I'm playing my first ever DnD campaign at the moment. It's also the first time for all but one of the other players. Owing to this, we've adopted some of the simpler systems: everyone used the standard array, and we are using fixed hit points.
I wanted a character as far away from my own personality as possible, so I chose a half orc barbarian. He's very similar to Hulk in Thor Ragnarok in personality. He's emotional, unpredictable, but personable and a lot of fun to be around.
The rest of the party is made up of a Dragonborn fighter (who plans to go Eldritch Knight), a half elf monk, a tiefling druid, and a halfling bard (who, incidentally, my character thinks is the parties adorable pet). We have all played one adventure and increased to level 2 at the end of it.
I'm expecting to take on the role of tank in the party. I currently fight mainly with 2 hand axes, having a great axe at hand if I fancy a change. I don't have any armour, although I'll probably get a shield (and maybe a battleaxe) before next adventure.
So, what I'm here for is some advice for the next couple of levels (we plan to do a level per adventure up to 4, maybe 5). If anyone can help, I'd very much appreciate it.
Firstly, next level I must choose my primal path. I'm reasonably sure that Totem Warrior (with bear totem as first choice) is the direction I will go. In the first adventure I framed some back story which gives me a connection to animals and nature, so it now makes sense for my character. However, if anyone has any better ideas, I'm open to them.
After that, I have an ASI or a feat. Looking at my scores, +2 in either Str or Con will be useful. However, feats seem more flavorful. In addition to the ones which everyone seems to suggest (GWM, PAM, Sentinel, all of which seem amazing), there are 3 others I'm seriously considering.
* Dual wielder. The ability to wield 2 battleaxes, as well as getting a +1 AC while doing so, seems like both a very powerful combo and a nice bit of flavor which would fit well with my character.
* Prodigy. Giving myself an extra proficiency would be good, but adding expertise to strength athletics could make grappling and shoving incredibly effective.
* Resilient (dex). My Dex is an odd score, so this would give me +1 to all my Dex checks and initiative, +1 AC and proficiency in Dex saving throws. It's not as flavorful, but seems like it would be effective.
So, that's about it. I've got some time to think, and the next session may give me better insight into what I want from my character, but any advice would be most appreciated. Thanks in advance.
I suggest using a great sword rather than a great axe as the average hit die of the great sword is always above 5 if you roll low, simply bcs you have two dices rather than 1, meaning if you roll low in 1 die, the other die might be 3 - 6 or below, that if your lucky, meaning you will always score above 5 plus you can always re roll the 1 if you take the great weapon master feat, meanwhile a great axe only has one dice of d12, so if you roll low like one you will only get one roll which is straight forward. so use great sword instead of great axe as it increases your chances of getting higher damage rolls.
Thanks. I'm pretty set on axes for the feel of it. RP and character are more important to me than optimisation. But I'll think about a greatsword.
Just one thing, though. From the maths, a greatsword has a higher chance of doing average damage (and slightly higher average damage), but a lower chance of doing either high or low damage. It's much more consistent (most of the time you'll roll 6-8), but you have 3x the chance of doing 12 damage with a greataxe.
Totem Warrior is a good choice, and if it makes sense with your background that’s the icing on the cake. As for the ASI, I’d keep it simple and even out the two highest odd stats. Feats are neat, but if you’re working with the standard array I’d leave them for lvl 8. Increasing your (presumably) Str and Dex bonuses may not look as snazzy as some of those lovely feats, but it’ll be very helpful.
Rollback Post to RevisionRollBack
Want to start playing but don't have anyone to play with? You can try these options: [link].
Unfortunately, I have only one odd stat: Dex. Because of my placements, and the racial bonuses, the rest have turned out even, so I'd feel like I was wasting an ASI to bump Dex and one other by 1. That's why I was considering resilient (dex), to bump that up and give proficiency in the saving throws.
Edit: I shared the link to my character above, but my stats are 16 Str (14+2), 13 Dex, 16 Con (15+1), 8 Int, 10 Wis, 12 Cha.
