sábado, 12 de febrero de 2022

Some Unusual Feat Ideas and Gimmicks

 So I was thinking about Xanathar's racial feats and realized I haven't seen the in play usually (except Elven Accuracy but whatever). That's why I decided to try to give some unpopular feats a go, and try to create builds around them. Here we go!

Charger

When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature. If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack’s damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed).

 The problem with Charger is that it is a full feat (doesn't increase ability scores) that doesn't come into play that much. You won't use most of your actions to dash and you only get one attack after you use it. Sure, the +5 dmg is cool but you can barely take advantage of it.

If you wanted to take full advantage of the feat you would have to be constantly using your action to dash and bonus action to take this attack. That's why I think a Swashbuckler Rogue would be the best with this feat.

The strategy would be to attack an enemy that is already fighting one of your allies. Then you dash in, attack with your bonus action and use the rest of your movement to dash out. Getting expertise in athletics is also a good idea here for when you get one of those sweet moments where you have to push an enemy of a cliff with your improved shove.

Not the best option still but it sounds like a fun gimmick!

Dragon Fear (Only Dragonborn)

Increase your Strength, Constitution, or Charisma score by 1, to a maximum of 20. 
 
Instead of exhaling destructive energy, you can expend a use of your Breath Weapon trait to roar, forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds on the save if it can’t hear or see you. On a failed save, a target becomes frightened for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success.

This one is good, and I mean super good. First, its a half feat which ability score increase works great with fighters, barbarians, paladins, sorcerers, warlocks and bards. But the best of this feat is the new Breath Weapon use:

First, you can choose which creatures are affected by your roar. Second 30 feet from you is the equivalent of a 60 foot cube centered on you. And last, it doesn't require concentration.

This ability is better than Fear, a third level spell slot, and you recover it each short rest. Getting it in level 4 as any of the classes mentiones above is a great choice. If you or your party usually struggle to deal with a lot of enemies (don't have a caster), then this is a very solid choice to handle those situations.

Dragon Hide (Only Dragonborn)

Increase your Strength, Constitution, or Charisma score by 1, up to a maximum of 20. 
 
Your scales harden. While you aren't wearing armor, you can calculate your AC as 13 + your Dexterity modifier. You can use a shield and still gain this benefit. 
 
You can grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the normal bludgeoning damage for an unarmed strike.

This feat is free mage armor... but for dragonborns. And as we know, dragonborns usually won't have a high dex stat and this feat doesn't help us with that either. Honestly just by reading the description it looks like it would only be useful for non-draconic sorcerers and wizards that dont get armor proficiencies. Swashbuckler Rogues can get a little use out of this too.

But the gimmick potential comes from dragonborn Moon Druids. Yes, this AC thing transfers to your wild shape! Which gives most of your beast shapes a solid +2 or +3 to AC. ALSO if you wildshape into a rat (or a similar CR 0 creature) you can still use your natural weapons to have a chance to knock out a random commoner in the street in one blow.

Dwarven Fortitude (Dwarves)

Increase your Constitution score by 1, to a maximum of 20.

Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1)

Have you ever wanted to make a Monk tank? Well I have the build for you!

Pick a Hill Dwarf as your race, that will give us a small amount of extra HP and improvements in Con and Wisdom. Try to prioritize Wisdom, then Constitution and then Dex for this build. Then in level 4 when you get this feat you can heal every time you use patient defense in combat. Which is a very nice bonus to your kit given this is just a half feat.

The best subclass I can think it can work with this build is the Way of the Astral Self Monk just so we can use our wisdom to attack instead of our Dex, which won't be very good.

Infernal Constitution (Tieflings)

Increase your Constitution score by 1, up to a maximum of 20. 
 
You have resistance to cold damage and poison damage 
 
You have advantage on saving throws against being poisoned.

Bear Totem Barbarians are very popular because of their resistance to almost everything. So much that other totem options and also other subclases tend to not get that much attention to fill the tank role.

