The things that make the Barbarian/Warlock work are armor of agathys (non-concentration) and the eldritch smite invocation. It's not the strongest build but it's still a much better route than anything sorcerer or wizard brings.
You can also cast mage armor and get a +3 to AC. Edit: Alright just looked at mage armor and found out this doesn’t work. This is because mage armor doesn’t stack as the the wording is “makes your AC equal to 13 + dex modifier”
@@plasmagamer1771 Mage Armor makes your AC 13 plus your Dex mod. It doesn't stack with Unarmored Defense, which makes your AC 10 plus your Dex mod plus your Con mod.
I DM'd for a friend who wanted to play the BardBarian combo and what I did was I added a feat they could take I called warrior song. Essentially it was the raging barbarian could concentrate on spells during a rage by singing to their gods or ancestors or whatever. They could not cast a new spell during rage but as long as they kept up the warrior song they maintained concentration. This was effected by things like silence or some other effect that caused them not to be able to voice their song. It was not overpowered in my opinion and was very fun at the table.
@@Grooveworthy I don't get why someone would do that, if the spell is casted before they go into a rage and the quid is they need to be able to sing (verbal component each turn) in subsequent turns if raging to be able to mantain concentration, this ability is already adding a constant need foor verbal component after the casting, that's going to bring with it a lot of limitations for the raging barbarian to consider that will begin immediately when casted and will remain for as many turns after the casting as they can hold concentration. As I see this, limiting this to only spells that already had a verbal component does nothing for balancing a HB mechanic that's already well balanced, but it would only take away from the spells the barbarian can concentrate on and the possibilities at their disposal
Toss it onto a weapon, like a fluted haft of an ax so it whistles with each strike. Or a singing bowstaff that whistles through air. Each strike can imbue a bardic die to add spell damage to the strike. Let's you burn bardic die since you won't be using them during rages.
We had Barbarian Rizz where the Barbarian could expend a rage charge to have advantage on Persuasion and Performance checks. Didn’t require multiclassing in Bard though. He was a zealot barbarian who worshipped the Goddess of Love and had a special personal relationship with her is why.
I made a fun barbarian artificer build. It had a Dr Jekyll / Mr. Hyde premise. Where a bugbear beast barbarian (named Jackel Snide) was granted superior intellect. While he's Dr jackel he uses his full range of abilities until hearing a trigger word (VENGEANCE). This sends him into a full blown rage and gives over more towards that animalistic side of bug bear. (Btw the trigger for him to regain his sanity was "Mommy loves you")
The gentleness and sincerity in which Monty says I do when responding to Kelly saying you love the barbarian great axe @22:45 just warms the cockles of my D&D heart.
Treantmonk has a great barbarian warlock build on his channel. Basically, it combines armor of Agathys with rage for tons of extra hp and radiating damage
@@lovelessissimoit’s already labeled that it’s half or no damage with other rogue abilities. It’s how we rule it in our games. Currently I’m playing a rogue barian but it’s much more rogue than barbarian.
For the MonkBarian, I have seen this done pretty well in play. Our group had a lv 3 Bear Totem, Lv 15 Long Death Monk Dwarf. His gimmick was rage, attack, and when he needed to heal, Patient Defense and use his dwarf feature to regain some HP. He would also use his ki points for either flurry of blows, or Mastery of Death to keep himself up at 1 HP.
This is cool, but more a monk with barbarian than a barbarian with monk though. I think the barbarian multiclass is better for a monk than the monk multiclass is for the barbarian.
Barbarian-Cleric who’s on probation so he has to do nice things for the community to make his PO happy, but all he wants to do is swing his axe (bonus points: give him an axe with the staff of healing ability, call it The Random Axe Of Kindness)
@Al Jean Hey, the Greek Gods were mainly worshipped out of fearing their wrath. Zeus, Apollo, Hera, Hades, None of them were nice by human standards. I say a Barbarian in forced divine servitude is very Greek.
That Barbarian / Peace Cleric reminds me of something from another TTRPG... In Exalted you had these things called "Limit Breaks" where a character get's pushed to their mental/emotional limit and snaps before acting either in exaggeration or direct opposition of their greatest Virtue, one of said Limit Breaks for a high Compassion character is literally "Violently Rage at the Stupidity of War!"
Jessie Peace, the Peace Domain Barbarian. He follows the path 0f non-violence up until the point when he just looses it. He was not as famous as his brother Warren.
Most mechanics will tell you, percussive maintance works 80% of the time. So Artbarian thematically works. Also has decent synergies if you go battle smith
Barbarians break stuff. But the Artillerist likes that idea, and the roving cannon isn't bad as you're raging. Thieves' tools proficiency is underrated for breaking and disabling devices well. Armorsmith with the thunder gauntlets isn't bad at all, and works kind of nicely with Path of the Ancestral Guardian to get more than one target to focus on you and make one of them do less damage if they go after your allies. Grab Sentinel, have some tanking fun.
Yeah, honestly Artibarian isn't a bad combo at all! Unlike something like the Druid or the Bard, Artificers are half-casters specifically. They CAN spellcast, but spellcasting isn't the main focus. Not to mention that a good many of Artificer class and subclass features don't specifically require spellcasting. Except Alchemist, but I don't think that it is a good Artificer anyway, so I'm gonna ignore that. What boils down to a good Barbarian subclass or not is how core class/subclass mechanics interact with Rage, because Barbarians are all about that RAGE. Full spellcasters, even Druids, I think generally do not mix. You are meant to cast spells. Rage specifically prevents you from doing that. Thus, better places to look are the classes that don't require *spellcasting*. Artificer is a great example; it has other uses for spell slots aside from spellcasting, and its focus is more on magical items, not spellcasting. However, the spells it has access to are also great forms of utility. Personally, I think Artillerist and Battle Smith are great picks, but Armorer is also a good choice, too.
For warlocks, you get invocations at lvl 2 and a pact boon at lvl 3; There are plenty of options there unrelated to spells or simply used for out of combat. There are even warlock sub classes such as the Undead or even the Fathomless that have a lvl 1 feature that's an ongoing benefit during battle. In general, warlocks don't have many spell slots and just burning them on armor of agathys is pretty good.
When multiclassing with Paladin, Lay on Hands becomes so much better, cause when you heal yourself during rage those hitpoints are actually doubled, i'd say it's up there with fighters and rogues for S tier
@@denodagor that tracks. I thought I had missed some glorious synergy somewhere that let you actually heal double while raging. Would've been irresponsibly OP. Thank you!
Don’t forget that Ranger dip gives you Expertise, so our Shoves or Grappling becomes god-like! And then there are things like Fighting Style, Horde Breaker, Dread Ambusher, or spells that work great with Barbarian - Longstrider, Goodberry,… Fey Wanderer 3 is also awesome on dual wielding Barbarian!
One thing that did not get called out in the Barbarian / Artificer section is the synergy option in the Totem Barbarian / Armorer Artificer. You can Infuse a suit of Medium armor with Psychic Resistance (6th level), and a +1 Shield. At 5th level in either class, you get the Bonus Attack. You can still use your Strength for the Thunder Gauntlets Attack while in a Rage, and you have a Bonus Action got give yourself Temp HP, which always combos well with Barbarian.
@@derekseaton4412 This checks out. Two of the effects at that level say if you aren't wearing heavy armor. This ability does not say that so does in fact work when in heavy armor. I know you know. Just confirming it to anyone else that reads this
Wild Magic Barbarian and Wild Magic Sorcerer is a blast, usually when you least expect it. It's not the most optimal in combat, but it leaves an impression.
6:20 actually you can still rage in heavy armour, you just don’t gain the base benefits of rage (and fast movement) Any later rage benefits including subclass features will still work (bear totem giving resistance to all damage except psychic still includes bludgeoning, piercing and slashing) “While raging, you gain the following benefits if you aren’t wearing heavy armor” this stipulation is only on the base rage feature
Um, actually, there's more to it than just one feature that comes with the no-armor requirement... "While raging, you gain the following benefits if you aren't wearing heavy armor: - You have advantage on Strength checks and Strength saving throws. - When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table. - You have resistance to bludgeoning, piercing, and slashing damage."
@@guyman1570 Heavy Armor also disables Fast Movement, but other than that it could work. You still get Danger Sense and Reckless Attack, but no bonus damage or advantage on Str rolls while raging. So it could work with an artificer multiclass perhaps, if they buff before combat.
23:00 Given the Monk discussion, really curious to hear their thoughts on Tavern Brawler in BG3. Seems like Larian tweaked those rules to make this happen.
Correction: Druids can concentrate on spells from the get go in Wild Shape, they don't need Beast Spells from level 18 to do it. They can *cast* them from Wild Shape at 18th level And while Monks cannot use 2 handed weapons, Tasha's optional feature allows Monks to turn weapons that aren't Heavy or Special into Monk weapons. Battleaxe is close enough, not every single melee martial build has to rely on GWM
Fucking thank you. The fact that everyone says you have to have GWM to me is just insane. I understand the numerical advantage it gives you but dealing damage is not the only point in the game.
The thing is, a melee martial build that isn’t doing good damage isn’t really providing anything in combat. They don’t generally have any features that help them do anything else. Don’t say tanking, there’s maybe half a subclass that can actually fulfil that role, and it’s still very limited. If you don’t want to build around combat, that’s cool, but then there’s no point discussing the combat effectiveness of multiclass options.
@@johndevlin9225 A Barbarian running great weapon master spends a valuable ASI or Feat and prevents them with point buy or standard array from maxing out their AC. A Barbarian running a shield can get a decent AC, and you can use subclasses like the Ancestral Guardian to reliably tank and draw aggro. A Barbarian when they max their Constitution and draws aggro is insanely durable and one of the best tanking options out there. There's more to melee fighters than maxing out damage.
@@TheHandgunhero Ancestral guardian was the half a subclass I was referring to, which enables you to gain fairly good control of one enemy as long as you are raging. If there are multiple enemies, or you don’t have enough rages to last the day, or the enemies are at a distance, you have basically no power over them. Still, it is probably the best tank in the game (which says more about the quality of the other tank options). As for drawing aggro, what do you mean by that? Being a very durable target that doesn’t do a lot of damage sounds like the enemies will walk past you and attack your allies that are actually a threat. And if you don’t have a reach weapon because you’re holding a shield then you aren’t even threatening a large area with your one opportunity attack. As for maxing out your ac, do you mean with unarmoured defence? How many ASIs do you think you’re getting? Because by wearing a breastplate (and there’s no reason for a barbarian not to) and having a +2 dex you have an ac that won’t be beaten unarmoured until you have a combined dex and con mod of +7, and that’s gonna take until at least level 16 if you want to max your primary ability score first, and that’s assuming you take no feats at all. I don’t see how a barbarian that focuses all their ASIs into maxing con and carries a shield is a tank at all. Sure they can take a lot of damage, but they have no tools to prevent their allies taking damage. They have a single opportunity attack, and that’s it, unless they’re the one subclass with any kind of ability that helps with this.
@@johndevlin9225 "drawing aggro" means convincing a key enemy to attack you instead of someone else. Usually by making it a worse option to attack someone else, usually by imposing disadvantage on attacks against anyone else. Like a Battlemaster's goading attack, or Ancestral Protectors which is disadvantage *and* resistance to the attack. (That only triggers on your turn, not op attacks anyway, but fair point about not controlling a large area to stop enemies with Sentinel, or just the threat of damage.) Of course it's not "aggro" like in an mmorpg like WoW; in D&D it's just a narrative thing, not mechanically forcing them to. Even the Compelled Duel spell is only disadvantage against other creatures, and only force a Wis save to move more than 30 feet away from you.
I made an NPC Bardbarian I was quite fond of. He was a retired soldier turned barfly that would tell wonderful stories of his glory days to his eager audience. If a stranger dared to call him a liar they could find out just how capable a warrior he still was under that beer gut. Before fighting, he used cantrips like Friends and Vicious Mockery to really mess with people, but he wasn't afraid of a good barroom brawl.
Oddly enough, Flurry of Blows is not tied to the 'Martial Arts' feature, but to the Ki feature, meaning you can use it while wielding a Heavy Two-Handed axe. Neither is Stunning strike tied to it. They do work together! Also, I could see a Raging Reckless Attacking Monkbarian bonus action Patient Defense, that sounds pretty good
Yup, Martial Arts is mostly there to let you use Dex on attacks when it normally can't and what's the Normal stat? STRENGTH!! So go ahead and start using a Great axe and flurry of blow with Str. If for any reason you lose the axe, then you got access to your fists to go all reckless punching.
@@ruga-ventoj - Martial Arts is also there to let the bonus action unarmed strike(s) not suck, including the 2 from flurry of blows or 1 for free. So it's important for all monks, otherwise flurry of blows would be 2x 1+str damage, as well as the benefit you mentioned for attack rolls. Correct that if your weapon is good enough and you're attacking with your preferred stat already, you don't want to use it on your Attack action, though. But yes, well spotted @Playlist B that Flurry of Blows only requires that you take the Attack action, not that you attacked with a monk weapon or unarmed. Interestingly, the free bonus action to make one unarmed strike does depend on making an unarmed strike or using a monk weapon during your Attack action, so you can't use it with grapple/shove or with a non-monk weapon, only flurry of blows.
The rules for monk actually say you CAN use your dex modifier instead of your strength mod. You don't have to. Also, warhammers are covered by kensei monk if I'm not mistaken. That's a brutal combination.
20:40 path of the beast actually works, by the rules, simple weapons in which you are proficient count as monk weapons. In fact, combining it with Kensei monk makes an actually good multiclass.
I would love it if it worked with agile parry... Unfortunately to get the +2 AC you need to wield a weapon RAW and your DM can reasonably argue that you can't wield your claws because you don't wield your hands (Same reason claws don't work with dueling fighting style)
Beast Barbarian 6/Kensei Monk x is actually pretty strong. Currently playing in a campaign with one and you can get up to 35ish DPR (not gonna list full calcs here). But the secret is - dedicated weapon / kensei weapon to get a 1d8 weapon to activate monk features with your attack action - path of the beast claws for an additional two 1d6 attacks with your attack action - martial arts / flurry of blows for either one or two 1d4 bonus attack attacks - all attacks get your str mod and rage bonus - all attacks at advantage because of reckless attack it really does peak right at level 9/10 overall and you mainly gain versatility/extra ki points with the rest of your monk levels, but once you have 3-4 ki points, you can potentially make 5 attacks a turn for an entire combat and that's just plain cool. of course, you do nothing besides this but still battleaxe claw claw kick kick is an awesome turn
My girlfriend played a Beast Barb/Monk in a one-shot I did, it was level 5, so 3 levels barb and 2 levels Monk and she loved it. We didn't think it would do so great, but it exceeded expectations. Not sure how well it would work at higher levels, but lower levels make the Flurry of Blows with Reckless super cool
I have a bear totem/celestial warlock I'm rocking right now and have been for the past couple years. At level 10 he ran into a room with two Barlguras alone... soaked up so much damage and even managed to slay one of them. The rest of the party caught up and helped him finish the last one. You cast armor of agathys outside of combat whenever you think it's appropriate. You save your rages carefully… But in 2024 handbook, this build is even better, maybe even twice as good because the rages come back on a short rest. and you can get the packed of the chain and the packs of the blade at the same time in the new handbook. This build is insane. You cast healing light while you're raging since it's not a spell. You can just use it on yourself with gift of you ever living ones to be a mighty cockroach… Or if intelligent opponents are targeting squishier characters, they actually have to address you first because you keep distance healing your wizard or your rogue back up every time they go down , and you're still raging using your action to attack twice. If I don't want to use rage or I'm all out of them, that's totally fine. I cast spirit shroud and swing at advantage with reckless attack. Adding 1 or 2 d8 The best is when you finally reach celestial level 14 because when you go down, when the bad guy finally somehow manages to put you on the ground and knock you unconscious to zero or very much past zero, you spring right back up with tons of health and damage every bad guy around you and force them to try to try and get you down all over again . Talk about the tip of the spear of your adventuring party, super fun and first through the door of almost every dungeon room, time and time again.
