So I will be playing a centaur and am unsure of which level to do what exactly. I know this is what I want as an end result but unsure which levels to take when. Any and all suggestions are appreciated.
Depends if you want to be more barb or more champion. Take your first 5 levels in your main class first to get to extra attack right away, then go 3-4 levels in your second class to get subclass and ASI. Then go back to your original class until the end. Don't go 5 levels in both because extra attack doesn't stack and its a wasted level.
I would recommend three levels of barbarian and the rest Fighter. Fighter eventually getting more attacks and more feats makes it more valuable than barbarian levels.
I would start with level 1 barbarian, then go 5 levels of fighter. This will make for a painful level 5 without extra attack, but at least the character will make sense. If you take GWM/PAM or something similar at 1/4 you might be able to get enough power boost at level 5 to keep you OK for that level. Then finish off the barbarian and get back to fighter.
I think you end up with a nice little build, good damage resistance, advantage on tap to hit things and make more crits. At level 14 you will have more attacks.
Beginning class Bar Totem level 4 with, the Tough feat already locked in and can't be changed.
I was originally going to multi class into Oath of the Ancients for the great resistances both classes get, this was before I did myself a great disservice by not paying attention where I put that 14.
Now I am thinking of going Fighter with the following ASI and Feats.
1st Fighting Style, Great Weapon Fighting.
Martial Archetype, Champion.
1st ASI, Feat Great Weapon Master.
2nd ASI, Feat Alert.
3rd ASI, Constitution x2.
2nd Fighting Style, Interception.
3rd ASI, strength x2.
4th ASI, Feat Slasher with Dexterity score increase.
5th ASI, constitution and dexterity score increases.
I am trying to make a tough/robust hard to take down character based on the fact that, if you die, you are out of the campaign and with my base ability scores my only options for multiclassing are Cleric, Druid and Fighter. My group (all family members) is going to make the attempt to take this to level 20 (knowing that most campaigns never get that far) and have this campaign go for years.
Any help/suggestions would be greatly appreciated.
Beginning class Bar Totem level 4 with, the Tough feat already locked in and can't be changed.
I was originally going to multi class into Oath of the Ancients for the great resistances both classes get, this was before I did myself a great disservice by not paying attention where I put that 14.
Now I am thinking of going Fighter with the following ASI and Feats.
1st Fighting Style, Great Weapon Fighting.
Martial Archetype, Champion.
1st ASI, Feat Great Weapon Master.
2nd ASI, Feat Alert.
3rd ASI, Constitution x2.
2nd Fighting Style, Interception.
3rd ASI, strength x2.
4th ASI, Feat Slasher with Dexterity score increase.
5th ASI, constitution and dexterity score increases.
I am trying to make a tough/robust hard to take down character based on the fact that, if you die, you are out of the campaign and with my base ability scores my only options for multiclassing are Cleric, Druid and Fighter. My group (all family members) is going to make the attempt to take this to level 20 (knowing that most campaigns never get that far) and have this campaign go for years.
Any help/suggestions would be greatly appreciated.
How large is the group? What are the other characters? Are you only doing the 4 levels of Barbarian total? The build as is, is a 1-trick pony melee frontliner crit fisher. Which can be fun on its own and as is. If you are recklessly attacking all the time to hunt for the crits, and if you are the only front-liner, it wouldn't survive as well as you'd hope depending on the rest of the group. This build will do exactly as you expect and want. Druid would be the alternative vs cleric if not fighter I feel, since druids, all their Circle stuff is acquired by level 14. Wildshape and rage can be done together as well, so a Druid Circle of the Moon, the Wild Shapes will allow you to have a greater pool of "HP" from the wild shapes. you can still do reckless attack and rage as a wild shape. Your wildshape strikes will count as magical, so you're not 100% reliant on a magic weapon. It would give your character more versatility and playability than just being the muscle, or the combat only part of the party. You would learn up to 8th level magic spells that you can use for whatever you want as long as you're not raging.
follow up: only the class and races are restricted to PhB but not feats/spells?
I am playing a centaur Totem barbarian now. The sixth level totem is pretty slick so stick to it. I am leaning toward a two or three level dip in monk for even more movement and adding my wisdom bonus to my AC…. But the totem barbarian has so much to offer I may just stick with it.
Its is a five person party with two circle of the land Druids, a Monk and my youngest nephew I don't know what his class is however, he goes for just damage usually a fighter. He's younger and his attention span isn't quite there for the story and things like that most of the time. I am not fully sold on only going 4 levels in Barbarian, this was just something I came up with after getting home from our "session zero"; I am also not sold on the Fighter set up in my original post, I'm not apposed to changes to it. Barbarian, Fighter and Druid are classes I am not really all that familiar with, I just wanted to try something new. But now that I am looking at it, having two different HP pools to pull from would provide a lot of survivability; if I am thinking of it right and that is how it works (wild shape drops to zero HP and you turn back with your normal HP pool). I do not see the others fully taking up a "tank" front line role, even if my cousin is planning to take Barbarian as his multiclass; I usually go the tank/healer role. I may do another build looking at the different options from Circle of the Moon. Anything essential I would need to know/make sure I take with Circle of the Moon?
