Board Thread:Watercooler/@comment-5038468-20151212021745

Original Post by-Catrap0

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I love playing Dungeons and Dragons. I've also been a huge fan of One Punch man after discovering it on /a/ when it was well into the manga stage of its life. I recently heard there was an anime and after watching it, found myself wanting to play Saitama because he's the funniest character I've ever seen in my life. He's the epitome of a Chaotic Good character: Makes his own way, but kind and stands up for people... unless he makes a mess and then he tries to cover it up. If you're interested in playing DnD, this is a build for the newest (and most fun) edition of Dungeons and Dragons; 5th edition. This is my 10 level build, because 20th level builds are dumb. } One Punchman Race: Human Variant (Wis, Dex) 1st level: Fighter STR 13 DEX 15 CON 12 INT 8 WIS 15 CHA 8 Feat: Magic Initiate Sorcerer/Wizard: Booming Blade, Create Bonfire, and whatever 1st level spell you want. I took burning hands because you never know when you need to soften up or clear a room of weaklings. Feature: Dueling This is incredibly important because you neeeeeeeeeed that extra +2 damage to make this work. Take whatever armor and weapon and survive through this, because you need to get to level 5. Skills Athletics Acrobatics Perception Stealth Insight

2-6th level: Monk Tradition: Open Palm Equipment: Nothing. No weapons, no armor. At 5th level, you take your attribute bump and add +2 to your dex putting you overall dex stat to 18 (+4) This is where you start to really shine as each of your punches will be doing 1d4+6 until you get your 5th level monk at which point you're doing 1d6+6. You're getting your flurry of blows and your ki power progression and all that cool stuff at level 4.

Strategy at 5th level Starting at 5th level you will be doing all sorts of cool stuff and doing an absurd amount of damage for a 5th level character. You should have an AC of 17 and an attack bonus of +7 at this point. So your role is to find the spellcaster, the big bad guy and just wail on him. I was killing Cambion demons in 2 rounds taking only a few hit points of damage playing as a 5th level character. You should be rolling up on the big tough guy and hitting him with everything. That means: First hit him with your Booming Blade, spending the ki point to do flurry of blows. This should be 3 attacks at +7 with 1d4+6. At the VERY MINIMUM if you hit all 3 you'll be doing 21 damage. That's an average roll on 7d6. With your ki flurry you should be imposing on your enemy; movement. Their save DC should be 15 against strength. At 5th level you can do this for four rounds. You'll be doing a bunch of damage as you SHOULD be hitting for a whole bunch. When you get to 6th level your damage die turns to D6 and you'll seek a HUGE damage spike since you're going to be rolling 1D6+6 for each punch you do as you're effectively doing what a D12 (6.5) does on an average roll for each punch. When you get your second attack you can do one of the two depending on how the DM is playing the monsters: Hit the monster again with a booming blade, stacking another 2d8 onto him. Cast bonfire at its feet. This forces the monster to move or take 2d8 fire damage (on failed save) or move and take 2d8 thunder damage when it moves or it has to take another 2d8 fire for staying there. They will take damage either way because you're moving out of their range anyhow. OR you're stacking 4d8 potential thunder damage on them, effectively casting a 4th level shatter on them merely as a 6th level melee character.

7th - 10th level Take monk up to 8th level to grab the self-healing, ki strikes, evasion and stuff from the monk as this is incredibly useful. Then move back to fighter until 10th at which point you'll pick up battle master and get the following maneuvers: Menacing attack Parry Push attack These are just my suggestions. Feel free to pick different ones for your play style. Being frightened sucks overall, parry is to reduce the damage you'll be taking and pushing them will just be another save they have to make against forcing the booming blade damage if they want to do anything else on their turn.

Strategy When you get to 10th level you should be: 3 fighter/7 monk. Your strategy will rely on spending ki points and battle dice to really pound down on your enemy. You can stack booming blade on top of your 4 attacks (Action, Flurry of blows, Second action) or 5 if you action surge. They should be making 2 saves for each hit on flurry of blows, remember this as I forget this sometimes. All of which comes back after a short rest. Whomever you hit should have menacing attacks done to them at least once and use your reaction to parry to reduce damage done to you. At 10th level you should be doing (if you hit) 4d6+24 (or 5d6+30 with action surge) with a potential to be doing another 4d8 just because. And of course there's always burning hands or whatever. Your job is to go up to the BBG and hit him and don't stop hitting him. If you have the chance, do an opposed grapple and shove them prone and then hit them while they're prone AND then drag them back to your buddies and hold them there. Being prone and grappled is so incredibly painful. Not only do you not get to make dex saves (bonfire here is incredible) you have disadvantage on any attack you make and everyone hitting you gets advantage. If you grapple/shove someone and drag them around, you've just turned yourself into a WWE superstar. The action economy here is pretty incredible. You'll be getting 3 attacks at minimum which usually takes the fighter 11 levels solo and by level 10 (at which point the fighter misses out on a bunch of cool monk abilities), one level earlier than the fighter. and you should be booming blading all the time. I tell my DM that, "Unless I say otherwise, I'm booming blading with each of my attack actions." Oh and stunning fist. STUN EVERYTHING. Just stunlock BBEG's after menacing attacking them and watch your DM cry. I've stun locked a Lich at level 10 using some clever tactics from my party and punched it to death in 3 rounds by wasting his legendary resistances by not wanting to be knocked prone, grappled, etc. Because to OPM, a lich is just a nerd who spent too much time reading spell books and not enough time doing squats.