While the Barbarian Artificer pulls you in two different directions, I'd still give it at least a C. The artificer is very much about support and utility, so you have a number of non-concentration spells that can buff you before going into a rage. Topping it off with infusions, the steel defender or alchemist potions, you're setting yourself up to with a lot of buffs and extra defense. I can see a build that gives you some more utlity, but primarily makes you better as a tank.
Kensei Monk with Path of the Beast gets lets you count your claws as monk weapons so you could get 4 or 5 attacks each turn using strength. The bonus action attack would be your martial arts die and if you hit with it you would get a bonus to your AC. Later as a monk you could get sharpen the blade letting you add up to +3 to your claws. And your claw damage would increase to larger dice later as your monk die grows.
You don’t even need Kensei, the beast barbarian uses simple martial weapons in which you are proficient. Even if you don’t count the beast weapons as included in the simple weapons a monk is proficient in (because they are proficient in all of them) dedicated weapon allows you to use any weapon you are proficient with as a monk weapon as long as the weapon doesn’t have the heavy or special property
@@yuvalgabay1023 you don't need to be amazing with all 4 stats, you just need to be good enough to qualify for the multiclass. With point buy and a race with bonuses to 2 of the 4 stats you can easily get a 16 in 1 stat and 14s in the other 3, which is absolutely enough to make the combination work
Haha I couldn’t help but to think of Ginny impersonating you guys during the “bardbarian” ranking, Monty goes low and Kelly says but the name is cool! Same with D4s they’re shaped like little pyramids, S tier die lol
Something you didn’t mention about the Druid multiclass is that you can use unarmored defense while wildshaped. Most beasts have good dex and con but low ac, so that combined with the resistance makes wild shape a lot better.
You can use multiattack while wildshaped too. Any creature that doesn't already get multiattack becomes crazy powerful, and it can even help the ones that do, since most say 'you make one attack with (strong ability) and one with (weaker ability)' but if you have multiattack from barbarian you can make two with the strong ability. This also applies to a fighter 11 druid 9 for what may be the craziest 20th level multiclass.
Better sure but you lose two levels of druid and you aren't able to rage and wildeshaoe in the same turn. It's really not that great of a multiclass. Treantmonk's Temble is currently making videos about wildeshape and explains all of that pretty good
@Not- A-Theist You can rage and wildshape in the same turn. Moon druid says you *can* use a bonus action to wildshape instead of an action, rather than saying wildshape *becomes* a bonus action for you. Because of this neat little wording, you can use your action to wildshape and your bonus action to rage.
@@The_Crimson_Witch true, but if you use your action to wildshape, unless you've leveled into Barbarian 15, you've just used both your action and your bonus action, which means you've lost the chance to attack. You then have to pray the enemy isn't smart enough to steer clear of you/not run away from you so you can either take damage or get an opportunity attack. Otherwise you lose rage.
Pertaining to the Barbarian/Artificer, there is one way I can see for this to work: To use the Artificer's spellcasting outside of combat for the most part. I mean, the artificer gets a bunch of utility spells that may prove useful in a pinch. Plus not having to worry about a spellbook like a wizard is a nice bonus if you can use essentially your infused item as a focus - like your greataxe for instance.
When it comes to making a brutal legends like character, I found that instead of multiclassing the barbarian and bard you can instead multiclass bard with tempest cleric. I made a dwarf character that uses a battle axe as a guitar and blasts lighting as he plays some wicked riffs
Variant Human, Barbarian Totem Warrior 5/Monk Way of the Long Death 3 Take Fighting Initiate - Unarmed Fighting, d8+STR for damage on Unarmed Strikes (no armor or shield). Bear Totem, obviously, for resistance to all damage. Up to 4 attacks per turn (extra attack and flurry of blows). 20 extra feet of movement. Touch of Death gives temp HP each time you take out a creature.
Honestly a monk going 3 levels into barbarian is where I think it works the best. Beast totem barbarian on a monk, especially something already tanky like mercy or long death, makes you feel damn near unkillable
Watching this again to decide if I want to make a barbarian with fighter dip or fighter with barbarian dip. And just now noticed the Gini Di eyebrow hat. Love it!!! I'm a patron for both you and them and love seeing you colab.
How about an alchemist artificer/wild magic barbarian? You get the magic from your potions (no casting or concentration required) and you get the theme of chaos from both subclasses. It's not great, but I reckon it bumps the multiclass to a C at least.
And it just sounds fun! I'm playing a wild magic barbarian with a homebrew magic mushroom tea kit. Whenever I drink the mushroom tea, I roll a d12 and a magical effect happens. Some are from the alchemist elixirs and the rest are from the wild magic sorcerer table.
Mechanically it doesn't synergise, but what actually bumps it to C is the Armourer Artificer. You can use Thunder Gauntlets with reckless attack and strength, you can wear armour as a Barbarian so long as it's not heavy and boost your AC, you get infusions which give you useful utility if needed and you can draw aggro better without needing to be an Ancestral Guardian. You can even get the infusion that gives you resistance on Psychic Damage as a Totem Warrior.
@@TheHandgunhero for AC and utility purposes, I couldn't agree more. The only problem is that the weapons can't be combined with the awesome feats like GWM, so it lacks a bit in the damage department.
@@TheHandgunhero Thunder Gauntlets aren't doing a whole lot, though, given that they're just d8 weapons. You're trading much better weapons for the pseudo-taunt ability.
As someone whos played a Bardbarian Magical Girl Its not practical, but its really silly, especially if your DM gives you some small perks (like spending an insporation to cast while raging), but its not necessary. It was a Wild Magic/Glamour (20 str, 14 Dex, 16 Con, 18 cha), i just wore medium armor and it worked comfortably
For monk build: the rolling with difficulty podcast has a astral self/barbarian character. The astral arms let you use your wisdom in place of strength for checks and also lets you make unarmed strikes using your wisdom. The DM ruled that the rage bonuses still apply to attacks, checks, and saves when using wisdom in this case. The character is by no means a power build and it requires a nice DM, but all the features in the build synergise well.
i like this one, the arms say you *can* use your wisdom modifier in place of your strength or dex, so you can still use your strength and get to rage bonus and reckless attack with reach, without nice DMing, and attacking 4 times per turn with at level 8, a 1d6 +4 from strength and a +2 from rage on every attack dealing force damage could be pretty decent (this would be a barb 2 monk 6 i think) going wisdom with DM buy in gets you a really good AC compared to the strength build but you can of course still get a 15 AC on the strength build with the mountain dwarf and still have a 40 foot move speed once you hit monk 5 I would still agree that it's probably a B tier build though
I do want to touch on the Monk/Barbarian build idea, because there is one thing that does help it out tremendously; and while it doesn’t allow for greataxes and heavy weapons, it still does a lot. Dedicated Weapon at Level 2 for monk. If you’re Barbarian, multiclassing into Monk, you meet all the criteria to have a heavy hitting weapon, using your strength, and have it be a monk weapon.
I’m glad you tackled the difficulties of Barb/Monk cause I’ve wanted to play a character based on a boxer type, and my initial idea was Barb 3 (Bear Totem) and the rest Monk (most likely Long Death for the resilient boxer)
There is a funny(but very specific) build with Barb(beast level 6 with high jump) and Monk(level 4 slow fall), where you do constant high jumps with a grappled enemy to knock them down and prone, then keep attacking. 1) Grapple target(cost 1 "attack"). 2) Spend your move to make a high jump. Make a Strength(Athletics) check and add that number to your jump height(should easily be over 10 in total). 3) As you and your enemy fall down(1d6 bludgeoning damage for every 10 feet), negate any fall damage you might take by using your reaction and Slow Fall feature(reduce damage by 5x your monk level, so 20). 4) If your enemy takes any damage from this, they are knocked prone, while you still hold on to them(prone requires half your max movement to stand up. Grapple means speed is 0, so no movement points). 5) Your enemy is now prone and you can use your second attack of the round to strike with advantage. 6a) On the enemy's turn, they can use their action to try to stop your grapple(they have to beat you in an athletics contest). If they succeed(unlikely), they are no longer grappled, but are still prone. As a result, they can only crawl, or stand up, using half their movement. 6b) Or the enemy can choose to attack you while still grappled and prone. This gives them disadvantage against you. 7a) If the enemy has escaped, just go back to 1) and start over. 7b) If the enemy is still grappled, you can do a dive bomb again(dealing a bit of damage) and then attack twice. Other benefits to this build. 1) You get to use a Tail(beast 3) to use as a defensive tool in situations where you want to spend your reaction on avoid direct damage rather than grappling(add 1d8 to your AC). 2) You can also choose to spend your reaction on Deflect Missiles. In both cases, it gives you a way to avoid powerful attacks. 3) You can jump high and grapple a flying creature, causing their speed to get reduced to 0, meaning instant falling. 4) Your Martial arts attack bonus action and Flurry of Blows can benefit from Rage damage modifiers. 5) Set up a wrestling competition with your party's Bard as your hypeman and ring announcer.
I think Drunken monk 6, Totem Barb 14 is pretty good. Eagle at 3, preferrably bear, eagle, or tiger at 6, and then eagle at 14 makes a Rock Lee-esque character who becomes incredibly good at fighting when drunk. Flavor is that your Barb stuff happens when youre drunk. You get 25 feet of movement from monk UD and barb FM for more flying shenanigans, you get d6 punch dice (or 1d8 if you get UF from the martial adept feat), and you get magical attacks for every weapon you use including punches. The downside is that you do lose out on all of the really good late level monk abilities and 20th level barb abilities. All in all i think this could be a fun build and really flavorful for an old angry drunk who is secretly a master of fighting.
I've played a barberian warlock before and it worked quite well! You aren't restricted to taking the eldrich blast invocations because you focus on weapon attacks. This allows you to take the utility options or buffs like constant false life. You won't be taking hexblade but any of the other patrons are great because they give spell like abilities without being actual spells so you can use them in rage. The Celestial's healing light is a standout because it's effectively free free uses of healing word while raging to bring up an ally or to be used on yourself to further buff your HP pool. I think it's best as a dip and is easily higher than a D, likely a C or B.
Love your vids boys. They are full of great info and are very entertaining. You two are great together. Keep em coming! Your vids helped me to increase me interest in DnD as well as different perspective on gameplay and roleplaying. Thanks very much for your efforts. I'll burn a blunt in your honors =D
"At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any *simple melee weapons* that don’t have the two-handed or heavy property." - Monk Martial Arts feature "When you enter your rage, you can transform, revealing the bestial power within you. Until the rage ends, you manifest a natural weapon. It counts as a *simple melee weapon* for you, and you add your Strength modifier to the attack and damage rolls when you attack with it, as normal." - Beast Barbarian feature Rules as Written you can absolutely use your beast barbarian weapon as a monk weapon: it is a simple melee weapon that does not have the two-handed or heavy property. So I do think it works. Is it S tier? I don't think so, but I do think it is actually relatively good. It is an A tier build in my eyes. Making 5 attacks with claws and knees/elbows at 7th lvl is pretty cool.
@@redbeard5939 I was actually thinking more like a gym bro frat jock who knocks back his bless-in-a-can and then crushes the can on his forehead, but that’s a cool idea too.
Since the Warlock subclass ability comes online at level 1, a dip into the class gives the barbarian some decent versatility. There are a few subclasses that provide some interesting builds such as the self healing tank (fiend&celestial warlock) or subclasses that deal out extra damage (fathomless, hexblade, & undead). Spell slots can be used for out of combat utility, buffs, or for smites if you invest enough levels (though only very particular builds make it worth going that deep into a Warlock multiclass). I'd say the Barb/Warlock multiclass deserves a high B.
Ok here's my monk barbarian concept(and you guys were really close with your ideas!): Kensei/totem warrior. Kensei lets us turn a weapon into a monk weapon, ideally pick a versatile weapon if you wanna go GWM. You can spend you ki on everything except unarmed strikes while you use totem warrior to get bear at lvl3, any of them at lvl 6 but my preferred is tiger, so I guess my build for now is 4 monk 6 barbarian. I'd probably do 8/12 split in favor of barbarian for HP.
@@keeganmbg6999 Technically you can still use GWM with a non-heavy weapon, but you lose its main benefit of the -5 to attack to gain a +10 to damage. You would still get the bonus action attack when you get a critical hit, something I constantly keep forgetting I can do...
Barbarian/Monk. If you go Kensei, go get a warhammer to do 1d10 damage on your attack since it's versatile. Then hit with your unarmed attack as bonus action. Both are bludgeoning damage, so get crusher feat and you can help the team and yourself a lot. Once you got lvl 5 for extra attack, you can replace 1 of your attacks with unarmed strike to use agile parry. You lose out on a bit of damage, but you get free AC. Or go Open Hand or Drunken Master monk. Use a staff for 1d8 versatile damage. And you unarmed attacks still can be done with bonus action. Crusher feat always helps. Also both lvl 3 features of open hand and drunken master are useful and can used very well. With a +2 on wis to get the multi class option, it's pretty decent saving throw dc at lower lvls.
So just did a deep dive into wild magic barbarian fiend warlock and it's a solid build imo. Not amazing or broken but really solid. Wild magic rage happens on rage so you can spend your first action buffing yourself (look, i think mage armor and unarmored defense should stack) also eldritch smite is a bit better than pali smite. Fiend warlock give tankiness with dark ones blessing. Dark ones luck is free inspiration. Also devils sight and fiendish vigor. But yeah your main combo is buff, move, then wild magic rage.
Barbarian with cunning action is very strong. I played a defensive focused goblin barbarian and the ability to disengage from one dying enemy to go help out where the three new enemies appeared came in clutch so many times.
In the last campaign I played it, one of the others players was a Rogue-Barbarian. Reckless attack to get advantage, drop an assload of sneak attack dice, disengage and pick your next victim.
There's actually a great play that you can combine the Artificer and Barbarian. Specifically, you pull out the Artillerist. The Arcane Cannon does not require spellcasting to function, and you can use it to give you and your team a solid buffer of temp hp. Not to mention that you can easily prioritize spells that don't require concentration, like longstrider to make your barbarian faster.
Play a Tortle, go Beast Barbarian and Artillerist Artificer, attach the cannon to your shell, and now you're the pokemon Blastoise. At Barb 5/Art 3 and you attack 3 times and can shoot a distant enemy with Hydro Pump or hit in a cone with Scald. It's a beautiful thing that I am still waiting to play. 😁
I think the Alchemist may actually have some nice synergy with Barbarian. Like the Paladin, you can spend your spell slots making elixirs instead, and all of the effects are useful for a frontline brawler.