Well, if you take this at level 4 you will have resistance to Fire, Cold and Poison, in addition to your normal rage resistances. Allowing you to be other cool types of tanks like the Wolf Totem or the terrifying Path of the Ancestral Guardians Barbarian.

sábado, 28 de noviembre de 2020

Level 7: The Ultimate Healer Bard

 I don't generally create builds of this level because I will probably not get to play them, but this one is crazy powerful. Without further ado, lets start with the build.

Race
For this build we can choose any race, the gimmick of this build will not be affected by stats or most race features. For the example I'll use a dragonborn for no reason in particular.

Stats
For our stats we will use standard array. Our build includes starting at cleric and multiclassing into bard so we need wisdom and charisma of at least 13. I'll focus charisma and constitution as our main stats:

 Str  Dex  Con  Int  Wis  Cha 
14814101316
Progression

Level 1 (Life Cleric 1):
Our first level will be as a life cleric, which gives us Disciple of Life which will make us a fantastic healer from the get go.
Disciple of Life: Starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.

Level 2-7 (Life Cleric 1 / Lore Bard 6):
In level 2 you have to multiclass to bard and in level 4 take the lore bard college.Until level 6 you are free to build your character as you want! I personally recommend taking advantage of your Heavy Armor Proficiency (from Life Cleric 1).

In level 7 is when you become the greatest healer to have ever lived. As a level 6 Lore Bard you get access to Additional Magical Secrets:
Additional Magical Secrets: At 6th level, you learn two Spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.
The chosen Spells count as Bard Spells for you but don’t count against the number of Bard Spells you know.

For our build to be complete, one of our spells will be the Paladin Spell: Aura of Vitality. This spell is concentration and for 1 minute we can heal 2d6 to a creature 30 feet from us as a bonus action each turn. With Disciple of Life this becomes 2d6 + 5 which is 12 healing average.

12 healing is the same as the average of casting healing word at level 2 with +4 charisma. The difference is that you do it every turn, and you can cast spells that are not cantrips in the same turn! All of this for a 3th level spell slot (and by this point we have 3 of them).

Result
This is a very versatile build as it only requires 13 on wisdom and charisma and is not affected by ability modifiers. You can be a very potent healer while doing other bard things in your turns. As bards are so versatile you can build your bard in any way you want!

The only drawback is that you won't have 4th level spells, but you still have a 4th level spell slot you can use to upcast your spells.

domingo, 20 de septiembre de 2020

Berserker Rogue

For a lot of time I've been thinking of the Berserker Barbarian. The exhaustion penalty of using Frenzy is very punishing, and taking into account you can just get Polearm Master at level 4 (with ability score improvement) with any other subclass makes it super not worth it. At first I tried to get rid of the penalty, But what if frenzy was just more powerful?

As you may have guessed from the title, today we are building a Barbarian/Rogue. So lets get started with this build!


Race
First off race, try to go for a race with a high dex here (like elfs or halflings). I'll choose a stout halfling here because I love the idea of a halfling barbarian.

Stats
For our stats we will use standard array. We need at least a 13 in both Strength and Dexterity in order to have a Barbarian/Rogue, and another important focus for us will be Constitution (I'll explain this one later). Our stats will look something like this:

 Str  Dex  Con  Int  Wis  Cha 
13161681210
Progression
We will spend our first three levels in being a Berserker Barbarian and we will use a rapier for our damage. Because of Unarmored Defense, our AC will be 16 (18 with a shield). We should use our dexterity to attack instead of our strength with our build; and we will do less damage than a regular barbarian but will be a tad more durable because of our AC.

For the rest of our levels we will go the path of the Scout Rogue! 

Level 4 (Rogue 1):
The expertise we get can go to our Athletics (so now we can grapple and shove effectively with rage!). Also Sneak Attack! If we use the ready action wisely we can sneak attack twice per round. We do this by using our Frenzy's bonus action to attack and use our ready action to attack when something random happens outside of our turn.

Level 5 (Rogue 2):
Cunning Action! More things we can do with our bonus action! Even when we are raging!

Level 6 (Rogue 3):
I recommend taking the Scout Archetype, because of more things we can use with our reaction.

I won't go over the rest of the levels because you may already get the picture. Uncanny Dodge, Evasion and the rest of the rogue's features have very good synergy with the barbarian's abilities. Our ability to use two sneak attacks per round will become stronger the more we level up, it will become really powerful from level 8 onward.