Well, up to level 5 isn't much, so you don't need to think about the future. Think like a barbarian I guess. In terms of roleplaying - pick whatever feels best. It's always more fun than optimizing (coming from someone who REALLY likes to optimize). In terms of delivering the most fatal blow though, a great-sword is stronger than any other weapon. Now, as for the available paths - take whatever feels right in terms of RP. Optimizing on that field is never fun. Trust me on this one. The only wrong choice here is, sadly, berserker; which has the best name but also will make you want to take 5 minutes days (long rest after every battle) which is 1. technically against the rules and 2. slows down the pace by a lot. The feat/scores is a big question, one that you definitely think through. I assume from what you wrote that both your CON and STR are 16 now, right? Personally, I think that the increase isn't worth it then. If it's 17 15 though then rounding them both up will be a good choice. Anyway, a feat CAN give you a lot of taste in your combats, compared to the small increase of hit points or AC or to hit and dmg. That said, if you pick a feat that you won't use often (like picking GWM and taking a bow or smth, Idk) or simply one that isn't quite what you thought it is, can make it really disappointing. Personally, I can say that my first character was a V. Human barbarian with GWM and a great-sword (remember when I said I like to optimize? Yeah.) and damn, dishing out up to 27 on a normal hit or 39 on a crit really felt amazing. Especially when the rest of my group would stare at me while rolling d4's for daggers. I ended up dying to a green dragon on lvl 2 so do be careful. My point is - take what will be fun to play. GWM and PAM will be changing your current playstyle. If you want to do it, that's great! If not, my advice is to drop them. Sentinel is nice, I think but again ask yourself if it fits your playstyle. My barbarian would just run into battle and start slashing things so it didn't fit him at all.
And for the other feats - I'm not sure if prodigy can be taken as a half-orc but assuming you can, think whether it's what you really want to do. Just an idea to consider though - taking one level of rogue will give you that expertise, along with the sneak attack bonus which works with your reckless attack (I think. Thematically it shouldn't but I'm pretty sure it does work.). The problem here is that 1. it doesn't seem to me that your character fits that, 2. it means you need to use the ASI to get to DEX 13 and 3. you don't get an extra attack when you reach level 5. (Edit: I now see you posted your ability scores. 13 dex means that you don't need ASI to get this so you can still consider this multiclassing dip instead of 5th level, just beware of an extra attack like I said.) Resilient dex - I think that taking +2 con will be more useful in general. Initiative is nice but unless you're an assassin rogue it doesn't mean too much, you still get that AC bonus and you get more HP. Dex saving throws are very common, but so are constitution. Also, you should already have an advantage on dex saves from danger sense, so it's not really that important. Duel wielder - Personally I think it's a very cool feat indeed, especially if you already have your character use two axes regularly and only wants to gain more benefits from it. It will enhance the playstyle you chose and be cool overall. It does, however, mean that you need to forget about taking a shield or any two-handed weapon as your main fighting style, because it'll render your feat useless (and, as I said, 5 levels isn't too long anyway). I might be a little bias on this one though, for various reasons. (Edit: just notice that it works with battleaxe but not with greataxe.)
Just so you know, we intend to play past level 5, it's just we are planning to do a level up every session up to level 4 or 5. I'm hoping we get all the way to level 20, although it being our first time playing I have no idea how it will go.
Well, in that case, it's a little different but mostly still true. But I still think that a +2 to CON will prove more efficient than the dex increase, at least for now. And a small edit: a rogue sneak attack must use a finesse or ranged weapon, so it won't work after all (I knew it was too good to be true). You still do get that expertise, but missing on the higher-level abilities of the barbarian isn't worth it. So unless you plan on changing to finesse or ranged weapons, don't take it after all.
Looking at this, I think I'm getting closer to a decision.
I'm almost certainly going to take Bear Totem at 3. It seems really useful, but it also fits what happened in the first session (blizzard hit and Urth killed a bear for its skin to keep warm).
I will be continuing initially with the split of normally using 2 hand axes, but fairly often pulling out the Big Axe (played a lot of Dungeon Mayhem recently, and Sutha has it right: Big Axe is Best Axe!)
Other than that, I've narrowed my choices down to (in no particular order):
* ASI +2 in either Str or Con: "Boring", but useful... Probably choose Str over Con
* GWM: Seems incredibly powerful, and would lead me to using my greataxe more often.
* Dual Wielder: I just can't get the image of Urth screaming and charging the enemy swinging 2 battleaxes out of my head... I'm pretty sure it won't be as effective as GWM or some others, but it just seems fun to me.