I created a multiclass build in Balder's gate 3 that I'll be trying out in my next 5e campaign, a hexblade Warbarbadin. It's 5 warlock, 5 barbarian, and 2 paladin. It focuses on using smite "spells" while enraged to do massive damage with a pact blade. I've taken out bosses in a single turn with this build. That said, I realize the pact blade extra attack doesn't stack with the class extra attacks in 5e like it does in BG3 so I might take more ranks in warlock and fewer in barbarian for higher level spell slots but we'll see how it goes.
How does that apply exactly? The Zealot barbarian adds radiant damage to their attacks, I wonder if the Undead feature there would allow you to add radiant as well as necrotic damage.
@@thesnep4757 Yes, you could also add radiant. (Or more necrotic, if you chose that for your Divine Fury.) > undead warlock 6th: Grave Touched > > In addition, once during each of your turns, when you hit a creature with an attack roll and roll damage against the creature, you can replace the damage type with necrotic damage. While you are using your Form of Dread, you can roll one additional damage die when determining the necrotic damage the target takes. So you could replace the slashing damage from your greataxe with necrotic, and roll an extra 1d12. It's similar to a crit for free every turn, for the base weapon damage, making a greataxe (1d12) pull way ahead of a greatsword (2d6) even before you get Brutal Critical.
The divine harmacist is not a bad idea for a monk/barb multiclass. You would want a high strength and wisdom but realistically you can take 3 levels of Zealot Barb and 3 levels Way of mercy monk to make your first attack of the turn do 1d4+6+1d4+3+1d6+1 necrotic damage. Add on an extra 2 1d4+6 attacks for flurry of blows and you have a pretty decent amount of damage for such a weird premise. The build is VERY MAD though, so it probably would only work if you got amazing rolls
I would say warlock is a C, armor of agathys can be cast before combat/raging and rage/reckless attack makes the spell even better. Also Eldritch smite.
Beast path barb do not specify which claws gain an extra attack. Also at barb Lv10, you gain the bonus with ANY natural weapon, not just your path's natural weapons. So a dragonborn, simic hibrid, leonin and tabaxi are amazing barb/monk multiclass.
Barbarian with Bladesinger Wizard reminds me of Tulok the Barbrarian's build for Eda Clawthorne. I think the thematics of it alone are pretty sick, but also the actual play of it. You can switch between these forms depending on what you need in the moment, so I think it's got a lot more versatility than most would expect. Song of Defense much like Divine Smite lets you use your spell slots to provide benefits that bypass the anti-spellcasting drawback of rage. I think there's something decent there.
aight, four months late to this, but check it. I actually play a monk/barbarian in a campaign I'm in, and so far it has done nothing but kick ass. we're not that high a level so far, just about level 5, but here's what I brought. Tabaxi, three in barbarian, two in monk. Take path of the totem and choose elk. All of a sudden, I'm able to move 55 feet a turn while raging, plus dash as a bonus action, plus dashing as an action, plus tabaxi speed boost. I can move anywhere I want to on the battlefield within a blink of an eye. But here's the thing. That movement speed as all there for just in case I need it scenarios. When I'm not cosplaying Sonic on cocaine, I have rage boosted attacks with martial arts afterwards since it's a monk weapon (I chose a mace since I thought it would be funny; it is). The end goal for my build is to take this to barbarian five for extra attack, ten more movement speed, the mobile feat for more speed and being being able to dash away when needed), then level four monk for another feat, charger, now being able to abuse dash, hit, flurry of blows, run away. (Also way of the sun soul cause yaknow, goku). Then two levels of fighter for action surge and duelist. After that, no idea, but the monk/barbarian speed build is there for sure.
The thing about barbarian is that is you focus on a lot of out of combat utility spells that don't rely on your modifier too much, like invisibility and if you get to level 3 you can take expertise in athletics and be a grappling monster. Also you can use bardic inspiration while raging, which is nice.
DR JEKKYL AND MR HYDE! The Incredible Hulk! The barb/artificer might not be amazing on paper but the theme of a scientist who can break out into a destructive rage has endless possibilities
The benefit and strength of the Barbarian/Warlock combo comes from the invocations. There are plenty that give you benefits that work while raging. And you can use the spell slots outside combat for a variety of things.
I kinda like it but i just dont see it as very synergistic. Even just hexblades curse can be ok. But it isnt very potent and i hope it isnt done before extra attack and delaying actionsurge or whatever you are speccing sounds frustrating. It isnt bad tho. A critfishing build with a d12 weapon and halforc perhaps.. but there are better ways to do this :( I absolutely love the flavor. Demonic rage. It is close tho but you just dont have any high slots for the agathys before tier 3-4 and well at that point things hits for big dice anyway. Tier 1 play against kobolds and goblins with d4 damage is kinda the peak for it even if you build around it which is a mechanically selfinflictes arrow to the knee. But a funny one.
@@LordNerfherder you dont need high level slots, even just a 5 level dip gives you an extra +40 temp hp(two castings) dealing extra cold damage when hit and a magical +1 weapon. This is before a subclass that can massivly boost your power/survivabiliy. Or you go main warlock that can enter a rage when in melee Try it out one time, go barb 5/6+ warlock 3 is super fun and powerfull
Spell utility like that is nice on the Barbarian. As a class, I find the Barbarian tends to suffer disproportionately in out of combat applications, so having spells to do things is nice.
I played a Wild Magic Barbarian with 3 levels in Fighter for Battlemaster maneuvers, and HO-LEE-CRAP was he a magnificent beast of a damage dealer. I typically doubled or tripled the damage done by any other party member, and sometimes even all of them combined. It was nuts. And SUPER fun to play!
The big thing about barbarians is that you get such a limited amount of rages, that when you have a big adventuring day, and MANY encounters, then not taking more levels in barbarian really starts to hurt. The flip side is when you get a single class dip into a full caster and get those ranged cantrips (eldritch blast or toll the dead) you can really get through a bunch of encounters without being the dedicated front line on encounters where you aren’t going to rage (the ones where the wizard/sorc are going full blast in slots)
That is only if you're raging every fight. Multiclassing with fighter will allow you to save rages as you don't need to rage to be useful in a fight, so you can save your rages for basically an anime super sayan moment. Or if you're absolutely insane like moi, you find a way to make a barbarian archer with rogue levels. I'm not using most of my class features in most fights, but I'm finding that I really don't need to.
There are so many options to make Barbarian/Warlock work that you guys are just ignoring! Pact of the Blade (which is not the same thing as Hexblade btw) brings many of the same benefits that Barbarian/Paladin has and can be put with any Warlock subclass. Just take Elderich Smite. Fathomless Patron can offer reaction damage reduction which- while less potent than rogue's in general- has the potential to reduce damage to 0. Genie Patron let's you add your proficiency bonus to your damage. Even when raging. Celestial gives you self healing that isn't a spell and thus can be used while raging as well as resistance to Radiant damage. Eventually with enough levels it also gives bonus Temp HP on rests. Fiend Patron gives you Temporary HP every time you kill something and later a versatile resistance. And this is all on top of things like Armor of Agathys or Charm Monster being interesting spells to drop before raging.
Only other thing I would mention is that for the barbarian/druid combo, at lvl 10 moon druid you can wildshape into elementals. They have a MUCH better hp pool, and with rage and bear totem that makes them an absolute monster. Basically ever single elemental option gives you a minimum of around 200 extra hp while raging as a bear totem
They didn't mention that moon druid can use spell slots to heal itself. I don't believe that feature counts as casting a spell so it should be available while raging.
@@donovandawson9190 slightly up for interpretation just because brutal critical says you can roll extra “weapon damage dice”. So depending upon on your dm they might make it only count for weapons. But if you have a nice dm it should work
Barbarian and Warlock work fine. There are plenty of invocations that would help the barbarian and the spell slots are so limited anyway that you'll miss them less in combat.
Similar vein: I had an Ancestral Guardian Barbarian/Rune Knight Fighter I played, and it was AMAZING! The power I felt when I played that character was fantastic. In one session, I two-round soloed an Abeloth
@fightingfalcon777 4 Zealot, 16 Rune Knight. I'm currently level 6. But my plan is: 1-3 Barbarian 4-8 Knight (Extra attack) 9 Barbarian (Feat) 10-20 Knight. I'm sure this isn't optimal. But I wanted to get Raging Giants Might right away. Being a large sized Rage monster and Rolling 4D6 every turn on my first attack is very fun!
I have a warlock (1, undying) x paladin (oathbreaker, 3) x barbarian (zealot, 3); it is *surprisingly* strong. I cast Armour of Agathys on myself before combat, smite while raging, and the zealot barbarian dumps 1d6 + half your barbarian level into the first attack on its turn. with a greatsword, on my first attack, I do 2d6+3 (sword's damage) + 2d8 (smite, +1d8 against undead or fiends) + 1d6+1 (zealot barb divine fury) + 2 (rage). and anyone who hits/attacks me takes 5 cold damage from the armour.
Scrubbing through, it made it look like Monty gave BarBEARian a S and Kelly gave it a D, and that shook me to my core. Thankfully, the context made sense.
Kensei monk-elk totem barbarian is amazing. I'm afraid you may need to limit wisdom. But with the combination of absurd mobility and damage options I love it. This character can out gun and out run any fleeing for.
3rd comment here, but another thing with the Rogue/Barb multi is the interaction between Danger Sense and Evasion to make yourself practically immune to all dex save stuff, alongside Uncanny Dodge + Totem Barb to make you take 1/4 the damage from an attack. These combos alone alongside what you brought up in the vid kinda make it S tier for me :P
@@canis2020 understand that the purpose of this video isn’t to flex their creative muscles and rp chops. They have them and they are setting them aside to mechanically analyze these
just starting a new campaign and I'm making a wood elf barbarian, but I plan to dip 3 levels into ranger for gloomstalker. Wood elf innate move speed, plus dread ambusher, plus longstrider, plus zephyr strike, we're literally just gonna be zoomin across the battlefield on every encounter.
You should check our Treantmonk’s Guardian Build. It takes wizard levels for war Magic’s ability to boost saving throws. Really helps keep the barbarian in the fight
OK, i actualy think the Barbonk is not a bad multiclass (if you take one of the good monk subclasses [Mercy, Open Hand, Shadow]). Buts its better as a Monk main, Barbarian second. So prob. C for Barbarian, B for Monk. I made a Barbonk Totem of Mercy 1st: with Point Buy get Str 15, Dex 14, Con 12, Int 8, Wis 14, Cha 8 2nd: take a race that gives you Warhammer profiency (Dwarf, Githyanki [MKMM], Hobgoblin) use Tashas rule to boost Str and Wis ( took mountain dwarf resulting in Str 17, Dex 14, Con 12, Int 8, Wis 16, Cha 8) 3rd: Start with Monk (you loose 4 HP, but i prefer the Dex save over Con with Danger Sense [adv on Dex saves] + Evasion [Monk 7]), get any simple weapon for lvl 1, i took the sailor background [athletics, perception] and acrobatics and stealth skills from monk, i am using the unamored defense of the monk 4th: Take the second level in Monk, make the Warhammer your dedicated weapon (use with 2 hands for 1d10 dmg], then take 1 level in Barbarian for Rage 5th: take Monk to level 5 to get extra attack, stunning strike and more Ki, for your ASI take a Str half feat (i took crusher, but Squat Nimbleness also works well) to get Str 18, you also gain: Medicine, Insight, herbalism kit (I also got smith, mason, navigators tools, vehicles [water]) 6th: take 2 more levels in Barbarian to gain Reckless, Danger Sense and a sublcass (ancestral guardian if you want to tank agro or Totem Warrior) I took Totem and Eagle, so i can dash without spending Ki (while raging) and oppertunity attacks have disadvantage, Elk with +15 ft move also works well. You also gain beat sense and speak with animals (rituals) and 1 skill from barb (i took Animal handling because it was fitting, Survial overall is stronger) 7th, Continue taking Monk levels until Monk 14 (Diamond Soul!) 8th: take 1 more Barb Level for 1 Extra ASI or stick with Monk to gain the lvl 17 feature 9th: finish of with Monk for more Ki and 1 more ASI For your ASI: i would boost Wis to 18, first, then Str 20, then either Wis 20 (+1 AC and Ki-DC) or take a feat IF you can get a Stat boosting magic item (most likely Str) take feats instead like Gift of the Metallic Dragon, Mobile, Sentinel, Tough, fighting initiate (blind fighting, if you are a shadow monk or have darkness casters) At Level 9: Monk 6 / Barbarian 3 Str 18, Dex 14, Con 12, Int 8, Wis 16, Cha 8 AC 15, HP 81, Speed 40 Saves: Str, Dex Skills: Acrobatics, Animal Handling, Athletics, Insight, Medicine, Perception, Stealth Tools: herbalism kit, mason tools, navigators tools, smith tools, vehicles (water) Languages: common, dwarvish Damage: 2 Warhammer Attacks, 1 Unarmed Attack every turn = 2d10+12 bludgeon + 1d6+4 bludgeon = 30 Dmg If you want to burst: use flurry of blows + hand of harm for 2 Ki each round (3 rounds) = extra 1d6+4 bludgeon +1d6+3 necrotic per turn = 13 Dmg | 43 Dmg in a turn (not the greatest, but you are a main monk) Hand of Harm also poisones the target (no save) giving it disadvantage on their attacks Stunning Strike is most likely better overall if the Con Save of the enemy isnt to good. If you use Flurry of blows as part of hand of healing you can heal yourself (or others) 1d6+3 instead of 1 attack. Rages: 3 per long rest, +2 dmg Deflect Missle: reaction, reduce dmg by 1d10+7 Slow Fall: reaction, reduce fall dmg by 20 Hand of Healing: can be used as part of Flurry of blows, else 1 Ki, action, touch, heal 1d6+3 HP, cure 1 of disease, blinded, deafened, paralyzed, poisoned, stunned Magic Items: get your hands on a magic warhammer, Str boost items (giant strength), bracers of defense (+2 AC), if you can a Amulet of health (Con 19) Overall, your unarmed attacks will end up dealing 1d8 dmg, so will your hand of healing and harm scale to 1d8, or if you take monk 17 / Barb 3 the die will become 1d10. You gain profiency in all saves and can reroll the save you can end charm and frightened on yourself as an action Evasion Immunity to Disease and Poison If you are in a campaign with great weapon masters, sharpshooters etc, you will be a support and set up character for them, maybe go ancetral guardian then to be a better tank (for sharpshooters). But those feats realy need a rework and get rid of the -5 / +10. Maybe just give + 1/2 prof mod on each attack.
The iconic Bardbarian - Fahfard from the Fritz Lieber "Lanhkmar" short stories. You can do Barbarian/Undead Warlock to get the Form of Dread or Fathomless since the summoned tenticle does not require concentration and water breathing. Celestial warlock gives Healing Light (no concentration self heals) and Celestial Resistence's temporary HP.
Friend is playing a barbarian monk. They're having a decent time in the campaign, primary issue is that they don't get that second attack until level 8 and they're very attribute dependent so they're feeling a bit limited in combat.