As an important note, you may not want to get to Scout Rogue 17, this is because the ability you get, kind of overlaps with your Frenzy. You may want to take an extra level on barbarian (to get a feat) or in another class for an ability that works better with Frenzy. If you are ok with not getting the 9d6 sneak attack.



PD: I started tackling the berserker barbarian trying to get rid of the exhaustion penalty and I kind of did it. The problem with that one, is that it achieves it at level 13.

If you make a Berserker Barbarian 3/ Moon Druid 10. You can frenzy when you are an elemental without the problem of the exhaustion. This is because Elementals are inmune to exhaustion, but that's about it. The elemental form doesn't get much better with more levels in barbarian sadly, but feel free to also try this idea.



domingo, 2 de agosto de 2020

Level 4: The Ever-Living Tank

I got the idea for this build looking at a warlock invocation in Xanathar's Guide to Everything called Gift of the Ever-Living Ones.

Gift of the Ever-living Ones
Prerequisite: Pact of the Chain Feature
Whenever you regain hit points while your familiar is within a 100 feet of you, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you.
This includes all healing that uses dice, like spells, hit dice from a short rest and class features that heals.

Race
As usual we will use a regular human for this build, here regular humans shine a little bit because they get bonifiers in many different abilities! Other races that are good for this are the ones that get a bonus to strength and constitution, dwarfs, half elfs, half orcs, etc.

Stats
For our stats we will use standard array. We will focus on Constitution and Strength, and then Charisma:

 Str  Dex  Con  Int  Wis  Cha 
15916111314


Our high strength score will let us use Plated Armor in the future, and swing weapons like a pro. Our high constitution will help us get a high hp and our charisma will help with our spellcasting.

Progression
Our first level will be in fighter, we do this to start with chain armor, a shield and take the defense fighting style. All of this will make our AC a whopping 19, which is a lot! Here we will also get the Second Wind feature that lets us use our action to recover 1d10 plus our fighter level.

The next three levels will be taken in warlock. We will take the celestial patron and the Pact of the Chain in order to get access to the Gift of the Ever-Living Ones invocation. We absolutely need to take the Cure Wounds spell some moment along the way and we are done.

Which D&D 5e Class would be a better Tank if you only had one ...

Result
A fantastic self healing tank. There's no other way to put it.

Lets start by basic tanks characteristics. Our build will have an AC of 19, (21 if they get plate armor) and assuming we take the expected value for our hitpoints they would have 37 hit points (12 from constitution, 10 for the first level in fighter and 15 for the three levels in warlock).

Lets talk first about the cure wounds spell first. With the invocation and the fact that we have level two spell slots this means that twice per short rest our character can recover 18 hit points (16 from the 2d8 and 2 from charisma). Or in other words HALF OF THEIR HP. Furthermore as an action they can recover 11 hit points because of second wind.

All of these features are recovered with just a short rest. But with just the hit die the build has they can recover a total of 46 hit points (12 from Con, 10 from fighter and 24 from warlock) in a short rest.

Furthermore Celestial Warlocks have the Healing Light feature, which means our build has a pool of 4d6 in this level from which they can expend two as an action to heal someone they can see within 60 feet. These dice restore themselves after a long rest, but basically let you heal yourself 12 more hitpoints per use.

Other extra features is that you can use your familiar to cast cure wounds from a distance. You can handle strength based martial weapons like battleaxes and war hammers (as long as you use them with one hand). The healing of most of these abilities increase with your level until level 10.

miércoles, 8 de julio de 2020

A True Strike Analysis

So I've been thinking, True Strike am I right? Its kind of a dumb cantrip available to bards, sorcerers, warlock and wizards. It takes your action, its concentration, etc.
True Strike
You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target’s defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn’t ended.
Why would anyone take this? As Zee Bashew said in his video (animated spellbook True Strike): "Just attack twice". Well, lets talk a little about some good uses.