To answer your follow up: As far as feats/spells only from the PHB the DM hasn't fully ruled one way or the other about it yet.
I am playing a centaur Totem barbarian now. The sixth level totem is pretty slick so stick to it. I am leaning toward a two or three level dip in monk for even more movement and adding my wisdom bonus to my AC…. But the totem barbarian has so much to offer I may just stick with it.
You should be aware that barb and monk unarmored defense don't stack RAW, you get either one or the other. I think maybe take the mobile feat as a good way to bump your movement.
Its is a five person party with two circle of the land Druids, a Monk and my youngest nephew I don't know what his class is however, he goes for just damage usually a fighter. He's younger and his attention span isn't quite there for the story and things like that most of the time. I am not fully sold on only going 4 levels in Barbarian, this was just something I came up with after getting home from our "session zero"; I am also not sold on the Fighter set up in my original post, I'm not apposed to changes to it. Barbarian, Fighter and Druid are classes I am not really all that familiar with, I just wanted to try something new. But now that I am looking at it, having two different HP pools to pull from would provide a lot of survivability; if I am thinking of it right and that is how it works (wild shape drops to zero HP and you turn back with your normal HP pool). I do not see the others fully taking up a "tank" front line role, even if my cousin is planning to take Barbarian as his multiclass; I usually go the tank/healer role. I may do another build looking at the different options from Circle of the Moon. Anything essential I would need to know/make sure I take with Circle of the Moon?
To answer your follow up: As far as feats/spells only from the PHB the DM hasn't fully ruled one way or the other about it yet.
for the spells and such you prepare daily, find ones that are useful outside of combat, as combat you'll primarily be in wild shape, and raging, to where you're not casting spells or concentrating on spells during combat anyways. the biggest thing to remember... your Barbarians UNARMORED DEFENSE, works as you are in the WILDSHAPE FORM, so your WIldshape form. Your AC will be *whichever is better* the Wildshape, or the wildshape, using your unarmored defense which is 10 + wildshape dex mod + wildshape con mod
So that *also* helps your survivability as a tank.
I am playing a centaur Totem barbarian now. The sixth level totem is pretty slick so stick to it. I am leaning toward a two or three level dip in monk for even more movement and adding my wisdom bonus to my AC…. But the totem barbarian has so much to offer I may just stick with it.
You should be aware that barb and monk unarmored defense don't stack RAW, you get either one or the other. I think maybe take the mobile feat as a good way to bump your movement.
TY, I didnt know they didn't stack. My DM had me use the Monster Maunual Centuar so my movement is 50 and will hit 60 as the barbarian speed kicks in. I may use the feat for something else.
Its is a five person party with two circle of the land Druids, a Monk and my youngest nephew I don't know what his class is however, he goes for just damage usually a fighter. He's younger and his attention span isn't quite there for the story and things like that most of the time. I am not fully sold on only going 4 levels in Barbarian, this was just something I came up with after getting home from our "session zero"; I am also not sold on the Fighter set up in my original post, I'm not apposed to changes to it. Barbarian, Fighter and Druid are classes I am not really all that familiar with, I just wanted to try something new. But now that I am looking at it, having two different HP pools to pull from would provide a lot of survivability; if I am thinking of it right and that is how it works (wild shape drops to zero HP and you turn back with your normal HP pool). I do not see the others fully taking up a "tank" front line role, even if my cousin is planning to take Barbarian as his multiclass; I usually go the tank/healer role. I may do another build looking at the different options from Circle of the Moon. Anything essential I would need to know/make sure I take with Circle of the Moon?
To answer your follow up: As far as feats/spells only from the PHB the DM hasn't fully ruled one way or the other about it yet.
for the spells and such you prepare daily, find ones that are useful outside of combat, as combat you'll primarily be in wild shape, and raging, to where you're not casting spells or concentrating on spells during combat anyways. the biggest thing to remember... your Barbarians UNARMORED DEFENSE, works as you are in the WILDSHAPE FORM, so your WIldshape form. Your AC will be *whichever is better* the Wildshape, or the wildshape, using your unarmored defense which is 10 + wildshape dex mod + wildshape con mod
So that *also* helps your survivability as a tank.
Glad you made that known about the AC when in wildshape. I probably wouldn't of picked up on that, so I thank you.
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So I will be playing a centaur and am unsure of which level to do what exactly. I know this is what I want as an end result but unsure which levels to take when. Any and all suggestions are appreciated.
Depends if you want to be more barb or more champion. Take your first 5 levels in your main class first to get to extra attack right away, then go 3-4 levels in your second class to get subclass and ASI. Then go back to your original class until the end. Don't go 5 levels in both because extra attack doesn't stack and its a wasted level.
I would recommend three levels of barbarian and the rest Fighter. Fighter eventually getting more attacks and more feats makes it more valuable than barbarian levels.