I'm kind of ruling out PAM due to not really wanting to use Polearms, and Sentinel would be useful but doesn't feel as fun. Resilient and Prodigy don't really fit the character.
Both GWM and Dual Wielder fit the character I have in my head, with GWM seeming more powerful but Dual Wielder more interesting. I would probably choose DW for the flavour, but still have to decide between that and an ASI... Decisions, decisions!
In case you hadn't guessed, I'm leaning heavily towards DW right now!
Ran some calculations, and DW Battleaxes is significantly worse in terms of DPR than GWM (nearly 20% less on average over ACs 12-17, I expected less but not that much!). In fact, it looses out to a Greataxe with Str ASI +2. As cool as Dual Wielder seems, GWM with a Greataxe is just a beast, and I can just imagine scoring that Crit on the BBEG, delivering massive damage, and then getting another bonus attack... It may just be too much to resist.
*Minimum damage means you do deal damage on your turn, but only the lowest amount possible. So you hit but roll 1 on every damage die. **Variants are still taking the rest of the above into consideration.
DW battle axes: + 2 attacks every round before extra attack, dealing up to 2d8+3 (for your STR). + Raises your AC to 15. + Can switch to use only one of them to deal 1d10+3. + Both attacks get +5 to hit, even higher later on. + Possible 35 max damage. + Is made of two attacks, higher chances to hit at least once. - Is made of two attacks, higher chances to miss at least once. - Requires you to buy these two first. - Don't get the ASI.
GWM great sword: + Deals 2d6+3. + On crit/kill get bonus attack. + Can get extra 10 damage per hit. + High minimum damage weapon. + Max possible damage is 10+24+3=37, *2. - If you take the -5 penalty, your chances to hit are much lower. - Requires you to buy the weapon first. - Don't get the ASI. - Highest chances to deal 0 damage per turn. (Greataxe variant of this) = Deals 1d12+3. - Lower minimum damage.
ASI (+2 STR) great sword: + Deals 2d6+4. + Higher chances to hit. + Highest minimum damage weapon. + Better STR saves and Athletics checks. - Requires you to buy the weapon first. - Least amount of attacks per turn. (Greataxe variant of this) = Deals 1d12+4. - Lower minimum damage, same max.
Conclusion:
Damage Maximum Possible - high to low: (assuming all crit and all damage die max) GWP Greatsword/Greataxe using the feat. 74 (Mb lower, depends on how your DM rules on the bonus attack) DW Battleaxes. 35 ASI Greatsword/Greataxe. 28
Damage minimum - high to low: (assuming you do deal damage on your turn, just the lowest possible) GWP Greatsword using the feat. 12 " Greataxe " " ". 11 ASI Greatsword. 6 ASI Greataxe. 5 DW BA. 4
Chances to score any hit on your turn - high to low: (Not calculated but I'm sure it's true. Anyway if not the order won't be much different. I won't add % though) DW. ASI weapon. GWP using the feat.
I won't say my opinion as I am very biased. These are the facts as I could think of them.
I would recommend Orcish Fury, it's not as powerful as GWM but you will get allot of joy out of it, especially if you get a crit and you rolling 3 extra dice.
Your inner fury burns tirelessly. You gain the following benefits:
Increase your Strength or Constitution score by 1, to a maximum of 20.
When you hit with an attack using a simple or martial weapon, you can roll one of the weapon’s damage dice an additional time and add it as extra damage of the weapon’s damage type. Once you use this ability, you can’t use it again until you finish a short or long rest.
Immediately after you use your Relentless Endurance trait, you can use your reaction to make one weapon attack.
and then on your next ASI you can fix both your DEX and CON/STR making your next ASI feel very impactful as you would then have 2 bonuses. But this is for flavor and fun not optimization.
On your path, if you can wait til the new book comes out, theres a really great beast path in there that is like pseudo werewolf abilities, if not then highly recommend bear totem. but the ultament thing will always be whats fun for you to play. Do you want amazing Crits were you roll 5 D12 with a great ax, and later lvl 6 D12. then I would recommend the Orcish Fury feat.
Consider the +2 con for tanking. It will boost your Hp each level and can be used for a plus 1 ac if you are using unarmored defence (while not wearing armor, your ac equals 10 + Dex mod + Con mod + any shield bonus).