When is it worth it?
Well we know its not worth it to cast it if you are going to use it in an attack you can do twice. But it IS worth it if:

  • having advantage triggers another feature
OR
  • you are going to do an attack you can't do all the time and you really need it to hit.
Lets focus on the first condition, there is one class feature that really shine when the user has advantage, and that's Sneak Attack:

Sneak Attack
Sneak attack is a Rogue feature that lets you do more damage when you have advantage on an attack and it scales with level. Lets say we have a level 5 Rogue with 16 dex and a rapier.

The amount of damage dealt by hitting both attacks in two rounds is 2d8 + 6 (average = 15). By using True strike and hitting the attack the damage is 1d8 + 3d6 + 3 (average = 18). And the second damage will increase with level!

Thats why True Strike is a must-have cantrip for an arcane trickster rogue.

The Second Condition
You want to hit an attack that you really need to hit and it must be worth wasting an action to cast True Strike. By that we know that the attack can't be a cantrip or a regular weapon attack. It also can't be a special attack given by the Great Weapon Master or Sharpshooter feats special attacks as we can get better results by doing them on two subsequent turns.

So what's left? Well, spells!

Casters have a limited amount of spell slots per combat. True Strike really boosts a spell's chance to hit and also the possibility it crits. Normaly the chance of an attack roll critting is 5%, with advantage we get it up to around 9%. Its not much but its better.

We can't do this with any spell though, True Strike requires an attack roll. Lets take a look at the spells that require attack rolls and their respective classes:

Level 1
  • Chromatic Orb (Sorcerer, Wizard)
  • Guiding Bolt (Cleric, Divine Soul Sorcerer, Celestial Warlock)
  • Inflict Wounds (Cleric)
  • Ray of Sickness (Sorcerer, Undying Warlock, Wizard)
  • Witch Bolt (Sorcerer, Warlock, Wizard)
Level 2

  • Melf's Acid Arrow (Wizard)
  • Ray of Enfeeblement (Warlock, Wizard)
  • Scorching Ray (Sorcerer, Fiend Warlock, Wizard)
  • Spiritual Weapon (Cleric)
Level 7
  • Plane Shift (Cleric, Druid, Sorcerer, Warlock, Wizard)
I excluded spells that make attack rolls as part of the spell but require concentration as Vampiric Touch as True Strike would break our concentration. I also colored Scorching Ray in red as only one of the blasts would get advantage and doesn't scale well with higher level casting. (Scorching Ray is just not that worth it for this).

Now that we have the list of spells lets talk abput how the classes that can learn True Strike can use it.

Wizards
Wizards can learn every spell of the list that is acompanied by a secondary effect. That can make for a great debuff character by getting advantage in spell attack rolls.

Warlocks
Warlocks is the class that maybe get the most out of this cantrip based on the small amount of spell slots they have. However, they normally only get ray of enfeeblement. In order to get an extra spell with an attack roll they must choose the Celestial or Undying Patron.

Sorcerers
Sorcerers get the same benefit as wizard does as well as one extra benefit. In level 3 and forward they can use quickened spell to cast True Strike as a bonus action and cast one of the spells mentioned in the same turn. This is almost equivalent to spending a sorcery point to get advantage with a spell!

Bard
I don't know why bards can have this cantrip, none of the spells mentioned are available to bards. I guess that College of Lore bards can get these spells in level 6 but still. Why do bards know a cantrip they can't use effectively??

Honorable Mention: Cleric
I can see why a cleric taking the magic initiate feat would take True Strike. It works for the two damaging spells they get: Guiding Bolt and Inflict Wounds. Though it can be used with Spiritual weapon to get advantage on every one of its strikes, its still better to do an attack as well as a spiritual weapon attack instead of one spiritual weapon attack with advantage.


miércoles, 1 de julio de 2020

Level 4: A Wisdom/Charisma oriented Fighter

Hi! This is going to be a short one as the idea is for it to be versatile. Maybe you want to make a very wise or charismatic Fighter for Roleplaying reasons. So I'll give you ideas that can help you do exactly that while being a powerful entity in battle.

Stats
We are skipping the race section and we will asume we don't have racial modifiers. We are also going to use the standard array for this.