This is why you should usually go to level 5 in one class to get Extra Attack before multiclassing, for most multi-class builds. Otherwise you get left behind when the party hits level 5. Being late to the party with Extra Attack for more than one level is either bad planning or a tradeoff where you'd better have gotten something really good in exchange, hopefully long term not just being OP in those early levels. (e.g. if you choose your starting class for saving throw proficiencies, but don't want to go past 3 in it, then yeah you have a rough 3 levels in exchange for a somewhat more optimal build later if you didn't switch after 1 or 2 levels in your starting class, to come back later after you get Extra Attack from the class you plan to get to 5.) But in this case, would you want Str+Con save proficiency vs. Str+Dex? I guess it depends how many poison monsters your DM uses, but Dex saves are really common. Although monk evasion gives you half damage all the time, it's no damage if you pass on saves for half, so the absolute damage reduction is still half the AoEs damage whether you have evasion or not. e.g. on a 30 hp fireball, making the save leaves you 15 hp higher than not making the save, whether or not you have evasion. Proficiency + advantage from Danger Sense is good for reliably making saves. And many con saves are against poison, but monks are immune to poison at 10th level, so con save proficiency is significantly weaker. So I'd have started Monk, then dipped at most 1 level of barbarian for rage after monk 1 or 2, * then continued to monk 5 * then get to barbarian 3 if that's where you're aiming to stop * then continue with monk. But at least as a monk they can make an unarmed strike (or two with Ki for Flurry of Blows), so it's still 2 attacks.
@@TheLegendaryLegacy The bonus attack is an Unarmed attack. If you are wielding anything that is not a Monk weapon, armor, or a shield, you loses your Martial Arts benefits. Meaning your Unarmed attacks become a 1+strength+other modifier(like rage).
@@TheLegendaryLegacy You do not get Ki until 2nd level in Monk(for Dedicated Weapon). You do not get Kensei until 3rd level in Monk. Similarly, you do not get your Barbarian subclass until level 3. Regardless, your unarmed extra attacks are still unarmed attacks(either from bonus action Martial Arts or Flurry of Blows). Not claw attacks. Because your claw attacks counts as weapons. Which means at level 5, you are probably looking at a BeastBarb3/Monk2. Sure, it is possible to 2 claw attacks(d6) off, and then a bonus attack(martial d4) or Flurry(2 attacks at d4). But that is still lower damage than a Barb5 with Polearm Master and a Glaive, or a Barb5 with GWM. And it relies on using your bonus action to keep up, which means on turn 1(rage), you will be a fair bit behind. Similarly, to use Flurry, you need Ki, and with only 2-3 points, they are gone very fast. The Barb/Monk is MAD, so you will have a weaker 1-3 level. Similarly, you do not get a true powerspike at 4th level, if you multiclass at this point. You could wait until level 5 to multiclass(still MAD for 5 levels though), to get your Extra Attacks "on time", but then it is your level 6 that is a lot weaker, as a regular Barb will get their second path feature here(in this case, counting your claws as magical, among other things) and an additional use of Rage per long rest. In addition to this, the MAD barb will generally have lower AC(15) compared to a medium armored Barb(16), as well as lower HP. Thematically, it is a fun combo. But mechanically, there are so many things that do not mesh very well. You end up being a melee character with somewhat poor AC, minimal utility and only "ok" damage output. The Barb Monk does not scale well either, because items you get are typically not to your benefit or as powerful. Boosting your unarmed or natural weapon damage is possible, but has far less potential. Similarly, because you rely on both Rage and Ki, you want a decent amount of levels of both classes to have enough resources for tier 2+ campaigns. If you want to go "Nova" with a beast barb, the Fighter is a much better multiclass than Monk. You avoid going MAD. You only need a 2 level dip for Nova, and you get a fighting style and Second Wind. If you then go for Fighter3, you can pick Champion, Battlemaster or Echo Knight for more options. The BeastBarb/Monk is good for brawling and grappling. That is about it.
@@TheLegendaryLegacy What Barb AC? Due to MAD you might have 15 AC at best(if you sacrifice strength), until you get the Kensei stuff(which, at its earliest, is Monk level 3). Remember, this is the Barbarian list. You start as a Barbarian. So if you intend to go Barb3/Kensei6, you take 1 level in Barb and then maybe 5 levels in Monk for extra attack(meaning Kensei at character level 4). Then either 1 more in monk or 2 in Barb. That is still a big delay in various standard power spikes(3 levels with 15 or less AC, for instance, very few rages per long rest). If you use a shield or armor, your unarmed attacks(bonus attacks from Martial Arts/Flurry) becomes only 1 damage +modifers. It is not "solid" when there are so many levels where other characters get a noticable spike in power, while the Barb/Monk just get a small, situational compensation for what they lost, not a unique strength. When your overall damage and survivability is lower than a standard Barb in most of your levels, it is not "solid". It can still be fun and flavourful, but you are not competing with regular barbs or more optimized multiclasses anymore. To use Kensei's Agile Parry(+2 AC), it requires you to make an Unarmed strike as part of your Attack Action. To use both Claw and Unarmed Strike as part of your attack action, you need to be Barb3/Monk5(or the other way around). Which means for the Barb1/Kensei3(earliest AC boost), a Turn 2 attack round is: Unarmed Strike(to enable the AC bonus), followed by 1(Martial Arts) or 2(Flurry) Unarmed Strikes. Same deal for Kensei4(character level 5), although might have improved your Strength or AC with an ASI, to negate most of the MAD effect. At Kensei5(char level 6) you get 2 Unarmed attacks as your Attack action, but you cant use Claws yet, and you still only have 2 Rages per Long rest. So you either suffer from low damage(low damage die/few attacks per turn) or low AC(15 or less), partially due to MAD, for most of your early levels(1-7). Spending a very limited resource to deal extra damage is what it means to "go nova". You get your "Nova" at level 8 when you can get up to 5 attacks off in your turn, by spending Ki and Rage(rage was activated previous round). 5d6+25, or an average of 47.5 damage. That is "ok", but again, comes at the cost of a lower HP pool(compared to pure Barb) and the effect of MAD(either lower strength or AC. If you get +3 damage from strength, your base AC is 14, unless you use your ASI at Monk4 to improve it). A Level 8 Barbarian with a Flametongue Greatsword(which is a typical magic weapon at this level), can make 2 attacks per turn. In this case, they have also spent their level 8 ASI for increased Strength(+4 modifier now). That is 4d6+4d6+12, or an average of 40. If they have GWM(from level 4 ASI/feat), they can potentially get an extra attack as a Bonus Action, which is an extra 4d6+6. A total of 60 average damage. Remember, these attacks are more accurate when compared to the MAD Barb/Monk, due to having 18+ strength rather than 16 or less. If we use the -5 attack roll from GWM for an extra +10 damage to each attack, then it becomes 90 potential average damage. It only cost the Rage activation, of which you have 4, meaning every round, you can have this much potential damage. And Remember, you having, at least, 16 AC by this point(just from a simple Breastplate). The wrestle bodyslam combo is an old favourite of mine, and the reason why I consider Barb/Monk a fun character to try. Specifically in a 1-shot where you get to start at level 10(level 6 Beastbarb high jump and level 4 Monk slow fall). Outside of that, it is just less power and a lot of restrictions, if you try to level it from 1 to 10. I know, because I have done it a few times. You get overall more grapple potential by going Barb/Rogue(Advantage + Expertise makes your Athletics check auto win in most cases).
Besides being a lot of fun thematically, Ancestral Guardian is also really a whole different beast when it comes to multiclass potential, because its actually entirely viable to do a Ranged, Dex-Based Barbarian with it, which pairs very well with a wide variety of ranged-focused as well as pet-having multiclass options.
My Monk/Barbarian exception: Long death monk works well with barbarian. I played a dwarf LD monk/Zealot barbarian once. He’d bet strangers he could jump off of high buildings and survive without magic. With a combo of rage and slow fall, he’d win those bets every time. My Warlock/Barbarian exception: Fiend Warlock works very well with Barbarian. Especially if you go pact of the blade. Eldritch smite, Improved Pact Weapon, Life drinker. The invocations you get benefit from Barbarian levels, and vice versa. I built one for a one shot once with an additional dip into Echo Knight Fighter, and ho boy. He was doing Phil Swift levels of damage!
The idea of doing like a Conquest Paladin/ Ancestral Guardian Barbarian makes me very intrigued. Summon up a spiritual weapon for your ancestors to use and have a lot of battlefield control that a barb wouldnt normally have... Dragonborn to get another AoE fear in the feats. Also Beast Barbarian/Gloomstalker Ranger is the thing that goes bump in the night. My wife is the Barb of our group...There's a lot here between the Fighter/Ranger/Paladin/Rogue that can open up the things she hates which is being useless outside of combat, I'll see what she thinks.
Monty asks at 22:17 if there's a monkbarian build that works Astral self monks get to use Wis instead of Str/Dex for attacks/checks/saves. So you can max Wis at first, use the monk's UA defense, and any simple weapon like the ol reliable quarterstaff. This "downgrades" your 1d12 to 1d8, but you keep the other MA features like 1d4+ BA
ב"ה Barbarian 5/ Paladin 2/ College of whispers bard the rest of the way is actually pretty powerfull. If you qualify for bard and barbarian multicass then you also qualify for paladin multiclass, so 2 level dip as a pladin for a barbarian/bard make it really viable.
A beast barbarian/monk build works if you (while having no martial weapons or armor) take the attack action, make two beast claw attacks, then a single unarmed strike, then another unarmed strike as a bonus action. Or you could flurry of blows and make three beast claw attacks. Going 5 levels of monk and 3 of beast barbarian gives you 4-5 attacks a round.
The barbarian monk you guys need to revisit and really read the Astra Monk wording. It says when you make a Str attack and can instead use your wis. This is different than all other wordings like the hexblade. So it should allow you to gain the barbarian rage bonus on your attacks. It's the best combo for the 2 classes and can make an insane grappler especially when pairing with say Owlin or a Gem Dragon Psychic
Also do they look at optional class features? If im not mistaken monk has an optional feature to allows monk to have one non monk weapon count as a monk weapon.
@@julianmills2261 There is indeed but that wording doesn't allow for the rage bonus. It works nicely though on a straight monk or monk rog, but still problematic for the barbarian getting all features.
I actually built a Tortle Barbarian Bladesinger and I think it's quite a cool combo. Sure you can't cast or concentrate on spells while raging, but what I like here is the versatility. Both the amount of rages as Bladesong are limited per long rest, so when one is depleted you focus on the other. The Bladesong itself I imagine as a gladiatorial display of martial beauty. You can also get one of the few non-Concentration spells off, rage and then activate Bladesong on your next turn. You're a frontline fighter that tries to get enemies to focus fire you. Don't mind all their opportunity attacks when you run around with 20AC. Also, just the idea of casting Fireball and then running in to finish them off...priceless. If you ever get to Barb3 taking Zealot might be the right pick so you can be resurrected time and again for free, haha
I dont think there is anything mechanically preventing a Barbarian Monk multiclass. Martial Arts states "you CAN use dex instead of str" so you can still choose str for your attacks. Even Beast Barbarian works. Your Form of the Beast counts as a simple melee weapon, and monk weapons are simple weapons + shortswords that aren't heavy or two-handed. It isn't a great multiclass since there isn't a ton gained, you actually gain more starting as a monk. But RAW it works
The things that make the Barbarian/Warlock work are armor of agathys (non-concentration) and the eldritch smite invocation. It's not the strongest build but it's still a much better route than anything sorcerer or wizard brings.
You can also cast mage armor and get a +3 to AC.
Edit: Alright just looked at mage armor and found out this doesn’t work. This is because mage armor doesn’t stack as the the wording is “makes your AC equal to 13 + dex modifier”
Clockwork sorcerer also gives armor of Agathys and other abilities that support the spell that you can use in rage
@@Vawk20 Yeah, but you need at least two levels to swap out the previous spell. Hexblade Warlock benefits you way better with just one.
@@MadnessOpus True but a nice DM might let you swap at level 1.
@@plasmagamer1771 Mage Armor makes your AC 13 plus your Dex mod. It doesn't stack with Unarmored Defense, which makes your AC 10 plus your Dex mod plus your Con mod.
I DM'd for a friend who wanted to play the BardBarian combo and what I did was I added a feat they could take I called warrior song. Essentially it was the raging barbarian could concentrate on spells during a rage by singing to their gods or ancestors or whatever. They could not cast a new spell during rage but as long as they kept up the warrior song they maintained concentration. This was effected by things like silence or some other effect that caused them not to be able to voice their song. It was not overpowered in my opinion and was very fun at the table.
That's really cool, I'd limit it to verbal component spells, but it totally makes sense
@@Grooveworthy I don't get why someone would do that, if the spell is casted before they go into a rage and the quid is they need to be able to sing (verbal component each turn) in subsequent turns if raging to be able to mantain concentration, this ability is already adding a constant need foor verbal component after the casting, that's going to bring with it a lot of limitations for the raging barbarian to consider that will begin immediately when casted and will remain for as many turns after the casting as they can hold concentration. As I see this, limiting this to only spells that already had a verbal component does nothing for balancing a HB mechanic that's already well balanced, but it would only take away from the spells the barbarian can concentrate on and the possibilities at their disposal
Toss it onto a weapon, like a fluted haft of an ax so it whistles with each strike. Or a singing bowstaff that whistles through air. Each strike can imbue a bardic die to add spell damage to the strike. Let's you burn bardic die since you won't be using them during rages.
Simon singing Cheers in Adventure time lol
We had Barbarian Rizz where the Barbarian could expend a rage charge to have advantage on Persuasion and Performance checks. Didn’t require multiclassing in Bard though. He was a zealot barbarian who worshipped the Goddess of Love and had a special personal relationship with her is why.
I made a fun barbarian artificer build. It had a Dr Jekyll / Mr. Hyde premise. Where a bugbear beast barbarian (named Jackel Snide) was granted superior intellect. While he's Dr jackel he uses his full range of abilities until hearing a trigger word (VENGEANCE). This sends him into a full blown rage and gives over more towards that animalistic side of bug bear.
(Btw the trigger for him to regain his sanity was "Mommy loves you")
Brilliant
The gentleness and sincerity in which Monty says I do when responding to Kelly saying you love the barbarian great axe @22:45 just warms the cockles of my D&D heart.
Treantmonk has a great barbarian warlock build on his channel. Basically, it combines armor of Agathys with rage for tons of extra hp and radiating damage
One thing I've been looking at with a Rogue/Barbarian is the fact that Uncanny Dodge says "half damage" so it stacks with a Barbarian's resistance.
So...quarter damage?
Danger sense and evasion combo, especially has a totem bear Barbarian, is also something to not look over.
@@lovelessissimoit’s already labeled that it’s half or no damage with other rogue abilities. It’s how we rule it in our games. Currently I’m playing a rogue barian but it’s much more rogue than barbarian.
For the MonkBarian, I have seen this done pretty well in play. Our group had a lv 3 Bear Totem, Lv 15 Long Death Monk Dwarf. His gimmick was rage, attack, and when he needed to heal, Patient Defense and use his dwarf feature to regain some HP. He would also use his ki points for either flurry of blows, or Mastery of Death to keep himself up at 1 HP.