My level 5 battlerager loses 1 ac by putting armor on right now.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Hi everyone
I'm playing my first ever DnD campaign at the moment. It's also the first time for all but one of the other players. Owing to this, we've adopted some of the simpler systems: everyone used the standard array, and we are using fixed hit points.
I wanted a character as far away from my own personality as possible, so I chose a half orc barbarian. He's very similar to Hulk in Thor Ragnarok in personality. He's emotional, unpredictable, but personable and a lot of fun to be around.
https://ddb.ac/characters/34808602/Y29gmo
The rest of the party is made up of a Dragonborn fighter (who plans to go Eldritch Knight), a half elf monk, a tiefling druid, and a halfling bard (who, incidentally, my character thinks is the parties adorable pet). We have all played one adventure and increased to level 2 at the end of it.
I'm expecting to take on the role of tank in the party. I currently fight mainly with 2 hand axes, having a great axe at hand if I fancy a change. I don't have any armour, although I'll probably get a shield (and maybe a battleaxe) before next adventure.
So, what I'm here for is some advice for the next couple of levels (we plan to do a level per adventure up to 4, maybe 5). If anyone can help, I'd very much appreciate it.
Firstly, next level I must choose my primal path. I'm reasonably sure that Totem Warrior (with bear totem as first choice) is the direction I will go. In the first adventure I framed some back story which gives me a connection to animals and nature, so it now makes sense for my character. However, if anyone has any better ideas, I'm open to them.
After that, I have an ASI or a feat. Looking at my scores, +2 in either Str or Con will be useful. However, feats seem more flavorful. In addition to the ones which everyone seems to suggest (GWM, PAM, Sentinel, all of which seem amazing), there are 3 others I'm seriously considering.
* Dual wielder. The ability to wield 2 battleaxes, as well as getting a +1 AC while doing so, seems like both a very powerful combo and a nice bit of flavor which would fit well with my character.
* Prodigy. Giving myself an extra proficiency would be good, but adding expertise to strength athletics could make grappling and shoving incredibly effective.
* Resilient (dex). My Dex is an odd score, so this would give me +1 to all my Dex checks and initiative, +1 AC and proficiency in Dex saving throws. It's not as flavorful, but seems like it would be effective.
So, that's about it. I've got some time to think, and the next session may give me better insight into what I want from my character, but any advice would be most appreciated. Thanks in advance.
I suggest using a great sword rather than a great axe as the average hit die of the great sword is always above 5 if you roll low, simply bcs you have two dices rather than 1, meaning if you roll low in 1 die, the other die might be 3 - 6 or below, that if your lucky, meaning you will always score above 5 plus you can always re roll the 1 if you take the great weapon master feat, meanwhile a great axe only has one dice of d12, so if you roll low like one you will only get one roll which is straight forward. so use great sword instead of great axe as it increases your chances of getting higher damage rolls.
Thanks. I'm pretty set on axes for the feel of it. RP and character are more important to me than optimisation. But I'll think about a greatsword.
Just one thing, though. From the maths, a greatsword has a higher chance of doing average damage (and slightly higher average damage), but a lower chance of doing either high or low damage. It's much more consistent (most of the time you'll roll 6-8), but you have 3x the chance of doing 12 damage with a greataxe.
Totem Warrior is a good choice, and if it makes sense with your background that’s the icing on the cake. As for the ASI, I’d keep it simple and even out the two highest odd stats. Feats are neat, but if you’re working with the standard array I’d leave them for lvl 8. Increasing your (presumably) Str and Dex bonuses may not look as snazzy as some of those lovely feats, but it’ll be very helpful.
Want to start playing but don't have anyone to play with? You can try these options: [link].
Unfortunately, I have only one odd stat: Dex. Because of my placements, and the racial bonuses, the rest have turned out even, so I'd feel like I was wasting an ASI to bump Dex and one other by 1. That's why I was considering resilient (dex), to bump that up and give proficiency in the saving throws.
Edit: I shared the link to my character above, but my stats are 16 Str (14+2), 13 Dex, 16 Con (15+1), 8 Int, 10 Wis, 12 Cha.
Well, up to level 5 isn't much, so you don't need to think about the future. Think like a barbarian I guess.
In terms of roleplaying - pick whatever feels best. It's always more fun than optimizing (coming from someone who REALLY likes to optimize).