10th and beyond I don't really ever see games getting beyond 10th, but I would probably pick up 17 levels of monk and 3 levels of fighter. If at some point I figure out how to get twinning a spell to activate on a single target instead of two, you can potentially set yourself up for doing 8 attacks in one round multi-classing into sorcerer for a few levels. For me I'll probably just continue on the monk path to get quivering palm since it's the only save or die thing in 5e and with menacing attack they'll be at disadvantage on it. That and getting as many ki points as possible to turn yourself into an episodic weekly of Crouching Tiger, Hidden Dragon is much more preferable than most other things I can think of. The monk gets a bunch of cool utility passives and really at that point you should be wreaking HAVOC when you hit 10. You just keep getting more and more powerful after that. Get yourself some magic items, things that add to your AC and DEX and STR. If you can get a figurine of wonderous power and get the owl, you can just grab someone dash straight up, jump and then power bomb them into the ground for some ungodly amount of damage, feather fall back to the ground and then continue punching their splintered and broken fall damaged body since fall damage is basically impossible to reduce the damage on unless you have the feather fall spell which only a few monsters have.

Why this all works Your first level fighter is the most important of your build. Taking Dueling is what makes this work. It's all about multipliers here and dueling basically gives you a +6 to your damage all the time if you only punch things. You can't be holding a weapon in your hand and doing the flurry with the extra +2. You have to make your main attack your punch as the RAW says that the weapon you use gets the extra +2 damage if no other weapon is equipped. Guess what you're using on your flurry of blows? Your fist. So your first has to be what you're using to hit stuff. Some people will argue that with two fists you're technically wielding another weapon. If they want to be jerks about that, then just hold a bag or a potion or a wand or a rod or something in your off-hand. Anything that isn't a weapon and then say, "Ha. Take that, nerd." Dueling is the foundation of this build. Booming blade is a melee attack that DOES stack as it's not a buff so you get your d6+6 for hitting with it AND the thunder damage on movement. It's an attack spell. Saying it doesn't stack is like saying two casters planting two flaming spheres next to someone doesn't double the damage of the flaming sphere. Otherwise twinning a spell wouldn't work nor quickening a spell. Cantrips power level is character level not class level. This comes up all the time and Jeremy Crawford has ruled on it.

Downsides The downsides to this build are that you will constantly be getting hit. Booming blade requires that the monsters move to proc the damage. So, you need to hit, hope that they fail the save and get knocked back. If they don't, then you have to move out of their range incurring an attack. You won't have spectacular AC until level 11 at which point you should be at 18 AC, so find a magic AC item as soon as you can or max your DEX/WIS as quickly as possible. A lot of this can be mitigated by proning your enemies and grappling them. Using parry. Menacing attack. Using your ki to enable dodge. Using some team synergy to get goading attack or some kind of disadvantage against them, etc. But until you get around 7th level, expect to be using your second wind and begging the cleric for heals. Secondly, you are basically only a damage dealer with the only RP'ing thing you can really do is insight and perception checks. This is mitigated by you not being a crappy player. You're SAITAMA, ONE PUNCH MAN. The baldy Chaotic good hero who is just looking for a worthy adversary. You care about saving money and constantly doing checks to find out if there's any sales in every city you go to. You sleep in. You are irresponsible. You are hilariously jaded.

Sadly, you probably won't be one punch killing anything unless you're maxing out your rolls or fighting low level thugs. You should be doing something around 100+ hp damage within the first 2-3 rounds if you spend your ki and stuff, but you'll be fighting a lot of things that have over 100hp when you can be doing that kind of damage. So effectively this build doesn't quite make you OPM, but more like Multiple Punch Man... that is until I figure out how to get twinning and quicken to work on a single target at which point you should be able to get over 100hp of damage in a single round by the time you're 14th level. Anyway, argue away at why this wouldn't work. Thanks and I hope I get great feedback from you guys! 