AchwardSilence
First Post
So I posted this the other day here and on a few other forums. Thanks to those who responded for their advice. I didn't want to resurrect that thread so I'm starting a new one with a similar but more specific question for the same character.
I think I'll take him to L11 as a reflavored Long Death Monk. After that, I'm not sure where to go up to the campaign starting level of 15. For context, keep in mind that the character is a street fighter/back alley brawler. I'm less opposed to magic as I originally was, but the more I can refluff it to feel less arcane, the better. He also should ideally be able to hold his own acceptably well in a L15-20 campaign, but he's more accustomed to 1-on-1 fights.
Here's my best options as I see them:
-Pure Monk up to 15. Benefits: 4 more Ki, 5 more feet of movement, Diamond Soul. I don't really care about the L13&15 features, and though Diamond Soul is awesome I don't know if it would be as good for the flavor of this character as three levels in another class.
-Barbarian Bear Totem 3. Benefits: Best HP of all the options, Advantage on Dex saving throws, damage bonus and advantage if I ever find myself using Str, and crazy damage resistance. Also, since I'm building to 15 from scratch, I could technically take Barb first if I wanted its Unarmored Defense instead of the Monk's.
-Rogue Swashbuckler 3. Benefits: Expertise, 2d6 sneak attack with a finesse weapon, cunning action, increased initiative, free semi-disengage, is a


ing swashbuckler.
-Ranger (especially if the DM allows UA Revised) Hunter or Deep Stalker 3. Benefits: Fighting Style, advantage on some attacks, bonus damage against some enemies, Hunter's Mark, [Hunter] situational extra 1d8 damage per turn, [Stalker] situational extra speed and attack, nice in low-light to dark conditions, extra spell.
-Fighter Battle Master 3. Benefits: Fighting style, 3-13 HP healing per short rest, action surge, better maneuver options than by simply taking the Martial Adept feat. Oooh, and artisan's tools.
For the final level, I'd get an ASI/Feat regardless of class as long as I keep it to the two, but I don't know if extra Ki or a better hit die would be better.
I'm building this more for fun than optimization, and honestly the pure Monk feels the least fun, followed probably by the Ranger.
I'm sorry for the long post, but I'm still new to 5e, and haven't figured out its quirks yet. Thanks for your time, and any advice is greatly appreciated.
I think I'll take him to L11 as a reflavored Long Death Monk. After that, I'm not sure where to go up to the campaign starting level of 15. For context, keep in mind that the character is a street fighter/back alley brawler. I'm less opposed to magic as I originally was, but the more I can refluff it to feel less arcane, the better. He also should ideally be able to hold his own acceptably well in a L15-20 campaign, but he's more accustomed to 1-on-1 fights.
Here's my best options as I see them:
-Pure Monk up to 15. Benefits: 4 more Ki, 5 more feet of movement, Diamond Soul. I don't really care about the L13&15 features, and though Diamond Soul is awesome I don't know if it would be as good for the flavor of this character as three levels in another class.
-Barbarian Bear Totem 3. Benefits: Best HP of all the options, Advantage on Dex saving throws, damage bonus and advantage if I ever find myself using Str, and crazy damage resistance. Also, since I'm building to 15 from scratch, I could technically take Barb first if I wanted its Unarmored Defense instead of the Monk's.
-Rogue Swashbuckler 3. Benefits: Expertise, 2d6 sneak attack with a finesse weapon, cunning action, increased initiative, free semi-disengage, is a




-Ranger (especially if the DM allows UA Revised) Hunter or Deep Stalker 3. Benefits: Fighting Style, advantage on some attacks, bonus damage against some enemies, Hunter's Mark, [Hunter] situational extra 1d8 damage per turn, [Stalker] situational extra speed and attack, nice in low-light to dark conditions, extra spell.
-Fighter Battle Master 3. Benefits: Fighting style, 3-13 HP healing per short rest, action surge, better maneuver options than by simply taking the Martial Adept feat. Oooh, and artisan's tools.
For the final level, I'd get an ASI/Feat regardless of class as long as I keep it to the two, but I don't know if extra Ki or a better hit die would be better.
I'm building this more for fun than optimization, and honestly the pure Monk feels the least fun, followed probably by the Ranger.
I'm sorry for the long post, but I'm still new to 5e, and haven't figured out its quirks yet. Thanks for your time, and any advice is greatly appreciated.
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