This is cool, but more a monk with barbarian than a barbarian with monk though. I think the barbarian multiclass is better for a monk than the monk multiclass is for the barbarian.
Wouldn’t it be called a Bonk?
For Barbarian-Rogue. Technically all finesse weapons can use dexterity, but it’s not mandatory. You can use any weapon with this.
Barbarian-Cleric who’s on probation so he has to do nice things for the community to make his PO happy, but all he wants to do is swing his axe (bonus points: give him an axe with the staff of healing ability, call it The Random Axe Of Kindness)
i love it!
@Al Jean I’m assuming “PO” is “parole officer” here. I love the “Random Axe of Kindness” 😊
@Al Jean Hey, the Greek Gods were mainly worshipped out of fearing their wrath. Zeus, Apollo, Hera, Hades, None of them were nice by human standards. I say a Barbarian in forced divine servitude is very Greek.
That Barbarian / Peace Cleric reminds me of something from another TTRPG...
In Exalted you had these things called "Limit Breaks" where a character get's pushed to their mental/emotional limit and snaps before acting either in exaggeration or direct opposition of their greatest Virtue, one of said Limit Breaks for a high Compassion character is literally "Violently Rage at the Stupidity of War!"
Oh, god... It's the WokeBarian.
Barbarian/Peace Cleric is Bender from Futurama saying: The whole world must learn of our peaceful ways! By force!!
Jessie Peace, the Peace Domain Barbarian. He follows the path 0f non-violence up until the point when he just looses it. He was not as famous as his brother Warren.
Most mechanics will tell you, percussive maintance works 80% of the time. So Artbarian thematically works. Also has decent synergies if you go battle smith
A Totem Warrior artificer that crafts their own totemic machines inhabited by nature spirits sounds like an incredible concept
*Bartificer
YES thank you for saying this
Barbarians break stuff. But the Artillerist likes that idea, and the roving cannon isn't bad as you're raging. Thieves' tools proficiency is underrated for breaking and disabling devices well. Armorsmith with the thunder gauntlets isn't bad at all, and works kind of nicely with Path of the Ancestral Guardian to get more than one target to focus on you and make one of them do less damage if they go after your allies. Grab Sentinel, have some tanking fun.
Yeah, honestly Artibarian isn't a bad combo at all!
Unlike something like the Druid or the Bard, Artificers are half-casters specifically. They CAN spellcast, but spellcasting isn't the main focus.
Not to mention that a good many of Artificer class and subclass features don't specifically require spellcasting. Except Alchemist, but I don't think that it is a good Artificer anyway, so I'm gonna ignore that.
What boils down to a good Barbarian subclass or not is how core class/subclass mechanics interact with Rage, because Barbarians are all about that RAGE.
Full spellcasters, even Druids, I think generally do not mix. You are meant to cast spells. Rage specifically prevents you from doing that. Thus, better places to look are the classes that don't require *spellcasting*.
Artificer is a great example; it has other uses for spell slots aside from spellcasting, and its focus is more on magical items, not spellcasting. However, the spells it has access to are also great forms of utility.
Personally, I think Artillerist and Battle Smith are great picks, but Armorer is also a good choice, too.
For warlocks, you get invocations at lvl 2 and a pact boon at lvl 3; There are plenty of options there unrelated to spells or simply used for out of combat. There are even warlock sub classes such as the Undead or even the Fathomless that have a lvl 1 feature that's an ongoing benefit during battle.
In general, warlocks don't have many spell slots and just burning them on armor of agathys is pretty good.
When multiclassing with Paladin, Lay on Hands becomes so much better, cause when you heal yourself during rage those hitpoints are actually doubled, i'd say it's up there with fighters and rogues for S tier
Wait, what? I need details here!
@@JoelCSabo Since you take half damage to almost anything while raging, having 5 HP basically means 10 HP
You can also do this with Monk Way of Mercy healing. Keep punching and then occasionally heal yourself also with punching.
@@denodagor that tracks. I thought I had missed some glorious synergy somewhere that let you actually heal double while raging. Would've been irresponsibly OP. Thank you!
@Joel Sabo It's not illegal to use LOH during a rage, but if you're not attacking, you'll lose the Rage at end of turn.
Don’t forget that Ranger dip gives you Expertise, so our Shoves or Grappling becomes god-like!
And then there are things like Fighting Style, Horde Breaker, Dread Ambusher, or spells that work great with Barbarian - Longstrider, Goodberry,…
Fey Wanderer 3 is also awesome on dual wielding Barbarian!
Exactly and Absolutly!
One thing that did not get called out in the Barbarian / Artificer section is the synergy option in the Totem Barbarian / Armorer Artificer. You can Infuse a suit of Medium armor with Psychic Resistance (6th level), and a +1 Shield. At 5th level in either class, you get the Bonus Attack. You can still use your Strength for the Thunder Gauntlets Attack while in a Rage, and you have a Bonus Action got give yourself Temp HP, which always combos well with Barbarian.
That's pretty cool. Can cast Aid too, right?
Also, Bear Totem resistances apply when you are in Heavy Armor RAW. You just miss out on the Bonus damage and Advantage on Str checks
@@VanBurenPhilips Yes, it's an Artificer spell.
@@derekseaton4412 This checks out. Two of the effects at that level say if you aren't wearing heavy armor. This ability does not say that so does in fact work when in heavy armor. I know you know. Just confirming it to anyone else that reads this
Infiltrator barbarian
Wild Magic Barbarian and Wild Magic Sorcerer is a blast, usually when you least expect it. It's not the most optimal in combat, but it leaves an impression.
I gave mine lightning lure, booming blade, shield, and mage armor to use before raging. It worked fine until he got angry 😂
6:20 actually you can still rage in heavy armour, you just don’t gain the base benefits of rage (and fast movement)
Any later rage benefits including subclass features will still work (bear totem giving resistance to all damage except psychic still includes bludgeoning, piercing and slashing)
“While raging, you gain the following benefits if you aren’t wearing heavy armor” this stipulation is only on the base rage feature
Um, actually, there's more to it than just one feature that comes with the no-armor requirement...
"While raging, you gain the following benefits if you aren't wearing heavy armor:
- You have advantage on Strength checks and Strength saving throws.
- When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
- You have resistance to bludgeoning, piercing, and slashing damage."
To be fair... You're right about Totem Bear still working regardless of armor or no armor.
@@guyman1570 I'm glad you caught that. I was coming to let you know.... So... Umm.... Carry on, I suppose.
@@guyman1570 Heavy Armor also disables Fast Movement, but other than that it could work. You still get Danger Sense and Reckless Attack, but no bonus damage or advantage on Str rolls while raging.
So it could work with an artificer multiclass perhaps, if they buff before combat.
23:00 Given the Monk discussion, really curious to hear their thoughts on Tavern Brawler in BG3. Seems like Larian tweaked those rules to make this happen.
Correction:
Druids can concentrate on spells from the get go in Wild Shape, they don't need Beast Spells from level 18 to do it. They can *cast* them from Wild Shape at 18th level
And while Monks cannot use 2 handed weapons, Tasha's optional feature allows Monks to turn weapons that aren't Heavy or Special into Monk weapons. Battleaxe is close enough, not every single melee martial build has to rely on GWM
Fucking thank you.
The fact that everyone says you have to have GWM to me is just insane.
I understand the numerical advantage it gives you but dealing damage is not the only point in the game.
The thing is, a melee martial build that isn’t doing good damage isn’t really providing anything in combat. They don’t generally have any features that help them do anything else. Don’t say tanking, there’s maybe half a subclass that can actually fulfil that role, and it’s still very limited. If you don’t want to build around combat, that’s cool, but then there’s no point discussing the combat effectiveness of multiclass options.
@@johndevlin9225 A Barbarian running great weapon master spends a valuable ASI or Feat and prevents them with point buy or standard array from maxing out their AC. A Barbarian running a shield can get a decent AC, and you can use subclasses like the Ancestral Guardian to reliably tank and draw aggro. A Barbarian when they max their Constitution and draws aggro is insanely durable and one of the best tanking options out there.
There's more to melee fighters than maxing out damage.
@@TheHandgunhero Ancestral guardian was the half a subclass I was referring to, which enables you to gain fairly good control of one enemy as long as you are raging. If there are multiple enemies, or you don’t have enough rages to last the day, or the enemies are at a distance, you have basically no power over them. Still, it is probably the best tank in the game (which says more about the quality of the other tank options).
As for drawing aggro, what do you mean by that? Being a very durable target that doesn’t do a lot of damage sounds like the enemies will walk past you and attack your allies that are actually a threat. And if you don’t have a reach weapon because you’re holding a shield then you aren’t even threatening a large area with your one opportunity attack.
As for maxing out your ac, do you mean with unarmoured defence? How many ASIs do you think you’re getting? Because by wearing a breastplate (and there’s no reason for a barbarian not to) and having a +2 dex you have an ac that won’t be beaten unarmoured until you have a combined dex and con mod of +7, and that’s gonna take until at least level 16 if you want to max your primary ability score first, and that’s assuming you take no feats at all.
I don’t see how a barbarian that focuses all their ASIs into maxing con and carries a shield is a tank at all. Sure they can take a lot of damage, but they have no tools to prevent their allies taking damage. They have a single opportunity attack, and that’s it, unless they’re the one subclass with any kind of ability that helps with this.
@@johndevlin9225 "drawing aggro" means convincing a key enemy to attack you instead of someone else. Usually by making it a worse option to attack someone else, usually by imposing disadvantage on attacks against anyone else. Like a Battlemaster's goading attack, or Ancestral Protectors which is disadvantage *and* resistance to the attack. (That only triggers on your turn, not op attacks anyway, but fair point about not controlling a large area to stop enemies with Sentinel, or just the threat of damage.)
Of course it's not "aggro" like in an mmorpg like WoW; in D&D it's just a narrative thing, not mechanically forcing them to. Even the Compelled Duel spell is only disadvantage against other creatures, and only force a Wis save to move more than 30 feet away from you.
I made an NPC Bardbarian I was quite fond of. He was a retired soldier turned barfly that would tell wonderful stories of his glory days to his eager audience. If a stranger dared to call him a liar they could find out just how capable a warrior he still was under that beer gut. Before fighting, he used cantrips like Friends and Vicious Mockery to really mess with people, but he wasn't afraid of a good barroom brawl.
Oddly enough, Flurry of Blows is not tied to the 'Martial Arts' feature, but to the Ki feature, meaning you can use it while wielding a Heavy Two-Handed axe. Neither is Stunning strike tied to it. They do work together!
Also, I could see a Raging Reckless Attacking Monkbarian bonus action Patient Defense, that sounds pretty good
Yup, Martial Arts is mostly there to let you use Dex on attacks when it normally can't and what's the Normal stat? STRENGTH!! So go ahead and start using a Great axe and flurry of blow with Str. If for any reason you lose the axe, then you got access to your fists to go all reckless punching.
@@ruga-ventoj - Martial Arts is also there to let the bonus action unarmed strike(s) not suck, including the 2 from flurry of blows or 1 for free.
So it's important for all monks, otherwise flurry of blows would be 2x 1+str damage, as well as the benefit you mentioned for attack rolls.
Correct that if your weapon is good enough and you're attacking with your preferred stat already, you don't want to use it on your Attack action, though.
But yes, well spotted @Playlist B that Flurry of Blows only requires that you take the Attack action, not that you attacked with a monk weapon or unarmed.
Interestingly, the free bonus action to make one unarmed strike does depend on making an unarmed strike or using a monk weapon during your Attack action, so you can't use it with grapple/shove or with a non-monk weapon, only flurry of blows.
Works great for Drunken Masters who don't need wisdom for their feats and can make 5 bonus attacks with Intoxicated Frenzy
The rules for monk actually say you CAN use your dex modifier instead of your strength mod. You don't have to. Also, warhammers are covered by kensei monk if I'm not mistaken. That's a brutal combination.
How did you completely whiff the opportunity to say Barbonk? XD
It's kinda wild to see the snippet about the barbearian and for a while there's a D ranking on Kelly's side and an S ranking on Monty's side.
Honestly might be a great meme format.
The fact that you guys bring up Brutal Legend (one of my favorite games of all time) made me so happy 😁
20:40 path of the beast actually works, by the rules, simple weapons in which you are proficient count as monk weapons. In fact, combining it with Kensei monk makes an actually good multiclass.
I would love it if it worked with agile parry... Unfortunately to get the +2 AC you need to wield a weapon RAW and your DM can reasonably argue that you can't wield your claws because you don't wield your hands (Same reason claws don't work with dueling fighting style)
I think what they meant was they don't count as unarmed strikes, but you're right about them counting as monk weapons.
Came here to say this
Beast Barbarian 6/Kensei Monk x is actually pretty strong. Currently playing in a campaign with one and you can get up to 35ish DPR (not gonna list full calcs here). But the secret is
- dedicated weapon / kensei weapon to get a 1d8 weapon to activate monk features with your attack action
- path of the beast claws for an additional two 1d6 attacks with your attack action
- martial arts / flurry of blows for either one or two 1d4 bonus attack attacks
- all attacks get your str mod and rage bonus
- all attacks at advantage because of reckless attack
it really does peak right at level 9/10 overall and you mainly gain versatility/extra ki points with the rest of your monk levels, but once you have 3-4 ki points, you can potentially make 5 attacks a turn for an entire combat and that's just plain cool. of course, you do nothing besides this but still battleaxe claw claw kick kick is an awesome turn
My girlfriend played a Beast Barb/Monk in a one-shot I did, it was level 5, so 3 levels barb and 2 levels Monk and she loved it. We didn't think it would do so great, but it exceeded expectations. Not sure how well it would work at higher levels, but lower levels make the Flurry of Blows with Reckless super cool
36:18 Bear totem/Chain Celestial. Armor of agathys + Gift of the Everliving ones + Healing light + rage + Aasimar has a lot of potential
Throw in a periapt of health, Eldritch smite, Mirror image, hell, even try genie patron for out of battle casting and non-concentration flight!
Ok, I'm sold on this one.
I have a bear totem/celestial warlock I'm rocking right now and have been for the past couple years. At level 10 he ran into a room with two Barlguras alone... soaked up so much damage and even managed to slay one of them. The rest of the party caught up and helped him finish the last one.
You cast armor of agathys outside of combat whenever you think it's appropriate. You save your rages carefully… But in 2024 handbook, this build is even better, maybe even twice as good because the rages come back on a short rest. and you can get the packed of the chain and the packs of the blade at the same time in the new handbook. This build is insane.
You cast healing light while you're raging since it's not a spell. You can just use it on yourself with gift of you ever living ones to be a mighty cockroach… Or if intelligent opponents are targeting squishier characters, they actually have to address you first because you keep distance healing your wizard or your rogue back up every time they go down , and you're still raging using your action to attack twice.
If I don't want to use rage or I'm all out of them, that's totally fine. I cast spirit shroud and swing at advantage with reckless attack. Adding 1 or 2 d8
The best is when you finally reach celestial level 14 because when you go down, when the bad guy finally somehow manages to put you on the ground and knock you unconscious to zero or very much past zero, you spring right back up with tons of health and damage every bad guy around you and force them to try to try and get you down all over again . Talk about the tip of the spear of your adventuring party, super fun and first through the door of almost every dungeon room, time and time again.