I would start with level 1 barbarian, then go 5 levels of fighter. This will make for a painful level 5 without extra attack, but at least the character will make sense. If you take GWM/PAM or something similar at 1/4 you might be able to get enough power boost at level 5 to keep you OK for that level. Then finish off the barbarian and get back to fighter.
I think you end up with a nice little build, good damage resistance, advantage on tap to hit things and make more crits. At level 14 you will have more attacks.
So I am posting this here because is pertains to the original post.
Campaign restrictions races and classes from the PHB.
Race Mountain Dwarf
Strength 18 / Dexterity 12 / Constitution 17 / Intelligence 9 / Wisdom 14 / Charisma 9
Beginning class Bar Totem level 4 with, the Tough feat already locked in and can't be changed.
I was originally going to multi class into Oath of the Ancients for the great resistances both classes get, this was before I did myself a great disservice by not paying attention where I put that 14.
Now I am thinking of going Fighter with the following ASI and Feats.
1st Fighting Style, Great Weapon Fighting.
Martial Archetype, Champion.
1st ASI, Feat Great Weapon Master.
2nd ASI, Feat Alert.
3rd ASI, Constitution x2.
2nd Fighting Style, Interception.
3rd ASI, strength x2.
4th ASI, Feat Slasher with Dexterity score increase.
5th ASI, constitution and dexterity score increases.
I am trying to make a tough/robust hard to take down character based on the fact that, if you die, you are out of the campaign and with my base ability scores my only options for multiclassing are Cleric, Druid and Fighter. My group (all family members) is going to make the attempt to take this to level 20 (knowing that most campaigns never get that far) and have this campaign go for years.
Any help/suggestions would be greatly appreciated.
How large is the group? What are the other characters? Are you only doing the 4 levels of Barbarian total? The build as is, is a 1-trick pony melee frontliner crit fisher. Which can be fun on its own and as is. If you are recklessly attacking all the time to hunt for the crits, and if you are the only front-liner, it wouldn't survive as well as you'd hope depending on the rest of the group. This build will do exactly as you expect and want. Druid would be the alternative vs cleric if not fighter I feel, since druids, all their Circle stuff is acquired by level 14. Wildshape and rage can be done together as well, so a Druid Circle of the Moon, the Wild Shapes will allow you to have a greater pool of "HP" from the wild shapes. you can still do reckless attack and rage as a wild shape. Your wildshape strikes will count as magical, so you're not 100% reliant on a magic weapon. It would give your character more versatility and playability than just being the muscle, or the combat only part of the party. You would learn up to 8th level magic spells that you can use for whatever you want as long as you're not raging.
follow up: only the class and races are restricted to PhB but not feats/spells?
Blank
I am playing a centaur Totem barbarian now. The sixth level totem is pretty slick so stick to it. I am leaning toward a two or three level dip in monk for even more movement and adding my wisdom bonus to my AC…. But the totem barbarian has so much to offer I may just stick with it.
Its is a five person party with two circle of the land Druids, a Monk and my youngest nephew I don't know what his class is however, he goes for just damage usually a fighter. He's younger and his attention span isn't quite there for the story and things like that most of the time. I am not fully sold on only going 4 levels in Barbarian, this was just something I came up with after getting home from our "session zero"; I am also not sold on the Fighter set up in my original post, I'm not apposed to changes to it. Barbarian, Fighter and Druid are classes I am not really all that familiar with, I just wanted to try something new. But now that I am looking at it, having two different HP pools to pull from would provide a lot of survivability; if I am thinking of it right and that is how it works (wild shape drops to zero HP and you turn back with your normal HP pool). I do not see the others fully taking up a "tank" front line role, even if my cousin is planning to take Barbarian as his multiclass; I usually go the tank/healer role. I may do another build looking at the different options from Circle of the Moon. Anything essential I would need to know/make sure I take with Circle of the Moon?
To answer your follow up: As far as feats/spells only from the PHB the DM hasn't fully ruled one way or the other about it yet.
You should be aware that barb and monk unarmored defense don't stack RAW, you get either one or the other. I think maybe take the mobile feat as a good way to bump your movement.
for the spells and such you prepare daily, find ones that are useful outside of combat, as combat you'll primarily be in wild shape, and raging, to where you're not casting spells or concentrating on spells during combat anyways. the biggest thing to remember... your Barbarians UNARMORED DEFENSE, works as you are in the WILDSHAPE FORM, so your WIldshape form. Your AC will be *whichever is better* the Wildshape, or the wildshape, using your unarmored defense which is 10 + wildshape dex mod + wildshape con mod
So that *also* helps your survivability as a tank.
Blank
TY, I didnt know they didn't stack. My DM had me use the Monster Maunual Centuar so my movement is 50 and will hit 60 as the barbarian speed kicks in. I may use the feat for something else.
Moon druids can also use their spell slots to bonus action heal themselves which can make for a lot of durability combined with rage.
Thank you for the tip, that will come in handy.
Glad you made that known about the AC when in wildshape. I probably wouldn't of picked up on that, so I thank you.