Quoz
2021-01-07, 06:19 PM
I've been toying around with this concept today, and could use some help fleshing it out.
Basic concept: I want to make a character who is really good at throwing around opponents. Like DBZ style throw them into the air, then jump up so I can grab them and throw them even higher than that.
Core of the build will be a Lutus Den Halfling with open hand monk and battlemaster both at 3. This gives us two great sources of consistent forced movement, in the open hand's flurry of blows rider effects and in battlemaster's pushing attack. Both give a 15 foot shove on a failed strength save, and they can be put on the same attack. At higher levels you can also add in stunning strike, which is particularly brutal as stunned characters automatically fail any strength or dexterity saves.
So now we've got a character that is really good at pushing people around. But what do we do with that? Shove people into traps and obstacles, over cliffs, or through windows. If they get stuck on difficult terrain they may need to take a dash action to get back to the fight. Knock them prone first and they definitely won't be taking a swing in melee next round. Depending on party makeup, you can bunch together enemies for better area of effect spells. But this build also gets two unique options that can really impact a big fight.
First, and perhaps most potent, is that the Lotus Den subrace of halfling gets two once per day spells: entangle at 3rd level, and spike growth at 5th. Entangle is great, a cheap way to spread out combatants and keep your party from getting swarmed. Spike Growth is a fantastic spell for using with forced movement, causing 2d4 damage for every 5 feet you pass through, with no save or mitigation. Once you shove someone in, they will have to come through it all again on the way back out. And since both entangle and spike growth cause their area of effect to become difficult terrain, it is excellent for breaking up fights or keeping a melee enemy from engaging your ranged allies. Use your action to cast, then action surge and flurry of blows to push as many opponents into the ring of pain as possible.
Since your spells are only once per day, another reliable trick unique to your race is to make the attack while passing through the enemy's space. Halflings have the ability to move through the space of a medium or larger creature, and attacks can be made at any point of your move. Since I am underneath you, I have the option to direct my forced movement up and send targets flying. In addition to the embarrassment of getting chucked 30 feet into the air by someone the size of a five year old, the enemy will also take fall damage and probably end up prone. Just make sure you have at least enough movement to leave the square after you attack, because you do not want to still be there when they land. If you have the Ki to burn, you can use step of the wind to increase your jumping distance and follow them, striking and pushing even higher (you will not be able to take the bonus action dash or disengage since flurry of blows already takes your bonus action. But hey, it looks cool and makes for a sweet finishing move)
Overall, I am viewing this as battlemaster 3/monk X. I think I would take the fighter levels only after monk 5, since stunning strike is maybe even more important for this build than most monks. Aside from that, I haven't decided on feat options. My group usually uses rolled stats so I will be less dependent than most monks on stat increases, which is good since a 3 level dip will mean I don't get a second feat until level 11. Dueling may be the more optimal choice for fighting style, but I think I will take blindfighting instead as a more versatile and flavorful choice.
I am still working on this concept and don't know how I would build past the initial setup. Any thoughts or criticism is appreciated. (yes, I know at least the vertical pushing will be table and GM dependent)
Basic concept: I want to make a character who is really good at throwing around opponents. Like DBZ style throw them into the air, then jump up so I can grab them and throw them even higher than that.
Core of the build will be a Lutus Den Halfling with open hand monk and battlemaster both at 3. This gives us two great sources of consistent forced movement, in the open hand's flurry of blows rider effects and in battlemaster's pushing attack. Both give a 15 foot shove on a failed strength save, and they can be put on the same attack. At higher levels you can also add in stunning strike, which is particularly brutal as stunned characters automatically fail any strength or dexterity saves.
So now we've got a character that is really good at pushing people around. But what do we do with that? Shove people into traps and obstacles, over cliffs, or through windows. If they get stuck on difficult terrain they may need to take a dash action to get back to the fight. Knock them prone first and they definitely won't be taking a swing in melee next round. Depending on party makeup, you can bunch together enemies for better area of effect spells. But this build also gets two unique options that can really impact a big fight.
First, and perhaps most potent, is that the Lotus Den subrace of halfling gets two once per day spells: entangle at 3rd level, and spike growth at 5th. Entangle is great, a cheap way to spread out combatants and keep your party from getting swarmed. Spike Growth is a fantastic spell for using with forced movement, causing 2d4 damage for every 5 feet you pass through, with no save or mitigation. Once you shove someone in, they will have to come through it all again on the way back out. And since both entangle and spike growth cause their area of effect to become difficult terrain, it is excellent for breaking up fights or keeping a melee enemy from engaging your ranged allies. Use your action to cast, then action surge and flurry of blows to push as many opponents into the ring of pain as possible.
Since your spells are only once per day, another reliable trick unique to your race is to make the attack while passing through the enemy's space. Halflings have the ability to move through the space of a medium or larger creature, and attacks can be made at any point of your move. Since I am underneath you, I have the option to direct my forced movement up and send targets flying. In addition to the embarrassment of getting chucked 30 feet into the air by someone the size of a five year old, the enemy will also take fall damage and probably end up prone. Just make sure you have at least enough movement to leave the square after you attack, because you do not want to still be there when they land. If you have the Ki to burn, you can use step of the wind to increase your jumping distance and follow them, striking and pushing even higher (you will not be able to take the bonus action dash or disengage since flurry of blows already takes your bonus action. But hey, it looks cool and makes for a sweet finishing move)
Overall, I am viewing this as battlemaster 3/monk X. I think I would take the fighter levels only after monk 5, since stunning strike is maybe even more important for this build than most monks. Aside from that, I haven't decided on feat options. My group usually uses rolled stats so I will be less dependent than most monks on stat increases, which is good since a 3 level dip will mean I don't get a second feat until level 11. Dueling may be the more optimal choice for fighting style, but I think I will take blindfighting instead as a more versatile and flavorful choice.
I am still working on this concept and don't know how I would build past the initial setup. Any thoughts or criticism is appreciated. (yes, I know at least the vertical pushing will be table and GM dependent)