First of all, wisdom and charisma will not affect your AC. Depending on what you want to do you may need a strength of 13 to use chain mail armor (16 AC) or you may want to pump up your dexterity. In order to fight constitution is always useful because of the extra hitpoints.

Lets do an example, lets say that our fighter is an experienced and very wise warrior. When they were younger they excelled in melee combat and resistance. Now their body isn't what it was, but they remain strong as a warrior:

 Str  Dex  Con  Int  Wis  Cha 
13814101512

These stats will give them the ability to use chainmail and a moderate boost in hit points.

How do they attack
Its true that this fighter in level 1 will not be able to attack. That's the reason this build is for level 4. In level 4 our fighter will take the Magic Initiate Feat.
Magic Initiate
Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class's spell list. In addition, choose one 1st-level spell to learn from that same list. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again.
Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.
 This feat is the essence of this build. For our example we will take druid as there are two cantrips that mix very well with this build of the fighter: Shillelagh and Magic Stone.
Both of these cantrips can take advantage of the fighter's Extra Attack feature and some of the class' traits.

For magic stone the Archery Fighting Style increases the damage while using a sling (however weapon bonuses do not apply). For shillelagh the weapon bonuses and class traits work as normal.

For a charisma oriented fighter we would take magic stone as the warlock class. Using this build its better to go a range fighter rather than a melee fighter. This is because without multiclassing and taking the hexblade warlock patron we can't use charisma for our attack and damage rolls.

Compatible Subclasses
Now lets talk how the fighter subclasses work with this build.

Arcane Archer and Eldritch Knight: These subclasses require intelligence, if you want to subclass for one of these and be effective in combat you would have to nerf your defenses in some way.

Banneret: The effectiveness of the traits of this subclass do not differ by comparing them to a regular fighter build.

Battle Master: The Rally Maneuver is better when choosing a charisma oriented fighter as it relies on your charisma modifier. The maneuvers that do not require saving throws will work as normal, the others will be worse as they depend on the character's strength and dexterity.

Cavalier: May of this class features depend on strength and constitution modifiers. Which our build do not excel in.

Champion: Many of the features in this subclass are very useful. Easier crits, bonus to physical saving throws, etc. If you have less than a 10 in strength your long jumps will be nerfed in level 7.

Samurai: This subclass works very well with the wisdom variant of our build. All abilities are not nerfed in any way for having low strength or dexterity. And the social interaction feature is boosted by having a high wisdom.

domingo, 28 de junio de 2020

All Levels: The "Forgive me Sensei"

All Levels: The "Forgive me Sensei"

Have you ever wanted to play a monk and be able to use all your resources in one turn for an ultimate attack? Well that's exactly what we are going to do today. So lets ask for forgiveness to our master and get on this build!

Race
For the race we will use a variant human with the point buy system. This time we are trying to maximize the amount of damage we can do in one turn as a monk. And for that we need a feat, the magic initiate feat.

Magic Initiate: Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class's spell list. In addition, choose one 1st-level spell to learn from that same list. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again.

Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.
We choose warlock and get the hex spell. Which will let us do an extra 1d6 points of damage every hit we land.

Stats
Our stats will look as follows:

 Str  Dex  Con  Int  Wis  Cha 
81613101610

Here Dexterity will be our most important stat as it will be the modifier for our ultimate combo. Wisdom will help us for our armor class and some class features. Finally Constitution will give us an extra life point every level we obtain.

Progression
We are going to do something different this time for this part. We are going to advance trough each level explaining how our ultimate combo will evolve.

Level 1
At this point our combo consists on just attacking with a weapon we have and making an unarmed strike while having Hex active. If we assume our monk is using a quarterstaff with two hands; this means that if we hit every attack the damage done will be:

1d8 + 1d4 + 2d6 + 6 → 20

The number at the right side of the arrow is the expected amount of damage given the dices rolled. This assumes that no attacks were critical hits and every attack hit. In the last part of this post will be some calculators to compute the expected damage given an enemy's armor class and under certain conditions.