While the Barbarian Artificer pulls you in two different directions, I'd still give it at least a C. The artificer is very much about support and utility, so you have a number of non-concentration spells that can buff you before going into a rage. Topping it off with infusions, the steel defender or alchemist potions, you're setting yourself up to with a lot of buffs and extra defense. I can see a build that gives you some more utlity, but primarily makes you better as a tank.
Kensei Monk with Path of the Beast gets lets you count your claws as monk weapons so you could get 4 or 5 attacks each turn using strength. The bonus action attack would be your martial arts die and if you hit with it you would get a bonus to your AC. Later as a monk you could get sharpen the blade letting you add up to +3 to your claws. And your claw damage would increase to larger dice later as your monk die grows.
You don’t even need Kensei, the beast barbarian uses simple martial weapons in which you are proficient. Even if you don’t count the beast weapons as included in the simple weapons a monk is proficient in (because they are proficient in all of them) dedicated weapon allows you to use any weapon you are proficient with as a monk weapon as long as the weapon doesn’t have the heavy or special property
,the problem is i cant be good whit 4 stats. You just cant
@@yuvalgabay1023 and that is why it is not an S, but maybe a B instead of B-
@@yuvalgabay1023 you don't need to be amazing with all 4 stats, you just need to be good enough to qualify for the multiclass. With point buy and a race with bonuses to 2 of the 4 stats you can easily get a 16 in 1 stat and 14s in the other 3, which is absolutely enough to make the combination work
@@brazen_helm its will be workble but i have the feeling you will be not so good barb and not so good monk .
I’ve been thinking of dipping into 1 or 2 levels of Peace Domain Cleric so you guys shouting that out is awesome!
Haha I couldn’t help but to think of Ginny impersonating you guys during the “bardbarian” ranking, Monty goes low and Kelly says but the name is cool! Same with D4s they’re shaped like little pyramids, S tier die lol
In regards to your barbarian peace cleric... I have five words for you. "Court Ordered Anger Management Classes."
Something you didn’t mention about the Druid multiclass is that you can use unarmored defense while wildshaped. Most beasts have good dex and con but low ac, so that combined with the resistance makes wild shape a lot better.
Came here to say this. Definitely B or A tier
You can use multiattack while wildshaped too. Any creature that doesn't already get multiattack becomes crazy powerful, and it can even help the ones that do, since most say 'you make one attack with (strong ability) and one with (weaker ability)' but if you have multiattack from barbarian you can make two with the strong ability. This also applies to a fighter 11 druid 9 for what may be the craziest 20th level multiclass.
Better sure but you lose two levels of druid and you aren't able to rage and wildeshaoe in the same turn. It's really not that great of a multiclass.
Treantmonk's Temble is currently making videos about wildeshape and explains all of that pretty good
@Not- A-Theist You can rage and wildshape in the same turn.
Moon druid says you *can* use a bonus action to wildshape instead of an action, rather than saying wildshape *becomes* a bonus action for you. Because of this neat little wording, you can use your action to wildshape and your bonus action to rage.
@@The_Crimson_Witch true, but if you use your action to wildshape, unless you've leveled into Barbarian 15, you've just used both your action and your bonus action, which means you've lost the chance to attack. You then have to pray the enemy isn't smart enough to steer clear of you/not run away from you so you can either take damage or get an opportunity attack. Otherwise you lose rage.
Pertaining to the Barbarian/Artificer, there is one way I can see for this to work: To use the Artificer's spellcasting outside of combat for the most part. I mean, the artificer gets a bunch of utility spells that may prove useful in a pinch. Plus not having to worry about a spellbook like a wizard is a nice bonus if you can use essentially your infused item as a focus - like your greataxe for instance.
When it comes to making a brutal legends like character, I found that instead of multiclassing the barbarian and bard you can instead multiclass bard with tempest cleric. I made a dwarf character that uses a battle axe as a guitar and blasts lighting as he plays some wicked riffs
Variant Human, Barbarian Totem Warrior 5/Monk Way of the Long Death 3
Take Fighting Initiate - Unarmed Fighting, d8+STR for damage on Unarmed Strikes (no armor or shield). Bear Totem, obviously, for resistance to all damage. Up to 4 attacks per turn (extra attack and flurry of blows). 20 extra feet of movement. Touch of Death gives temp HP each time you take out a creature.
Honestly a monk going 3 levels into barbarian is where I think it works the best. Beast totem barbarian on a monk, especially something already tanky like mercy or long death, makes you feel damn near unkillable
Colby has a great mercy monk/barbarian build over on d4 deep dive that is self healing to boost the rage damage mitigation
Note that Beast weapons are simple melee weapons, which is why the claws count as a monk weapon
Love the idea, as a turtle strength monk to use reckless attack
Watching this again to decide if I want to make a barbarian with fighter dip or fighter with barbarian dip. And just now noticed the Gini Di eyebrow hat. Love it!!! I'm a patron for both you and them and love seeing you colab.
How about an alchemist artificer/wild magic barbarian? You get the magic from your potions (no casting or concentration required) and you get the theme of chaos from both subclasses. It's not great, but I reckon it bumps the multiclass to a C at least.
And it just sounds fun! I'm playing a wild magic barbarian with a homebrew magic mushroom tea kit. Whenever I drink the mushroom tea, I roll a d12 and a magical effect happens. Some are from the alchemist elixirs and the rest are from the wild magic sorcerer table.
Agreed
Mechanically it doesn't synergise, but what actually bumps it to C is the Armourer Artificer. You can use Thunder Gauntlets with reckless attack and strength, you can wear armour as a Barbarian so long as it's not heavy and boost your AC, you get infusions which give you useful utility if needed and you can draw aggro better without needing to be an Ancestral Guardian. You can even get the infusion that gives you resistance on Psychic Damage as a Totem Warrior.
@@TheHandgunhero for AC and utility purposes, I couldn't agree more. The only problem is that the weapons can't be combined with the awesome feats like GWM, so it lacks a bit in the damage department.
@@TheHandgunhero Thunder Gauntlets aren't doing a whole lot, though, given that they're just d8 weapons. You're trading much better weapons for the pseudo-taunt ability.
As someone whos played a Bardbarian Magical Girl
Its not practical, but its really silly, especially if your DM gives you some small perks (like spending an insporation to cast while raging), but its not necessary.
It was a Wild Magic/Glamour (20 str, 14 Dex, 16 Con, 18 cha), i just wore medium armor and it worked comfortably
For monk build: the rolling with difficulty podcast has a astral self/barbarian character. The astral arms let you use your wisdom in place of strength for checks and also lets you make unarmed strikes using your wisdom. The DM ruled that the rage bonuses still apply to attacks, checks, and saves when using wisdom in this case. The character is by no means a power build and it requires a nice DM, but all the features in the build synergise well.
i like this one, the arms say you *can* use your wisdom modifier in place of your strength or dex, so you can still use your strength and get to rage bonus and reckless attack with reach, without nice DMing, and attacking 4 times per turn with at level 8, a 1d6 +4 from strength and a +2 from rage on every attack dealing force damage could be pretty decent (this would be a barb 2 monk 6 i think)
going wisdom with DM buy in gets you a really good AC compared to the strength build but you can of course still get a 15 AC on the strength build with the mountain dwarf and still have a 40 foot move speed once you hit monk 5
I would still agree that it's probably a B tier build though
I like the general idea,, but then I realise you need a bonus action for Astral Arms, then another bonus action for rage. :(
@@konradianknight true, but astral arms is 10 min duration atleast
@@menarg1549 Oh yeah I forgot about that, I was wondering if you could pre-activated one.
I do want to touch on the Monk/Barbarian build idea, because there is one thing that does help it out tremendously; and while it doesn’t allow for greataxes and heavy weapons, it still does a lot.
Dedicated Weapon at Level 2 for monk. If you’re Barbarian, multiclassing into Monk, you meet all the criteria to have a heavy hitting weapon, using your strength, and have it be a monk weapon.
I’m glad you tackled the difficulties of Barb/Monk cause I’ve wanted to play a character based on a boxer type, and my initial idea was Barb 3 (Bear Totem) and the rest Monk (most likely Long Death for the resilient boxer)
There is a funny(but very specific) build with Barb(beast level 6 with high jump) and Monk(level 4 slow fall), where you do constant high jumps with a grappled enemy to knock them down and prone, then keep attacking.
1) Grapple target(cost 1 "attack").
2) Spend your move to make a high jump. Make a Strength(Athletics) check and add that number to your jump height(should easily be over 10 in total).
3) As you and your enemy fall down(1d6 bludgeoning damage for every 10 feet), negate any fall damage you might take by using your reaction and Slow Fall feature(reduce damage by 5x your monk level, so 20).
4) If your enemy takes any damage from this, they are knocked prone, while you still hold on to them(prone requires half your max movement to stand up. Grapple means speed is 0, so no movement points).
5) Your enemy is now prone and you can use your second attack of the round to strike with advantage.
6a) On the enemy's turn, they can use their action to try to stop your grapple(they have to beat you in an athletics contest). If they succeed(unlikely), they are no longer grappled, but are still prone. As a result, they can only crawl, or stand up, using half their movement.
6b) Or the enemy can choose to attack you while still grappled and prone. This gives them disadvantage against you.
7a) If the enemy has escaped, just go back to 1) and start over.
7b) If the enemy is still grappled, you can do a dive bomb again(dealing a bit of damage) and then attack twice.
Other benefits to this build.
1) You get to use a Tail(beast 3) to use as a defensive tool in situations where you want to spend your reaction on avoid direct damage rather than grappling(add 1d8 to your AC).
2) You can also choose to spend your reaction on Deflect Missiles. In both cases, it gives you a way to avoid powerful attacks.
3) You can jump high and grapple a flying creature, causing their speed to get reduced to 0, meaning instant falling.
4) Your Martial arts attack bonus action and Flurry of Blows can benefit from Rage damage modifiers.
5) Set up a wrestling competition with your party's Bard as your hypeman and ring announcer.
@@Wintermute909 You can, but it requires your bonus action and you can only do it once per short rest.
I think Drunken monk 6, Totem Barb 14 is pretty good. Eagle at 3, preferrably bear, eagle, or tiger at 6, and then eagle at 14 makes a Rock Lee-esque character who becomes incredibly good at fighting when drunk. Flavor is that your Barb stuff happens when youre drunk. You get 25 feet of movement from monk UD and barb FM for more flying shenanigans, you get d6 punch dice (or 1d8 if you get UF from the martial adept feat), and you get magical attacks for every weapon you use including punches. The downside is that you do lose out on all of the really good late level monk abilities and 20th level barb abilities.
All in all i think this could be a fun build and really flavorful for an old angry drunk who is secretly a master of fighting.
Dudes, this video series is dope- it’s so fun and improvisatory but totally informative. It’s a pleasure. Thank you! ❤
I've played a barberian warlock before and it worked quite well! You aren't restricted to taking the eldrich blast invocations because you focus on weapon attacks. This allows you to take the utility options or buffs like constant false life. You won't be taking hexblade but any of the other patrons are great because they give spell like abilities without being actual spells so you can use them in rage. The Celestial's healing light is a standout because it's effectively free free uses of healing word while raging to bring up an ally or to be used on yourself to further buff your HP pool.
I think it's best as a dip and is easily higher than a D, likely a C or B.
Love your vids boys. They are full of great info and are very entertaining. You two are great together. Keep em coming!
Your vids helped me to increase me interest in DnD as well as different perspective on gameplay and roleplaying. Thanks very much for your efforts.
I'll burn a blunt in your honors =D
"At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any *simple melee weapons* that don’t have the two-handed or heavy property." - Monk Martial Arts feature
"When you enter your rage, you can transform, revealing the bestial power within you. Until the rage ends, you manifest a natural weapon. It counts as a *simple melee weapon* for you, and you add your Strength modifier to the attack and damage rolls when you attack with it, as normal." - Beast Barbarian feature
Rules as Written you can absolutely use your beast barbarian weapon as a monk weapon: it is a simple melee weapon that does not have the two-handed or heavy property. So I do think it works. Is it S tier? I don't think so, but I do think it is actually relatively good. It is an A tier build in my eyes. Making 5 attacks with claws and knees/elbows at 7th lvl is pretty cool.
You could do an alchemist barbarian and burn all your spell slots on elixirs, which don’t count as spells and don’t require concentration.
Solid argument for Alchemist actually being useful.
Yes!
The Jekyll and Hyde
@@redbeard5939 I was actually thinking more like a gym bro frat jock who knocks back his bless-in-a-can and then crushes the can on his forehead, but that’s a cool idea too.
Since the Warlock subclass ability comes online at level 1, a dip into the class gives the barbarian some decent versatility. There are a few subclasses that provide some interesting builds such as the self healing tank (fiend&celestial warlock) or subclasses that deal out extra damage (fathomless, hexblade, & undead). Spell slots can be used for out of combat utility, buffs, or for smites if you invest enough levels (though only very particular builds make it worth going that deep into a Warlock multiclass). I'd say the Barb/Warlock multiclass deserves a high B.
Ok here's my monk barbarian concept(and you guys were really close with your ideas!): Kensei/totem warrior. Kensei lets us turn a weapon into a monk weapon, ideally pick a versatile weapon if you wanna go GWM. You can spend you ki on everything except unarmed strikes while you use totem warrior to get bear at lvl3, any of them at lvl 6 but my preferred is tiger, so I guess my build for now is 4 monk 6 barbarian. I'd probably do 8/12 split in favor of barbarian for HP.
No Versatile weapon can be used with GWM as there are no single handed Heavy weapons.
@@keeganmbg6999 Technically you can still use GWM with a non-heavy weapon, but you lose its main benefit of the -5 to attack to gain a +10 to damage. You would still get the bonus action attack when you get a critical hit, something I constantly keep forgetting I can do...
Barbarian/Monk. If you go Kensei, go get a warhammer to do 1d10 damage on your attack since it's versatile. Then hit with your unarmed attack as bonus action. Both are bludgeoning damage, so get crusher feat and you can help the team and yourself a lot. Once you got lvl 5 for extra attack, you can replace 1 of your attacks with unarmed strike to use agile parry. You lose out on a bit of damage, but you get free AC. Or go Open Hand or Drunken Master monk. Use a staff for 1d8 versatile damage. And you unarmed attacks still can be done with bonus action. Crusher feat always helps. Also both lvl 3 features of open hand and drunken master are useful and can used very well. With a +2 on wis to get the multi class option, it's pretty decent saving throw dc at lower lvls.
In regard to barb/rogue, you can use the double bladed scimitar from Ebberon because the feat gives in finesse
So just did a deep dive into wild magic barbarian fiend warlock and it's a solid build imo. Not amazing or broken but really solid.
Wild magic rage happens on rage so you can spend your first action buffing yourself (look, i think mage armor and unarmored defense should stack) also eldritch smite is a bit better than pali smite.
Fiend warlock give tankiness with dark ones blessing. Dark ones luck is free inspiration. Also devils sight and fiendish vigor.
But yeah your main combo is buff, move, then wild magic rage.