In terms of delivering the most fatal blow though, a great-sword is stronger than any other weapon.
Now, as for the available paths - take whatever feels right in terms of RP. Optimizing on that field is never fun. Trust me on this one. The only wrong choice here is, sadly, berserker; which has the best name but also will make you want to take 5 minutes days (long rest after every battle) which is 1. technically against the rules and 2. slows down the pace by a lot.
The feat/scores is a big question, one that you definitely think through. I assume from what you wrote that both your CON and STR are 16 now, right? Personally, I think that the increase isn't worth it then. If it's 17 15 though then rounding them both up will be a good choice. Anyway, a feat CAN give you a lot of taste in your combats, compared to the small increase of hit points or AC or to hit and dmg. That said, if you pick a feat that you won't use often (like picking GWM and taking a bow or smth, Idk) or simply one that isn't quite what you thought it is, can make it really disappointing. Personally, I can say that my first character was a V. Human barbarian with GWM and a great-sword (remember when I said I like to optimize? Yeah.) and damn, dishing out up to 27 on a normal hit or 39 on a crit really felt amazing. Especially when the rest of my group would stare at me while rolling d4's for daggers. I ended up dying to a green dragon on lvl 2 so do be careful. My point is - take what will be fun to play. GWM and PAM will be changing your current playstyle. If you want to do it, that's great! If not, my advice is to drop them. Sentinel is nice, I think but again ask yourself if it fits your playstyle. My barbarian would just run into battle and start slashing things so it didn't fit him at all.
And for the other feats - I'm not sure if prodigy can be taken as a half-orc but assuming you can, think whether it's what you really want to do. Just an idea to consider though - taking one level of rogue will give you that expertise, along with the sneak attack bonus which works with your reckless attack (I think. Thematically it shouldn't but I'm pretty sure it does work.). The problem here is that 1. it doesn't seem to me that your character fits that, 2. it means you need to use the ASI to get to DEX 13 and 3. you don't get an extra attack when you reach level 5. (Edit: I now see you posted your ability scores. 13 dex means that you don't need ASI to get this so you can still consider this multiclassing dip instead of 5th level, just beware of an extra attack like I said.)
Resilient dex - I think that taking +2 con will be more useful in general. Initiative is nice but unless you're an assassin rogue it doesn't mean too much, you still get that AC bonus and you get more HP. Dex saving throws are very common, but so are constitution. Also, you should already have an advantage on dex saves from danger sense, so it's not really that important.
Duel wielder - Personally I think it's a very cool feat indeed, especially if you already have your character use two axes regularly and only wants to gain more benefits from it. It will enhance the playstyle you chose and be cool overall. It does, however, mean that you need to forget about taking a shield or any two-handed weapon as your main fighting style, because it'll render your feat useless (and, as I said, 5 levels isn't too long anyway). I might be a little bias on this one though, for various reasons. (Edit: just notice that it works with battleaxe but not with greataxe.)
Varielky
Thanks. Very useful information there.
Just so you know, we intend to play past level 5, it's just we are planning to do a level up every session up to level 4 or 5. I'm hoping we get all the way to level 20, although it being our first time playing I have no idea how it will go.
Well, in that case, it's a little different but mostly still true.
But I still think that a +2 to CON will prove more efficient than the dex increase, at least for now.
And a small edit: a rogue sneak attack must use a finesse or ranged weapon, so it won't work after all (I knew it was too good to be true). You still do get that expertise, but missing on the higher-level abilities of the barbarian isn't worth it. So unless you plan on changing to finesse or ranged weapons, don't take it after all.
Varielky
Looking at this, I think I'm getting closer to a decision.
I'm almost certainly going to take Bear Totem at 3. It seems really useful, but it also fits what happened in the first session (blizzard hit and Urth killed a bear for its skin to keep warm).
I will be continuing initially with the split of normally using 2 hand axes, but fairly often pulling out the Big Axe (played a lot of Dungeon Mayhem recently, and Sutha has it right: Big Axe is Best Axe!)
Other than that, I've narrowed my choices down to (in no particular order):
* ASI +2 in either Str or Con: "Boring", but useful... Probably choose Str over Con
* GWM: Seems incredibly powerful, and would lead me to using my greataxe more often.
