So I have a dwarf Totem/ Bear Barbarian, we rolled stats and the dice Gods allowed me a 17, 15, 15, 13, 12, 9. I put the 17 on STR and dwarf plus 1= 18, a 15 on CON with dwarf plus 2= 17, DEX got the 2nd 15, WIS the 13, CHA the 12, and INT the 9.
So now i’m about to hit lvl 4 and torn between a ASI +1 Dex, +1 CON or +2 to STR vs feat GWM or Crusher(I use a mail which I named Lucille) which I could take +1 CON and get to push enemies back 5 feet.
So I’m totally not sure what order to take these in. Pretty sure at some point I will take all of these.
The most important question I would ask myself is "Am I a naked barbarian or do I wear armor?" If your concept is no armor than you should probably take +1Dex/+1 Con as it will take your current 15 AC to 17 which is where it will stay for the rest of the game. If you don't mind armor than you can get your AC to 17 via half plate anyway and should focus on either strength, weapon toys, or resilient wisdom.
At fourth level I am not a big fan of locking in a weapon type for the rest of the game, so I generally avoid Crusher,/Slasher/etc. Its a bit early for GWM. So to me the choice is +2Str or Polearm master. At this level the extra attacks granted by polearm master are the best damage increase available. But I really don't like locking in a weapon this early. I would take the most boring option of +2 Str. I have seen it too many times where a player chased their future build early only to find a +1 or +2 weapon of the wrong type soon after. If you are playing a written module there might not be a magical maul the entire game.
Resilient wisdom shouldn't be forgotten however. The biggest weakness of the barbarian is mental saves, and wisdom is the most common. You have an odd wisdom score.
Thank you for the advice. I killed and skinned a magical home brew yeti and a member of my party is working the leather/fur for me. I have planned ongoing armor less but I might change that if this leather has some cool magical properties. I’ll decide that direction once I see the finished armor.
We also have a fighter/wizard who for some silly reason is using a maul but is shooting for Blade-singer so fighting over a magic maul if we get one will suck.
So sounds like str or resilience. I’m more a fan of mauls and great axe which I believe don’t get all the benefits of PAM?
Thank you for the advice. I killed and skinned a magical home brew yeti and a member of my party is working the leather/fur for me. I have planned ongoing armor less but I might change that if this leather has some cool magical properties. I’ll decide that direction once I see the finished armor.
We also have a fighter/wizard who for some silly reason is using a maul but is shooting for Blade-singer so fighting over a magic maul if we get one will suck.
So sounds like str or resilience. I’m more a fan of mauls and great axe which I believe don’t get all the benefits of PAM?
You are correct that greataxes and mauls do not get to benefit from Polearm Master. I also am not so sure it provides the best damage at low levels, as had been stated. At low levels a dump of 10 extra damage points is huge and will bring your average with a greataxe and a maul up to 20 damage points per round with your current modifiers and when you crit (which you have a reasonable chance of doing with reckless), you get to attack again with the big damage weapons.
If you have a personal preference for greataxes and mauls, you will enjoy the GWM more. You will probably not want to waste your time on crusher though. It is a great feat for people who want to keep enemies away but with few exception, barbarians really struggle with keeping enemies in their range. There are precious few things in D&D that lock enemies down (like sentinel, which pairs really well with Polearm master, btw)
It is a great combo. Sentinel will have synergy with GWM as well if you want to stick with the greataxe and maul. Polearm Master is a little better for the combo though because it allows for opportunity attacks when someone enters your range and you can keep them 10ft from you if you hit them if you have a polearm with reach, which prevents most melee creatures from being able to attack or move for their turn. Sentinel is also amazing because you can punish enemies for attacking your softer allies (like melee rogues or your monk friends). Just note that using the feature that allows you to attack in response to them attacking others will not allow you to use your opportunity feature to arrest movement because you are using your reaction for something other than an opportunity attack. So you will want to be careful about which feature to use at any given time.
I'm working with my DM on switching to a Glaive that I'll create with my smithing and having a Tarrasque tooth I was gifted for a deed embedded in it with an enchanter adding some magic to Glaive related to the tooth. So Pole Arm at 4, Sentnal at 8, than switching to fighter and will go a bunch of levels in fighter for more feats and an ASI or two.
Very nice! That sounds like it will be pretty fun to play. Extra attacks are great too.
I figure im there to soak up damage, take the hits but I might as well dish some out too. Plus lots of feats when I get into the fighter so can find some ways to keep the character interesting.
I typically prioritize raising my attack stat as quickly as possible. Feats are nice, but I HATE missing with a passion. I try to get that to-hit number as high as I can, as quickly as I can.
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Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
You could get the grapple feat. It might help a barbarian do barbarian things in combat. If you wanna do ASI though, MAX OUT your constitution score (you’ll need the next ASI to get it to 20)
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DM: “Who’s your patron?”