Level 2
Now we have access to ki, and more important, flurry of blows. With another unarmored strike the damage we can do in a turn escalates to this number:

1d8 + 2d4 + 3d6 + 9 → 29

Level 3
Its time to choose our subclass, here we will choose the Way of the Four Elements and as our elemental disciple we will choose the Fangs of the Fire Snake. 
Fangs of the Fire Snake: When you use the Attack action on your turn, you can spend 1 ki point to cause tendrils of flame to stretch out from your fists and feet. Your reach with your unarmed strikes increases by 10 feet for that action, as well as the rest of the turn. A hit with such an attack deals fire damage instead of bludgeoning damage, and if you spend 1 ki point when the attack hits, it also deals an extra 1d10 fire damage.
With this, the damage we can do on a single turn by expending 1 ki point to trigger the fangs of the fire snake; 1 ki point to use flurry of blows; and 1 ki point to augment the damage of an unarmed strike is:


1d8 + 2d4 + 1d10 + 3d6 + 9 → 34.5

Level 4
Here we will take the ability score improvement and add 2 to our Dexterity, increasing it to 18. We can also use another ki point on our deadly combo to add another d10 to the mix, leaving it in:

1d8 + 2d4 + 2d10 + 3d6 + 12 → 42

Level 5
We get extra attack and another ki point! Also, our unarmored strikes are d6 now. Using our second attack of the extra attack as an unarmored strike we can do another extra d10 by expending a ki point. Adding these all up we get:

1d8 + 3d6 + 3d10 + 4d6 + 16 → 61.5

Level 6
We will multiclass to a fighter now given our high dexterity, and we will take dueling fighting style so we can use our weapon with one hand. You may be tempted to get the great weapon fighting style as we are using the quarterstaff with two hands. However the expected damage of the one-handed quarterstaff with one hand plus dueling is 5.5, while the two-handed quarterstaff with great weapon fighting is 5.25.

All of this will only mean we get a small damage boost to our ultimate combo as it just scales to:

1d6 + 2 + 3d6 + 3d10 + 4d6 + 16 → 62.5

Level 7
Now's when things get insane as we get access to Action Surge with our second fighter level. This means we get two more attacks with the quarterstaff on a turn, to a total of 6 attacks on one turn. This leaves us with:

3d6 + 6 + 3d6 + 3d10 + 6d6 + 24 → 88.5

Level 8
Here we get another power spike as we choose the Battlemaster Subclass on our third level of fighter. We will choose the Goading Attack, Menacing Attack and Trip Attack maneuvers. This will make our combo even more deadly as the enemy will also have to pass saving throws apart from the extra damage we are dealing.

We will use all our superiority dice in our ultimate combo, leaving us with a total damage of:

3d6 + 6 + 3d6 + 3d10 + 6d6 + 4d8 + 24 → 106.5

Level 9
Its time for our next ability score improvement as our fourth fighter level, which we are going to use to add 2 to our Dexterity, leaving it in 20. This will leave the combo in:

3d6 + 6 + 3d6 + 3d10 + 6d6 + 4d8 + 30 → 112.5

Level 10 - 12
We are back to our monk levels and our objective now is to replace the quarterstaff with our unarmed fire monk strikes! For our next ability score improvement we can take the Martial Adept Feat to learn some maneuvers and get an extra superiority die. All this will leave us with a total damage for our combo of:

6d6 + 6d10 + 6d6 + 5d8 + 30 → 127.5

Level 13 - 20
Here we want to get to be a level 11 fighter. This is because of Extra Attack (2) which will let us do 2 more attacks in our combo. Also by this point we get another superiority die and our superiority dice turn to d10s.

Our last level will be used as a monk so we can get one last ki point. As we can no longer improve the damage of every unarmed strike with a ki point, one of our attacks will be done with the quarterstaff. Adding all this our combo escalates to:

1d6 + 2 + 7d6 + 7d10 + 8d6 + 6d10 + 40 → 169.5

Result
I think up until level 12 this build gets very close to the maximum amount of damage you can do as a monk in one turn without magical weapons and other things of the sort. I haven't played any characters that are more than level 5 so I haven't really looked into the abilities of higher level classes. I also didn't took into account the possibility of teamwork, there are various spells that can further increase the power of this combo, like Enlarge/Reduce for example.

Now for the calculator I promised.





Expected Damage: 0