Barbarian with cunning action is very strong. I played a defensive focused goblin barbarian and the ability to disengage from one dying enemy to go help out where the three new enemies appeared came in clutch so many times.
In the last campaign I played it, one of the others players was a Rogue-Barbarian. Reckless attack to get advantage, drop an assload of sneak attack dice, disengage and pick your next victim.
There's actually a great play that you can combine the Artificer and Barbarian. Specifically, you pull out the Artillerist. The Arcane Cannon does not require spellcasting to function, and you can use it to give you and your team a solid buffer of temp hp. Not to mention that you can easily prioritize spells that don't require concentration, like longstrider to make your barbarian faster.
Play a Tortle, go Beast Barbarian and Artillerist Artificer, attach the cannon to your shell, and now you're the pokemon Blastoise. At Barb 5/Art 3 and you attack 3 times and can shoot a distant enemy with Hydro Pump or hit in a cone with Scald.
It's a beautiful thing that I am still waiting to play. 😁
I think the Alchemist may actually have some nice synergy with Barbarian. Like the Paladin, you can spend your spell slots making elixirs instead, and all of the effects are useful for a frontline brawler.
I created a multiclass build in Balder's gate 3 that I'll be trying out in my next 5e campaign, a hexblade Warbarbadin. It's 5 warlock, 5 barbarian, and 2 paladin. It focuses on using smite "spells" while enraged to do massive damage with a pact blade. I've taken out bosses in a single turn with this build. That said, I realize the pact blade extra attack doesn't stack with the class extra attacks in 5e like it does in BG3 so I might take more ranks in warlock and fewer in barbarian for higher level spell slots but we'll see how it goes.
Undead Warlock/Totem Barbarian could be great too. Add necromantic damage onto your attacks
How does that apply exactly? The Zealot barbarian adds radiant damage to their attacks, I wonder if the Undead feature there would allow you to add radiant as well as necrotic damage.
@@thesnep4757 Yes, you could also add radiant. (Or more necrotic, if you chose that for your Divine Fury.)
> undead warlock 6th: Grave Touched
>
> In addition, once during each of your turns, when you hit a creature with an attack roll and roll damage against the creature, you can replace the damage type with necrotic damage. While you are using your Form of Dread, you can roll one additional damage die when determining the necrotic damage the target takes.
So you could replace the slashing damage from your greataxe with necrotic, and roll an extra 1d12. It's similar to a crit for free every turn, for the base weapon damage, making a greataxe (1d12) pull way ahead of a greatsword (2d6) even before you get Brutal Critical.
The divine harmacist is not a bad idea for a monk/barb multiclass. You would want a high strength and wisdom but realistically you can take 3 levels of Zealot Barb and 3 levels Way of mercy monk to make your first attack of the turn do 1d4+6+1d4+3+1d6+1 necrotic damage. Add on an extra 2 1d4+6 attacks for flurry of blows and you have a pretty decent amount of damage for such a weird premise. The build is VERY MAD though, so it probably would only work if you got amazing rolls
I would say warlock is a C, armor of agathys can be cast before combat/raging and rage/reckless attack makes the spell even better. Also Eldritch smite.
Add Hexblade's curse and relentless curse to that😉
Beast path barb do not specify which claws gain an extra attack. Also at barb Lv10, you gain the bonus with ANY natural weapon, not just your path's natural weapons. So a dragonborn, simic hibrid, leonin and tabaxi are amazing barb/monk multiclass.
Barbarian with Bladesinger Wizard reminds me of Tulok the Barbrarian's build for Eda Clawthorne. I think the thematics of it alone are pretty sick, but also the actual play of it. You can switch between these forms depending on what you need in the moment, so I think it's got a lot more versatility than most would expect. Song of Defense much like Divine Smite lets you use your spell slots to provide benefits that bypass the anti-spellcasting drawback of rage. I think there's something decent there.
aight, four months late to this, but check it. I actually play a monk/barbarian in a campaign I'm in, and so far it has done nothing but kick ass.
we're not that high a level so far, just about level 5, but here's what I brought. Tabaxi, three in barbarian, two in monk. Take path of the totem and choose elk. All of a sudden, I'm able to move 55 feet a turn while raging, plus dash as a bonus action, plus dashing as an action, plus tabaxi speed boost. I can move anywhere I want to on the battlefield within a blink of an eye.
But here's the thing. That movement speed as all there for just in case I need it scenarios. When I'm not cosplaying Sonic on cocaine, I have rage boosted attacks with martial arts afterwards since it's a monk weapon (I chose a mace since I thought it would be funny; it is).
The end goal for my build is to take this to barbarian five for extra attack, ten more movement speed, the mobile feat for more speed and being being able to dash away when needed), then level four monk for another feat, charger, now being able to abuse dash, hit, flurry of blows, run away. (Also way of the sun soul cause yaknow, goku).
Then two levels of fighter for action surge and duelist. After that, no idea, but the monk/barbarian speed build is there for sure.
The thing about barbarian is that is you focus on a lot of out of combat utility spells that don't rely on your modifier too much, like invisibility and if you get to level 3 you can take expertise in athletics and be a grappling monster. Also you can use bardic inspiration while raging, which is nice.
DR JEKKYL AND MR HYDE! The Incredible Hulk! The barb/artificer might not be amazing on paper but the theme of a scientist who can break out into a destructive rage has endless possibilities
The benefit and strength of the Barbarian/Warlock combo comes from the invocations. There are plenty that give you benefits that work while raging. And you can use the spell slots outside combat for a variety of things.
Just cast armor of agythis before combat, hexblade curse for more damage / fiend for the temp hp after each kill
I kinda like it but i just dont see it as very synergistic. Even just hexblades curse can be ok. But it isnt very potent and i hope it isnt done before extra attack and delaying actionsurge or whatever you are speccing sounds frustrating. It isnt bad tho. A critfishing build with a d12 weapon and halforc perhaps.. but there are better ways to do this :(
I absolutely love the flavor. Demonic rage.
It is close tho but you just dont have any high slots for the agathys before tier 3-4 and well at that point things hits for big dice anyway. Tier 1 play against kobolds and goblins with d4 damage is kinda the peak for it even if you build around it which is a mechanically selfinflictes arrow to the knee. But a funny one.
@@LordNerfherder you dont need high level slots, even just a 5 level dip gives you an extra +40 temp hp(two castings) dealing extra cold damage when hit and a magical +1 weapon. This is before a subclass that can massivly boost your power/survivabiliy. Or you go main warlock that can enter a rage when in melee
Try it out one time, go barb 5/6+ warlock 3 is super fun and powerfull
Spell utility like that is nice on the Barbarian.
As a class, I find the Barbarian tends to suffer disproportionately in out of combat applications, so having spells to do things is nice.
I played a Wild Magic Barbarian with 3 levels in Fighter for Battlemaster maneuvers, and HO-LEE-CRAP was he a magnificent beast of a damage dealer. I typically doubled or tripled the damage done by any other party member, and sometimes even all of them combined. It was nuts. And SUPER fun to play!
The big thing about barbarians is that you get such a limited amount of rages, that when you have a big adventuring day, and MANY encounters, then not taking more levels in barbarian really starts to hurt.
The flip side is when you get a single class dip into a full caster and get those ranged cantrips (eldritch blast or toll the dead) you can really get through a bunch of encounters without being the dedicated front line on encounters where you aren’t going to rage (the ones where the wizard/sorc are going full blast in slots)
That is only if you're raging every fight.
Multiclassing with fighter will allow you to save rages as you don't need to rage to be useful in a fight, so you can save your rages for basically an anime super sayan moment.
Or if you're absolutely insane like moi, you find a way to make a barbarian archer with rogue levels. I'm not using most of my class features in most fights, but I'm finding that I really don't need to.
There are so many options to make Barbarian/Warlock work that you guys are just ignoring!
Pact of the Blade (which is not the same thing as Hexblade btw) brings many of the same benefits that Barbarian/Paladin has and can be put with any Warlock subclass. Just take Elderich Smite.
Fathomless Patron can offer reaction damage reduction which- while less potent than rogue's in general- has the potential to reduce damage to 0.
Genie Patron let's you add your proficiency bonus to your damage. Even when raging.
Celestial gives you self healing that isn't a spell and thus can be used while raging as well as resistance to Radiant damage. Eventually with enough levels it also gives bonus Temp HP on rests.
Fiend Patron gives you Temporary HP every time you kill something and later a versatile resistance.
And this is all on top of things like Armor of Agathys or Charm Monster being interesting spells to drop before raging.
Only other thing I would mention is that for the barbarian/druid combo, at lvl 10 moon druid you can wildshape into elementals. They have a MUCH better hp pool, and with rage and bear totem that makes them an absolute monster. Basically ever single elemental option gives you a minimum of around 200 extra hp while raging as a bear totem
I think 11 druid for 6th lvl spells and 9 barbarian is optimal I believe 9 is brutal crit right?
They didn't mention that moon druid can use spell slots to heal itself. I don't believe that feature counts as casting a spell so it should be available while raging.
@@donovandawson9190 slightly up for interpretation just because brutal critical says you can roll extra “weapon damage dice”. So depending upon on your dm they might make it only count for weapons. But if you have a nice dm it should work
Barbarian and Warlock work fine. There are plenty of invocations that would help the barbarian and the spell slots are so limited anyway that you'll miss them less in combat.
Playing a Barbarian Zealot Fighter Rune Knight in my current campaign. Love it!
Similar vein: I had an Ancestral Guardian Barbarian/Rune Knight Fighter I played, and it was AMAZING! The power I felt when I played that character was fantastic. In one session, I two-round soloed an Abeloth
@fightingfalcon777 Yeah man! It's a very strong combination. Super fun to play!
@@chrisg8989 hell yeah! Rage + Giant’s Might just allows you to wreck house
@@chrisg8989 What was the Level breakdown for your PC?
@fightingfalcon777 4 Zealot, 16 Rune Knight. I'm currently level 6. But my plan is:
1-3 Barbarian
4-8 Knight (Extra attack)
9 Barbarian (Feat)
10-20 Knight.
I'm sure this isn't optimal. But I wanted to get Raging Giants Might right away. Being a large sized Rage monster and Rolling 4D6 every turn on my first attack is very fun!
I have a warlock (1, undying) x paladin (oathbreaker, 3) x barbarian (zealot, 3); it is *surprisingly* strong. I cast Armour of Agathys on myself before combat, smite while raging, and the zealot barbarian dumps 1d6 + half your barbarian level into the first attack on its turn. with a greatsword, on my first attack, I do 2d6+3 (sword's damage) + 2d8 (smite, +1d8 against undead or fiends) + 1d6+1 (zealot barb divine fury) + 2 (rage). and anyone who hits/attacks me takes 5 cold damage from the armour.
Scrubbing through, it made it look like Monty gave BarBEARian a S and Kelly gave it a D, and that shook me to my core. Thankfully, the context made sense.
Kensei monk-elk totem barbarian is amazing. I'm afraid you may need to limit wisdom. But with the combination of absurd mobility and damage options I love it. This character can out gun and out run any fleeing for.
As for the warlock, it’s a bit of an investment but you can grab eldritch smite at lv 5
(Third time watching this for ideas) Barbarian+Ranger= "Rage against the machine". :)
16:32 Going Barbarian Zealot 4, Rune Knight 16. I'll delay extra attack by 3 levels but it's totally worth it attacking with 4D6 every turn.
3rd comment here, but another thing with the Rogue/Barb multi is the interaction between Danger Sense and Evasion to make yourself practically immune to all dex save stuff, alongside Uncanny Dodge + Totem Barb to make you take 1/4 the damage from an attack. These combos alone alongside what you brought up in the vid kinda make it S tier for me :P
Barbarians go well with STRogues and Fighters, and maybe paladins/rangers, but I can’t think of any other things that pair well without being MAD.
4 Barabarian rest of the way paladin is sick. The zealot smiter is fun thematically and strong.
This lack of imagination and midmaxing insistence makes me a sad boi
@@canis2020 understand that the purpose of this video isn’t to flex their creative muscles and rp chops. They have them and they are setting them aside to mechanically analyze these
just starting a new campaign and I'm making a wood elf barbarian, but I plan to dip 3 levels into ranger for gloomstalker. Wood elf innate move speed, plus dread ambusher, plus longstrider, plus zephyr strike, we're literally just gonna be zoomin across the battlefield on every encounter.
You should check our Treantmonk’s Guardian Build. It takes wizard levels for war Magic’s ability to boost saving throws. Really helps keep the barbarian in the fight
OK, i actualy think the Barbonk is not a bad multiclass (if you take one of the good monk subclasses [Mercy, Open Hand, Shadow]). Buts its better as a Monk main, Barbarian second. So prob. C for Barbarian, B for Monk.
I made a Barbonk Totem of Mercy
1st: with Point Buy get Str 15, Dex 14, Con 12, Int 8, Wis 14, Cha 8
2nd: take a race that gives you Warhammer profiency (Dwarf, Githyanki [MKMM], Hobgoblin) use Tashas rule to boost Str and Wis ( took mountain dwarf resulting in Str 17, Dex 14, Con 12, Int 8, Wis 16, Cha 8)
3rd: Start with Monk (you loose 4 HP, but i prefer the Dex save over Con with Danger Sense [adv on Dex saves] + Evasion [Monk 7]), get any simple weapon for lvl 1, i took the sailor background [athletics, perception] and acrobatics and stealth skills from monk, i am using the unamored defense of the monk
4th: Take the second level in Monk, make the Warhammer your dedicated weapon (use with 2 hands for 1d10 dmg], then take 1 level in Barbarian for Rage
5th: take Monk to level 5 to get extra attack, stunning strike and more Ki, for your ASI take a Str half feat (i took crusher, but Squat Nimbleness also works well) to get Str 18, you also gain: Medicine, Insight, herbalism kit (I also got smith, mason, navigators tools, vehicles [water])
6th: take 2 more levels in Barbarian to gain Reckless, Danger Sense and a sublcass (ancestral guardian if you want to tank agro or Totem Warrior) I took Totem and Eagle, so i can dash without spending Ki (while raging) and oppertunity attacks have disadvantage, Elk with +15 ft move also works well. You also gain beat sense and speak with animals (rituals) and 1 skill from barb (i took Animal handling because it was fitting, Survial overall is stronger)
7th, Continue taking Monk levels until Monk 14 (Diamond Soul!)
8th: take 1 more Barb Level for 1 Extra ASI or stick with Monk to gain the lvl 17 feature
9th: finish of with Monk for more Ki and 1 more ASI
For your ASI: i would boost Wis to 18, first, then Str 20, then either Wis 20 (+1 AC and Ki-DC) or take a feat IF you can get a Stat boosting magic item (most likely Str) take feats instead like Gift of the Metallic Dragon, Mobile, Sentinel, Tough, fighting initiate (blind fighting, if you are a shadow monk or have darkness casters)
At Level 9: Monk 6 / Barbarian 3
Str 18, Dex 14, Con 12, Int 8, Wis 16, Cha 8
AC 15, HP 81, Speed 40
Saves: Str, Dex
Skills: Acrobatics, Animal Handling, Athletics, Insight, Medicine, Perception, Stealth
Tools: herbalism kit, mason tools, navigators tools, smith tools, vehicles (water)
Languages: common, dwarvish
Damage:
2 Warhammer Attacks, 1 Unarmed Attack every turn = 2d10+12 bludgeon + 1d6+4 bludgeon = 30 Dmg
If you want to burst: use flurry of blows + hand of harm for 2 Ki each round (3 rounds) = extra 1d6+4 bludgeon +1d6+3 necrotic per turn = 13 Dmg | 43 Dmg in a turn (not the greatest, but you are a main monk)
Hand of Harm also poisones the target (no save) giving it disadvantage on their attacks
Stunning Strike is most likely better overall if the Con Save of the enemy isnt to good.