Warlock: “Ummm”
DM: “Hurry Up”
Warlock: “yOu”
*All other players look at each other with utter fear*
__________________________________________________________________________________ Check out my homebrew: My Homebrew
I typically prioritize raising my attack stat as quickly as possible. Feats are nice, but I HATE missing with a passion. I try to get that to-hit number as high as I can, as quickly as I can.
With most classes I do go ASI 1st for that reason. But I so far tend to rage recklessly so I get two shots to hit and my rolled strength after dwarf stat bonus is 18. I figure with PAM I'll get 4 rolls to try and hittwice plus a reaction attack often so I ended up taking PAM. We shall see if it was the right choice or not.
So I have a dwarf Totem/ Bear Barbarian, we rolled stats and the dice Gods allowed me a 17, 15, 15, 13, 12, 9. I put the 17 on STR and dwarf plus 1= 18, a 15 on CON with dwarf plus 2= 17, DEX got the 2nd 15, WIS the 13, CHA the 12, and INT the 9.
So now i’m about to hit lvl 4 and torn between a ASI +1 Dex, +1 CON or +2 to STR vs feat GWM or Crusher(I use a mail which I named Lucille) which I could take +1 CON and get to push enemies back 5 feet.
So I’m totally not sure what order to take these in. Pretty sure at some point I will take all of these.
Advice???
The most important question I would ask myself is "Am I a naked barbarian or do I wear armor?" If your concept is no armor than you should probably take +1Dex/+1 Con as it will take your current 15 AC to 17 which is where it will stay for the rest of the game. If you don't mind armor than you can get your AC to 17 via half plate anyway and should focus on either strength, weapon toys, or resilient wisdom.
At fourth level I am not a big fan of locking in a weapon type for the rest of the game, so I generally avoid Crusher,/Slasher/etc. Its a bit early for GWM. So to me the choice is +2Str or Polearm master. At this level the extra attacks granted by polearm master are the best damage increase available. But I really don't like locking in a weapon this early. I would take the most boring option of +2 Str. I have seen it too many times where a player chased their future build early only to find a +1 or +2 weapon of the wrong type soon after. If you are playing a written module there might not be a magical maul the entire game.
Resilient wisdom shouldn't be forgotten however. The biggest weakness of the barbarian is mental saves, and wisdom is the most common. You have an odd wisdom score.
TY.
Thank you for the advice. I killed and skinned a magical home brew yeti and a member of my party is working the leather/fur for me. I have planned ongoing armor less but I might change that if this leather has some cool magical properties. I’ll decide that direction once I see the finished armor.
We also have a fighter/wizard who for some silly reason is using a maul but is shooting for Blade-singer so fighting over a magic maul if we get one will suck.
So sounds like str or resilience. I’m more a fan of mauls and great axe which I believe don’t get all the benefits of PAM?
I generally prefer Feat over ASI and i'm a big fan of Polearm Master for a Barbarian
Thanks
I do like the idea of PAM with Sentinal.
I'm working with my DM on switching to a Glaive that I'll create with my smithing and having a Tarrasque tooth I was gifted for a deed embedded in it with an enchanter adding some magic to Glaive related to the tooth. So Pole Arm at 4, Sentnal at 8, than switching to fighter and will go a bunch of levels in fighter for more feats and an ASI or two.
I figure im there to soak up damage, take the hits but I might as well dish some out too. Plus lots of feats when I get into the fighter so can find some ways to keep the character interesting.
I typically prioritize raising my attack stat as quickly as possible. Feats are nice, but I HATE missing with a passion. I try to get that to-hit number as high as I can, as quickly as I can.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha
Thanks.
If you have an odd stat like con, look at something like tavern brawler. Add the +1 to con and now have a use for your bonus action and grappling.
My Barbs favorite pastime is tavern brawls. 😆 the group just puts down 10 gold for damages and lets me blow off steam.
To add yes str is a priority but con +1 gives you hp and ac.
You could get the grapple feat. It might help a barbarian do barbarian things in combat. If you wanna do ASI though, MAX OUT your constitution score (you’ll need the next ASI to get it to 20)
DM: “Who’s your patron?”
Warlock: “Ummm”
DM: “Hurry Up”
Warlock: “yOu”
*All other players look at each other with utter fear*
__________________________________________________________________________________
Check out my homebrew: My Homebrew
With most classes I do go ASI 1st for that reason. But I so far tend to rage recklessly so I get two shots to hit and my rolled strength after dwarf stat bonus is 18. I figure with PAM I'll get 4 rolls to try and hittwice plus a reaction attack often so I ended up taking PAM. We shall see if it was the right choice or not.
Great idea
i have amazing luck for some reason and my /name of who im going to play if i get in a game/ name is bob i am using barbarian.:]
Bob the Barbarian is a strong name!