* Dual Wielder: I just can't get the image of Urth screaming and charging the enemy swinging 2 battleaxes out of my head... I'm pretty sure it won't be as effective as GWM or some others, but it just seems fun to me.
I'm kind of ruling out PAM due to not really wanting to use Polearms, and Sentinel would be useful but doesn't feel as fun. Resilient and Prodigy don't really fit the character.
Both GWM and Dual Wielder fit the character I have in my head, with GWM seeming more powerful but Dual Wielder more interesting. I would probably choose DW for the flavour, but still have to decide between that and an ASI... Decisions, decisions!
In case you hadn't guessed, I'm leaning heavily towards DW right now!
Argh, I am back again.
Ran some calculations, and DW Battleaxes is significantly worse in terms of DPR than GWM (nearly 20% less on average over ACs 12-17, I expected less but not that much!). In fact, it looses out to a Greataxe with Str ASI +2. As cool as Dual Wielder seems, GWM with a Greataxe is just a beast, and I can just imagine scoring that Crit on the BBEG, delivering massive damage, and then getting another bonus attack... It may just be too much to resist.
Why did I run the numbers?! LOL
*Minimum damage means you do deal damage on your turn, but only the lowest amount possible. So you hit but roll 1 on every damage die.
**Variants are still taking the rest of the above into consideration.
DW battle axes:
+ 2 attacks every round before extra attack, dealing up to 2d8+3 (for your STR).
+ Raises your AC to 15.
+ Can switch to use only one of them to deal 1d10+3.
+ Both attacks get +5 to hit, even higher later on.
+ Possible 35 max damage.
+ Is made of two attacks, higher chances to hit at least once.
- Is made of two attacks, higher chances to miss at least once.
- Requires you to buy these two first.
- Don't get the ASI.
GWM great sword:
+ Deals 2d6+3.
+ On crit/kill get bonus attack.
+ Can get extra 10 damage per hit.
+ High minimum damage weapon.
+ Max possible damage is 10+24+3=37, *2.
- If you take the -5 penalty, your chances to hit are much lower.
- Requires you to buy the weapon first.
- Don't get the ASI.
- Highest chances to deal 0 damage per turn.
(Greataxe variant of this)
= Deals 1d12+3.
- Lower minimum damage.
ASI (+2 STR) great sword:
+ Deals 2d6+4.
+ Higher chances to hit.
+ Highest minimum damage weapon.
+ Better STR saves and Athletics checks.
- Requires you to buy the weapon first.
- Least amount of attacks per turn.
(Greataxe variant of this)
= Deals 1d12+4.
- Lower minimum damage, same max.
Conclusion:
Damage Maximum Possible - high to low: (assuming all crit and all damage die max)
GWP Greatsword/Greataxe using the feat. 74 (Mb lower, depends on how your DM rules on the bonus attack)
DW Battleaxes. 35
ASI Greatsword/Greataxe. 28
Damage minimum - high to low: (assuming you do deal damage on your turn, just the lowest possible)
GWP Greatsword using the feat. 12
" Greataxe " " ". 11
ASI Greatsword. 6
ASI Greataxe. 5
DW BA. 4
Chances to score any hit on your turn - high to low: (Not calculated but I'm sure it's true. Anyway if not the order won't be much different. I won't add % though)
DW.
ASI weapon.
GWP using the feat.
I won't say my opinion as I am very biased. These are the facts as I could think of them.
Varielky
I would recommend Orcish Fury, it's not as powerful as GWM but you will get allot of joy out of it, especially if you get a crit and you rolling 3 extra dice.
Your inner fury burns tirelessly. You gain the following benefits:
and then on your next ASI you can fix both your DEX and CON/STR making your next ASI feel very impactful as you would then have 2 bonuses. But this is for flavor and fun not optimization.
On your path, if you can wait til the new book comes out, theres a really great beast path in there that is like pseudo werewolf abilities, if not then highly recommend bear totem. but the ultament thing will always be whats fun for you to play. Do you want amazing Crits were you roll 5 D12 with a great ax, and later lvl 6 D12. then I would recommend the Orcish Fury feat.
Consider the +2 con for tanking. It will boost your Hp each level and can be used for a plus 1 ac if you are using unarmored defence (while not wearing armor, your ac equals 10 + Dex mod + Con mod + any shield bonus).
My level 5 battlerager loses 1 ac by putting armor on right now.