The Barbarian and the Monk in D&D both offer players the chance to fight on the front lines. While the Barbarian is all near going blow for accident with enemies in every fight while Monks use their Ki hitting hard and not go hit back.

Simply what if yous wanted to combine the two? Well, you'd get Goku. Multi-classing gives players a variety of options to accidentally weaken their characters at higher levels but it also gives them more of a take chances to build a game-breaking character build if yous practise it right. This is how y'all should build an OP Barbaric Monk.

10 Prioritize Constitution

Constitution is frequently overlooked in your Ability Score because it has null to exercise with dealing harm or solving problems.  The temptation to focus on Force and Dexterity will exist loftier, equally mashing up these 2 classes will mean that yous'll benefit from having both high. Your role-playing experience as a badass harm dealer volition be seriously hampered if you lot charge into the fray miss your attack, and die in i round of combat. This is particularly true for Barbarians and Monkserker (Monk-Barbaric) as Constitution modifiers boost your Air-conditioning (Armor Class).

9 Strong or Dexterous

Tarzan-Disney

Your highest Ability Score will depend on what type of weapon you lot want to use. Simple Weapons (and short swords) allow yous to use Dexterity instead of Strength equally a Monk but your Barbarian Rage will only increment your strength bassed attacks. Choosing Dexterity over strength volition make your Ac higher but Forcefulness will permit you to bargain more damage with martial weapons and your Rage ability.

If that sentence made no sense; Loftier Strength = College Attacks and High Dex = Better Defence.

Whichever ane you cull, consider putting the other third or fourth. Wisdom is too important equally this ability score also increases your Ac and related to your ki subsequently on.  Charisma and Intelligence are your dump stats.

8 Versatile Weapon and no Armor

Whether it'southward a spear, battleaxe, war hammer, or longsword; having a versatile weapon (a weapon that allows you lot to wield information technology with one or two hands) is essential to have in order to utilize the abilities of both classes. Monks demand a gratis hand in order to use their abilities relating to an unarmed strike and Barbarians are at their best when using two-handed weapons.

The spear is the merely unproblematic weapon and can, therefore, rely on Dexterity instead of Strength due to the Monks Martial Arts ability. The other three are martial weapons and deal 1D8-1D10, compared to the spears 1D6-1D8 damage. Choosing a spear has the added benefit of being throwable, which makes it better than a quarterstaff past default.

Unarmored Defence force and Martial Arts are two features of the Barbarian and Monk respectively that depend on you not wearing armor. early on your Air conditioning volition be roughly 13.

vii Levelling Order (1-6)

If y'all're starting at level one, information technology's worth choosing the Barbaric to be your first class equally you get proficiency in martial weapons. At level 2 you should start multi-classing straight away and follow it up with calculation a 2d Monk level at level three  then you tin admission your ki, the main feature of the Monk class. Afterwards that, information technology'due south upwards to y'all to decide what guild to invest in your next three character levels, but you lot should be evenly split up as a level 3 Monk and level 3 Barbaric by level six in society to choose a bracket from each form.

half-dozen Gainsay Strategy

With Dexterity, Constitution, and Wisdom modifiers adding to your base of operations Air-conditioning of ten, you lot'll take an Air-conditioning roughly equivalent to light/medium armor. You'll likely be on the front end lines of every fight, but don't be afraid to let the enemies come to you and throw javelins at them before they brand it to you. Your Rage ability and ki abilities combined will make you harder to hitting and deal way more harm, only be mindful of when you lot plan to take a long/short rest. Your ki points replenish every short rest while the number of times yous tin rage replenishes every long rest. Don't allow that stop you from combining the 2 to get the most out of your Monkserker in a fight.

5 Don't Pick Feats. (Merely If You Practise...)

D&D Sorcerer/Fighter, levitating a book and casting a spell

Feats are a great way to customize your class in order to improve or branch out of the playstyle of that class when y'all level up. But since you're already multi-classing, every level-upwardly should be used to heave your power scores when possible, equally a Monkserker will rely on four of your six ability scores. Merely... if you lot really desire to these are some of the improve ones to get for a Monkserker. You'll desire to choice the Spotter Feat if you lot want to lean into your role as a defensive tank. Polearm Master is useful if yous're using a spear or quarterstaff. Lucky is useful for whatsoever class and Resilient is great for increasing the Ability Scores your Monkserker will depend on.

iv Races & Backgrounds

Half Orc in minimal armor

Races and backgrounds are better idea of as ways to flesh out your character rather than ways to get the optimal build. Notwithstanding, trying to make your character OP means maximizing these customizable options to your advantage. All of the "Common Races," which are Dwarf, Elf, Homo, and Halfling are good choices every bit well equally a Goliath or Genasi. Homo is probably the all-time since you lot'll be relying on 4 different Ability Scores for your various Monkserker abilities. Backgrounds are much more aesthetic and so you can't really go wrong with one. Try to choice something that meshes with your character rather than your form.

iii Monk Subclasses

Your best two options from the Monk subclasses are The Way of the Long Decease and The Style of the Kensei. The Fashion of the Long Death makes you harder to kill and The Style of the Kensei allows you lot to apply martial weapons to greater effect.

The Style of the Long Death allows you to blot enemy hit points based on your Wisdom Modifier when they're 5  feet away at Level 3 (for a Monkserker, this will exist Level half-dozen). When, and if, your Monkserker takes vi Monk Levels, they can frighten enemies as an action. If you already use a martial weapon or want to upward defense force instead of impairment, pick the Long Decease subclass.

If you want to increase your harm output, The Manner of the Kensei allows you to use your two martial weapons, ane ranged and ane melee, equally a Monk weapon. You can use your martial weapon to block if you employ an unarmed strike, boosting your Ac by 2 likewise as adding d4 to a ranged assail as a bonus action. a level vi Kensei Monk's weapons are considered magical and can ignore weapon resistance and can spend ane ki point to do extra harm with their weapon.

two Barbarian Subclasses

Barbarians' subclasses are some of the best in the game for consistency, most of their later on abilities stem from their rage. The all-time Subclasses for early abilities are the Ancestral Guardian and the Storm Herald. The Bequeathed Guardian allows y'all to summon your ancestors to aid y'all in battle and Tempest Herald allows you to wield the ability of the Body of water, Desert, or Tundra storm.

At Level iii, the Ancestral Guardian can bandage Ancestral Protectors which makes enemies take disadvantage that attack any other thespian reduced speed if they disengage from attacking you. At level 6 you tin can cast Spirit Shield and reduce impairment received past 2d6.

The Storm Herald chooses ane blazon of Storm; Desert, Bounding main, or Tundra. The Desert Storm gives you 2 fire impairment and the Tundra Storm boosts your allies' Armor class by 2. The Sea Stormtin canexercise d6 lightning impairment but enemies can make a dexterity relieve. Picking Ocean likewise makes you immune to lightning impairment at level 6 which is less common than the fire damage resistance for Desert and the cold Damage Resistance for

1 Getting MAD at later levels.

maestro hulk

Ane thing to consider when multiclassing is the fact that going OP (Overpowered) requires you to multiclass in means that apply one or two Ability Scores. The Monkserker suffers from Multi Surface area Subject or MAD which makes this multiclass build, not equally game-breaking as others. In club to adjourn this, it might be worth but taking 1-3 levels in one class and focusing on the other in order to maximize the effectiveness of the Monkserker. 5e is quite forgiving when compared to older editions of D&D and if you really just want to play Goku, then pick a Sun Soul Monk, get a level in Barbaric and fly it from level 4 onwards or but homebrew your own.

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