They look neat! If you want recommendations it would be helpful to know more about your character concept if you can.
From a strict optimization perspective the Greatsword or Maul are better damage until level 13 and you get your second Brutal Critical die.
Also Grappler is not a particularly good feat. If you want to focus on grappling enemies then Skill Expert is the best choice. Tavern Brawler is also better than Grappler if you don't go with a subclass that uses your Bonus Action for its features.
Also Grappler is not a particularly good feat. If you want to focus on grappling enemies then Skill Expert is the best choice. Tavern Brawler is also better than Grappler if you don't go with a subclass that uses your Bonus Action for its features.
Actually I don't think Tavern Brawler's that great either unless your DM is lenient; the bonus action Grapple only triggers if you make an unarmed strike or attack with an improvised weapon, so it makes it a lot more awkward to trigger and use in Rules As Written. If your DM is fine with the assumption that if an improvised weapon attack should work to trigger it, then so should a regular weapon, then it's fine, but in RAW I think it's kind of a mixed bag personally. I've been looking into this recently for a character of mine.
Skill Expert is what I'm most likely to settle on, to get expertise in Athletics, so with advantage from Rage it's going to be very hard for anything to resist being pinned with a Grapple + Shove combo which is pretty much as good as the Grappler's restrained action anyway.
If you want your Barbarian to have grappling as an option, you'll want to swap the greataxe for a battleaxe so you've always got a hand free for grappling, but can still attack with the weapon. It's only one less damage on average, the real downside is that with it not being heavy you can't get the full benefit of Great Weapon Master. You might also consider a spear, it's another one damage down (though your Rage makes up the two point difference), but it works with Polearm Master which is a really good feat (bonus action attack, and a reaction attack when enemy enters your reach).
Skill Expert is the best feat for a Grapple build by miles. I didn't mean to imply that Tavern Brawler is as good as Skill Expert, only that it is better than Grappler. If nothing else Tavern Brawler gives you a +1 to Strength or Constitution which Grappler does not.
The first bullet point of Grappler can be useful, but if you are bothering to grapple the target you probably want to shove them Prone anyways. The second bullet point of Grappler is just a trap and I am hard pressed to think of a situation where it would actually be useful.
But yes, if you just want to take a feat that gives you something to do with your bonus action, then something like Polearm Master is better than Tavern Brawler.
The first bullet point of Grappler can be useful, but if you are bothering to grapple the target you probably want to shove them Prone anyways. The second bullet point of Grappler is just a trap and I am hard pressed to think of a situation where it would actually be useful.
The only situation I could think of is if your party's biggest damage dealers are ranged, like if you have a couple of ranged martials or a blaster caster or something; in that case forcing the target prone would impose disadvantage for them, whereas restrained will give them advantage, but that's a very specific case you'd need to build for because of your party's composition.
It's a shame, if it were just a little bit easier to trigger rather than taking your entire action, it could be a good situational ability to have, though it'd still probably need to be a half feat or have another bullet point for me to actually take it.
The hide armor is completely useless. You''re getting the same AC thanks to the barbarian's Unarmored Defense ability. Trade it out for some javelins so you're not left without any ranged ability in those instances an enemy's too far away for melee.
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Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
From an optimization standpoint I would put that 13 Charisma into Wisdom, and then at level 4 put a single point in Strength and Wisdom, rounding them out to 18 and 14. Reason being Wisdom is arguably the most important saving throw in the game, especially for Barbarians. It will also bolster two of your chosen skills - animal handling and survival.
Consider shield and spear, and replace Grappler with Polearm Master. That's just one possible build, and there are a lot of strong options.
Again, this is just from an optimization perspective. If you don't care about that, and you like Charisma because it fits your character concept, you can roll with it.
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https://ddb.ac/characters/79406025/WgZRuK
what do you all think of my little barbarian? Been struggling what weapon to give her but I think the best choice was the Greataxe.
They look neat! If you want recommendations it would be helpful to know more about your character concept if you can.
From a strict optimization perspective the Greatsword or Maul are better damage until level 13 and you get your second Brutal Critical die.
