantage on turn two. At that point he was ground pounding his opponent, his allies had advantage as well, and the target's speed was 0 from the grapple, so it could not get up from prone. It isn't a monk, but it ticks a lot of the similar boxes: * mitigation of fall damage by raging * unarmed combat * unarmored defense The character could be a half-orc that does 1 + STR damage at level 1 or a variant human with Tavern Brawler for 1d4 + STR damage at level 1. Where he is different is the damage die does not scale as he levels up. In the grand scheme of things, that means 3 damage per hit at high level, but he makes up for that with much better survivability than the monk and battlefield control with the grappling. [/QUOTE]
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