If you use Flurry of blows as part of hand of healing you can heal yourself (or others) 1d6+3 instead of 1 attack.
Rages: 3 per long rest, +2 dmg
Deflect Missle: reaction, reduce dmg by 1d10+7
Slow Fall: reaction, reduce fall dmg by 20
Hand of Healing: can be used as part of Flurry of blows, else 1 Ki, action, touch, heal 1d6+3 HP, cure 1 of disease, blinded, deafened, paralyzed, poisoned, stunned
Magic Items: get your hands on a magic warhammer, Str boost items (giant strength), bracers of defense (+2 AC), if you can a Amulet of health (Con 19)
Overall, your unarmed attacks will end up dealing 1d8 dmg, so will your hand of healing and harm scale to 1d8, or if you take monk 17 / Barb 3 the die will become 1d10.
You gain profiency in all saves and can reroll the save
you can end charm and frightened on yourself as an action
Evasion
Immunity to Disease and Poison
If you are in a campaign with great weapon masters, sharpshooters etc, you will be a support and set up character for them, maybe go ancetral guardian then to be a better tank (for sharpshooters).
But those feats realy need a rework and get rid of the -5 / +10.
Maybe just give + 1/2 prof mod on each attack.
The iconic Bardbarian - Fahfard from the Fritz Lieber "Lanhkmar" short stories. You can do Barbarian/Undead Warlock to get the Form of Dread or Fathomless since the summoned tenticle does not require concentration and water breathing. Celestial warlock gives Healing Light (no concentration self heals) and Celestial Resistence's temporary HP.
The fiend with the temp hp, armor of agathys, pact of the blade...
Barbarian/artificet is basically Warhammer 40k Ork.
They are raging and, kinda, know, how to create things
Friend is playing a barbarian monk. They're having a decent time in the campaign, primary issue is that they don't get that second attack until level 8 and they're very attribute dependent so they're feeling a bit limited in combat.
This is why you should usually go to level 5 in one class to get Extra Attack before multiclassing, for most multi-class builds. Otherwise you get left behind when the party hits level 5. Being late to the party with Extra Attack for more than one level is either bad planning or a tradeoff where you'd better have gotten something really good in exchange, hopefully long term not just being OP in those early levels.
(e.g. if you choose your starting class for saving throw proficiencies, but don't want to go past 3 in it, then yeah you have a rough 3 levels in exchange for a somewhat more optimal build later if you didn't switch after 1 or 2 levels in your starting class, to come back later after you get Extra Attack from the class you plan to get to 5.)
But in this case, would you want Str+Con save proficiency vs. Str+Dex? I guess it depends how many poison monsters your DM uses, but Dex saves are really common. Although monk evasion gives you half damage all the time, it's no damage if you pass on saves for half, so the absolute damage reduction is still half the AoEs damage whether you have evasion or not. e.g. on a 30 hp fireball, making the save leaves you 15 hp higher than not making the save, whether or not you have evasion. Proficiency + advantage from Danger Sense is good for reliably making saves. And many con saves are against poison, but monks are immune to poison at 10th level, so con save proficiency is significantly weaker.
So I'd have started Monk, then dipped at most 1 level of barbarian for rage after monk 1 or 2,
* then continued to monk 5
* then get to barbarian 3 if that's where you're aiming to stop
* then continue with monk.
But at least as a monk they can make an unarmed strike (or two with Ki for Flurry of Blows), so it's still 2 attacks.
@@TheLegendaryLegacy The bonus attack is an Unarmed attack. If you are wielding anything that is not a Monk weapon, armor, or a shield, you loses your Martial Arts benefits. Meaning your Unarmed attacks become a 1+strength+other modifier(like rage).
@@TheLegendaryLegacy You do not get Ki until 2nd level in Monk(for Dedicated Weapon). You do not get Kensei until 3rd level in Monk.
Similarly, you do not get your Barbarian subclass until level 3.
Regardless, your unarmed extra attacks are still unarmed attacks(either from bonus action Martial Arts or Flurry of Blows). Not claw attacks. Because your claw attacks counts as weapons.
Which means at level 5, you are probably looking at a BeastBarb3/Monk2.
Sure, it is possible to 2 claw attacks(d6) off, and then a bonus attack(martial d4) or Flurry(2 attacks at d4). But that is still lower damage than a Barb5 with Polearm Master and a Glaive, or a Barb5 with GWM. And it relies on using your bonus action to keep up, which means on turn 1(rage), you will be a fair bit behind. Similarly, to use Flurry, you need Ki, and with only 2-3 points, they are gone very fast.
The Barb/Monk is MAD, so you will have a weaker 1-3 level. Similarly, you do not get a true powerspike at 4th level, if you multiclass at this point.
You could wait until level 5 to multiclass(still MAD for 5 levels though), to get your Extra Attacks "on time", but then it is your level 6 that is a lot weaker, as a regular Barb will get their second path feature here(in this case, counting your claws as magical, among other things) and an additional use of Rage per long rest.
In addition to this, the MAD barb will generally have lower AC(15) compared to a medium armored Barb(16), as well as lower HP.
Thematically, it is a fun combo. But mechanically, there are so many things that do not mesh very well. You end up being a melee character with somewhat poor AC, minimal utility and only "ok" damage output.
The Barb Monk does not scale well either, because items you get are typically not to your benefit or as powerful. Boosting your unarmed or natural weapon damage is possible, but has far less potential.
Similarly, because you rely on both Rage and Ki, you want a decent amount of levels of both classes to have enough resources for tier 2+ campaigns.
If you want to go "Nova" with a beast barb, the Fighter is a much better multiclass than Monk. You avoid going MAD. You only need a 2 level dip for Nova, and you get a fighting style and Second Wind.
If you then go for Fighter3, you can pick Champion, Battlemaster or Echo Knight for more options.
The BeastBarb/Monk is good for brawling and grappling. That is about it.
@@TheLegendaryLegacy What Barb AC? Due to MAD you might have 15 AC at best(if you sacrifice strength), until you get the Kensei stuff(which, at its earliest, is Monk level 3).
Remember, this is the Barbarian list. You start as a Barbarian. So if you intend to go Barb3/Kensei6, you take 1 level in Barb and then maybe 5 levels in Monk for extra attack(meaning Kensei at character level 4). Then either 1 more in monk or 2 in Barb.
That is still a big delay in various standard power spikes(3 levels with 15 or less AC, for instance, very few rages per long rest).
If you use a shield or armor, your unarmed attacks(bonus attacks from Martial Arts/Flurry) becomes only 1 damage +modifers.
It is not "solid" when there are so many levels where other characters get a noticable spike in power, while the Barb/Monk just get a small, situational compensation for what they lost, not a unique strength.
When your overall damage and survivability is lower than a standard Barb in most of your levels, it is not "solid".
It can still be fun and flavourful, but you are not competing with regular barbs or more optimized multiclasses anymore.
To use Kensei's Agile Parry(+2 AC), it requires you to make an Unarmed strike as part of your Attack Action.
To use both Claw and Unarmed Strike as part of your attack action, you need to be Barb3/Monk5(or the other way around).
Which means for the Barb1/Kensei3(earliest AC boost), a Turn 2 attack round is:
Unarmed Strike(to enable the AC bonus), followed by 1(Martial Arts) or 2(Flurry) Unarmed Strikes.
Same deal for Kensei4(character level 5), although might have improved your Strength or AC with an ASI, to negate most of the MAD effect.
At Kensei5(char level 6) you get 2 Unarmed attacks as your Attack action, but you cant use Claws yet, and you still only have 2 Rages per Long rest.
So you either suffer from low damage(low damage die/few attacks per turn) or low AC(15 or less), partially due to MAD, for most of your early levels(1-7).
Spending a very limited resource to deal extra damage is what it means to "go nova".
You get your "Nova" at level 8 when you can get up to 5 attacks off in your turn, by spending Ki and Rage(rage was activated previous round). 5d6+25, or an average of 47.5 damage.
That is "ok", but again, comes at the cost of a lower HP pool(compared to pure Barb) and the effect of MAD(either lower strength or AC. If you get +3 damage from strength, your base AC is 14, unless you use your ASI at Monk4 to improve it).
A Level 8 Barbarian with a Flametongue Greatsword(which is a typical magic weapon at this level), can make 2 attacks per turn. In this case, they have also spent their level 8 ASI for increased Strength(+4 modifier now).
That is 4d6+4d6+12, or an average of 40.
If they have GWM(from level 4 ASI/feat), they can potentially get an extra attack as a Bonus Action, which is an extra 4d6+6. A total of 60 average damage.
Remember, these attacks are more accurate when compared to the MAD Barb/Monk, due to having 18+ strength rather than 16 or less.
If we use the -5 attack roll from GWM for an extra +10 damage to each attack, then it becomes 90 potential average damage.
It only cost the Rage activation, of which you have 4, meaning every round, you can have this much potential damage.
And Remember, you having, at least, 16 AC by this point(just from a simple Breastplate).
The wrestle bodyslam combo is an old favourite of mine, and the reason why I consider Barb/Monk a fun character to try. Specifically in a 1-shot where you get to start at level 10(level 6 Beastbarb high jump and level 4 Monk slow fall).
Outside of that, it is just less power and a lot of restrictions, if you try to level it from 1 to 10.
I know, because I have done it a few times.
You get overall more grapple potential by going Barb/Rogue(Advantage + Expertise makes your Athletics check auto win in most cases).
Barbarian + Peace Domain: the world shall learn of our peaceful ways by force!
The artivicer can work really well as a tank with the armorer subclass, a combo colby from d4 uses a lot
Can’t wait to watch every single one of these videos for all the classes
Ancestral guardian barbarian, phantom rogue is a theme that goes together well
Just finished a campaign using this combo and yeah, it was a lot of fun
Besides being a lot of fun thematically, Ancestral Guardian is also really a whole different beast when it comes to multiclass potential, because its actually entirely viable to do a Ranged, Dex-Based Barbarian with it, which pairs very well with a wide variety of ranged-focused as well as pet-having multiclass options.
Mr. Torgue is the Barbarian/Peace Domain Cleric multiclass
Barbarians are front loaded, so having a dip in spell casting, can add so much versatility to the character.
But you can't cast spells while raging?
@BigPurpleCarrot i know. The spells are for social situations, exploration and even battle prep that doesn't require concentration.
@Jacob Richardson Yeah I don't see any merit in doing that. Get buffs and utility from your party
You should focus on killing stuff
@@BigPurpleCarrotgod you sound like an absolute bore to play with.
@@BigPurpleCarrot druids have some good non concentration spells that you can throw down and then bonus action rage
My Monk/Barbarian exception:
Long death monk works well with barbarian. I played a dwarf LD monk/Zealot barbarian once. He’d bet strangers he could jump off of high buildings and survive without magic. With a combo of rage and slow fall, he’d win those bets every time.
My Warlock/Barbarian exception:
Fiend Warlock works very well with Barbarian. Especially if you go pact of the blade. Eldritch smite, Improved Pact Weapon, Life drinker. The invocations you get benefit from Barbarian levels, and vice versa. I built one for a one shot once with an additional dip into Echo Knight Fighter, and ho boy. He was doing Phil Swift levels of damage!
The idea of doing like a Conquest Paladin/ Ancestral Guardian Barbarian makes me very intrigued. Summon up a spiritual weapon for your ancestors to use and have a lot of battlefield control that a barb wouldnt normally have... Dragonborn to get another AoE fear in the feats. Also Beast Barbarian/Gloomstalker Ranger is the thing that goes bump in the night. My wife is the Barb of our group...There's a lot here between the Fighter/Ranger/Paladin/Rogue that can open up the things she hates which is being useless outside of combat, I'll see what she thinks.
Monty asks at 22:17 if there's a monkbarian build that works
Astral self monks get to use Wis instead of Str/Dex for attacks/checks/saves. So you can max Wis at first, use the monk's UA defense, and any simple weapon like the ol reliable quarterstaff. This "downgrades" your 1d12 to 1d8, but you keep the other MA features like 1d4+ BA
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Barbarian 5/ Paladin 2/ College of whispers bard the rest of the way is actually pretty powerfull.
If you qualify for bard and barbarian multicass then you also qualify for paladin multiclass, so 2 level dip as a pladin for a barbarian/bard make it really viable.
A beast barbarian/monk build works if you (while having no martial weapons or armor) take the attack action, make two beast claw attacks, then a single unarmed strike, then another unarmed strike as a bonus action. Or you could flurry of blows and make three beast claw attacks. Going 5 levels of monk and 3 of beast barbarian gives you 4-5 attacks a round.
The barbarian monk you guys need to revisit and really read the Astra Monk wording. It says when you make a Str attack and can instead use your wis. This is different than all other wordings like the hexblade. So it should allow you to gain the barbarian rage bonus on your attacks. It's the best combo for the 2 classes and can make an insane grappler especially when pairing with say Owlin or a Gem Dragon Psychic
Also do they look at optional class features? If im not mistaken monk has an optional feature to allows monk to have one non monk weapon count as a monk weapon.
@@julianmills2261that weapon can’t have the heavy property. That feature doesn’t help.
@@julianmills2261 There is indeed but that wording doesn't allow for the rage bonus. It works nicely though on a straight monk or monk rog, but still problematic for the barbarian getting all features.
@@lamarwashington2718 Ah. My bad. Its been a minute since I looked at that rule, but thanks for clearing it up!
@@mixelplix Yea I see that now, my bad. Thanks for helping clear it up!
I actually built a Tortle Barbarian Bladesinger and I think it's quite a cool combo. Sure you can't cast or concentrate on spells while raging, but what I like here is the versatility. Both the amount of rages as Bladesong are limited per long rest, so when one is depleted you focus on the other. The Bladesong itself I imagine as a gladiatorial display of martial beauty. You can also get one of the few non-Concentration spells off, rage and then activate Bladesong on your next turn.
You're a frontline fighter that tries to get enemies to focus fire you. Don't mind all their opportunity attacks when you run around with 20AC.
Also, just the idea of casting Fireball and then running in to finish them off...priceless.
If you ever get to Barb3 taking Zealot might be the right pick so you can be resurrected time and again for free, haha
Armor of Agathys with the warlock could be good with a raging barbarian
I dont think there is anything mechanically preventing a Barbarian Monk multiclass. Martial Arts states "you CAN use dex instead of str" so you can still choose str for your attacks.
Even Beast Barbarian works. Your Form of the Beast counts as a simple melee weapon, and monk weapons are simple weapons + shortswords that aren't heavy or two-handed.
It isn't a great multiclass since there isn't a ton gained, you actually gain more starting as a monk. But RAW it works