Also Grappler is not a particularly good feat. If you want to focus on grappling enemies then Skill Expert is the best choice. Tavern Brawler is also better than Grappler if you don't go with a subclass that uses your Bonus Action for its features.
Actually I don't think Tavern Brawler's that great either unless your DM is lenient; the bonus action Grapple only triggers if you make an unarmed strike or attack with an improvised weapon, so it makes it a lot more awkward to trigger and use in Rules As Written. If your DM is fine with the assumption that if an improvised weapon attack should work to trigger it, then so should a regular weapon, then it's fine, but in RAW I think it's kind of a mixed bag personally. I've been looking into this recently for a character of mine.
Skill Expert is what I'm most likely to settle on, to get expertise in Athletics, so with advantage from Rage it's going to be very hard for anything to resist being pinned with a Grapple + Shove combo which is pretty much as good as the Grappler's restrained action anyway.
If you want your Barbarian to have grappling as an option, you'll want to swap the greataxe for a battleaxe so you've always got a hand free for grappling, but can still attack with the weapon. It's only one less damage on average, the real downside is that with it not being heavy you can't get the full benefit of Great Weapon Master. You might also consider a spear, it's another one damage down (though your Rage makes up the two point difference), but it works with Polearm Master which is a really good feat (bonus action attack, and a reaction attack when enemy enters your reach).
Characters: Bullette, Chortle, Dracarys Noir, Edward Merryspell, Habard Ashery, Legion, Peregrine
My Homebrew: Feats | Items | Monsters | Spells | Subclasses | Races
Guides: Creating Sub-Races Using Trait Options
WIP (feedback needed): Blood Mage, Chromatic Sorcerers, Summoner, Trickster Domain, Unlucky, Way of the Daoist (Drunken Master), Weapon Smith
Please don't reply to my posts unless you've read what they actually say.
Skill Expert is the best feat for a Grapple build by miles. I didn't mean to imply that Tavern Brawler is as good as Skill Expert, only that it is better than Grappler. If nothing else Tavern Brawler gives you a +1 to Strength or Constitution which Grappler does not.
The first bullet point of Grappler can be useful, but if you are bothering to grapple the target you probably want to shove them Prone anyways. The second bullet point of Grappler is just a trap and I am hard pressed to think of a situation where it would actually be useful.
*Oops, posted while I was still writing*
But yes, if you just want to take a feat that gives you something to do with your bonus action, then something like Polearm Master is better than Tavern Brawler.
The only situation I could think of is if your party's biggest damage dealers are ranged, like if you have a couple of ranged martials or a blaster caster or something; in that case forcing the target prone would impose disadvantage for them, whereas restrained will give them advantage, but that's a very specific case you'd need to build for because of your party's composition.
It's a shame, if it were just a little bit easier to trigger rather than taking your entire action, it could be a good situational ability to have, though it'd still probably need to be a half feat or have another bullet point for me to actually take it.
Characters: Bullette, Chortle, Dracarys Noir, Edward Merryspell, Habard Ashery, Legion, Peregrine
My Homebrew: Feats | Items | Monsters | Spells | Subclasses | Races
Guides: Creating Sub-Races Using Trait Options
WIP (feedback needed): Blood Mage, Chromatic Sorcerers, Summoner, Trickster Domain, Unlucky, Way of the Daoist (Drunken Master), Weapon Smith
Please don't reply to my posts unless you've read what they actually say.
The hide armor is completely useless. You''re getting the same AC thanks to the barbarian's Unarmored Defense ability. Trade it out for some javelins so you're not left without any ranged ability in those instances an enemy's too far away for melee.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
You need a free hand to grapple which doesn't work in combination with your greataxe.
From an optimization standpoint I would put that 13 Charisma into Wisdom, and then at level 4 put a single point in Strength and Wisdom, rounding them out to 18 and 14. Reason being Wisdom is arguably the most important saving throw in the game, especially for Barbarians. It will also bolster two of your chosen skills - animal handling and survival.
Consider shield and spear, and replace Grappler with Polearm Master. That's just one possible build, and there are a lot of strong options.
Again, this is just from an optimization perspective. If you don't care about that, and you like Charisma because it fits your character concept, you can roll with it.