Currently about to reach Level 3: Path of the Totem Warrior (Wolf). STR 15; DEX 14; CON 18; INT 10; WIS 13; CHA 8.
Decision will ultimately be made based on the common tactics my character and party implement; but I wanted to start focusing on my options:
1) Charger Feat - The last encounter the enemies were spreading out and I had to make sure my positioning allowed me to get within reach to attack and keep rage going. This feat can assist in that; plus if my party is spread out fighting creatures this will aid in getting next to their targets so they benefit from my Totem Spirt feature. 2) Dual Wielder - I know that Great Weapon Master is the optimal choice for the class but I am not sure I am going with that build. I am finding success with the handaxe and the ability to throw one when making up distance. So the versatility is appealing by adding in a d8 weapon for up close melee attacks. And I like the fact I can increase my AC by 1 when wielding two weapons. Still, I am reluctant because if the party finds a silvered maul or magical greataxe, I will be the character who uses it. Therefore I am thinking of holding off on Dual Wielder or Great Weapon Master until the party gets some powerful items. 3) Durable - I don't need the CON bonus now and I feel I will inevitable take this one. Just not sure if this stage is when I should take it. 4) Resilient - Select Wisdom to buff against potential control spells.
If I go with Ability Score Improvement, it would either be a +1 to STR and WIS, or +2 DEX (to up my AC by 1).
Based on the great advice I have received, I am rethinking my options and strategies. It is clear that boosting my character's STR is the priority so I am considering the following:
1) Ability Score Improvement +2 STR. This put STR at 17. That achieves the +3 Mod now and a half ASI to get to the +4 Mod. 2) Ability Score Improvement +1 STR and +1 CON. STR at 16 is still the +3 but the increasing +1 to CON puts the character at a half ASI away from matching non-magical half plate for AC. 3) Feat with a half ASI to apply to STR. Looking over the potential candidates I have limited to the following two: a) Skill Expert. - +1 STR; Expertise Athletics; Proficient in either Acrobatics, Intimidation, or Slight of Hand b) Tavern Brawler. On paper it looks like this could come in handy. Not on a regular basis but could be a frequent enough to be a big benefit.
I have two ideas: 1. +2 Str - Punts weapon selection down the road. At 8th level you can still take one of slasher/crusher/piercing pending good magic weapon you found. This leaves you with two odds stats which is a waste, but it does put you in line with being optimize later with a half feat if you don't have anything in particular to optimize on. 2. +1St/+1 Wisdom - Decide if you never want to have resilient wisdom. You might not based on your scores and goals. If you need to get to 20 str then you have 3 asi's in between you and resilient wisdom. If your goal is 18 str and another bump in AC the same applies. With that in mind if you even both off now you can enjoy the returns of +1 to your wisdom saving throw and your wisdom skills (barbarian has a lot of wisdom based skills). If you don't think you are going to get resilient wisdom at 4/8/12th level then even it out here. 3. +1 Str half feat - The choices here are Skill expert/ Slasher/ Crusher/ Piercer/ Tavern Brawler/ Athlete. I don't think any of those is going to be a game changer for your build. If you are ready to marry a weapon type, then I love Slasher and Crusher. I don't think athlete is that valuable. Skill expert athletics is good if you want to grapple, as is tavern brawler if your bonus action is free. I don't like grappling, but if I did I would go with Tavern Brawler. At 5th level it would be weapon attack, punch attack, bonus action grapple check.
If you don't want to forever define your character and their attack process now then go 1 or 2.
I took TB to round out Str early on and absolutely love it.
Aside from the RP of this huge barbarian starting bar fights and gnome throwing competitions.
Grapple is astoundingly useful, as is being able to do it as a bonus action. I use it almost every other encounter, we're at lvl 10-11 in our champagne.
Axe attack, punch, grapple. Bad guy is locked down. Then next round if you want; you can Shove them prone now they can't move to get up (0 movement due to grapple) and get poked to death by you and your friends. Or you just drag them around by the grapple like a rag doll.
I was carrying a chunk of chain around as an improvised weapon, DM treated it like a bludgeoning whip w/ reach. That was a lot of fun, I need to get a tinkerer to make that magical so I can get back to using it more often.
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Currently about to reach Level 3: Path of the Totem Warrior (Wolf). STR 15; DEX 14; CON 18; INT 10; WIS 13; CHA 8.
Decision will ultimately be made based on the common tactics my character and party implement; but I wanted to start focusing on my options:
1) Charger Feat - The last encounter the enemies were spreading out and I had to make sure my positioning allowed me to get within reach to attack and keep rage going. This feat can assist in that; plus if my party is spread out fighting creatures this will aid in getting next to their targets so they benefit from my Totem Spirt feature.2) Dual Wielder - I know that Great Weapon Master is the optimal choice for the class but I am not sure I am going with that build. I am finding success with the handaxe and the ability to throw one when making up distance. So the versatility is appealing by adding in a d8 weapon for up close melee attacks. And I like the fact I can increase my AC by 1 when wielding two weapons. Still, I am reluctant because if the party finds a silvered maul or magical greataxe, I will be the character who uses it. Therefore I am thinking of holding off on Dual Wielder or Great Weapon Master until the party gets some powerful items.3) Durable - I don't need the CON bonus now and I feel I will inevitable take this one. Just not sure if this stage is when I should take it.4) Resilient - Select Wisdom to buff against potential control spells.If I go with Ability Score Improvement, it would either be a +1 to STR and WIS, or +2 DEX (to up my AC by 1).
Based on the great advice I have received, I am rethinking my options and strategies. It is clear that boosting my character's STR is the priority so I am considering the following:1) Ability Score Improvement +2 STR. This put STR at 17. That achieves the +3 Mod now and a half ASI to get to the +4 Mod.
2) Ability Score Improvement +1 STR and +1 CON. STR at 16 is still the +3 but the increasing +1 to CON puts the character at a half ASI away from matching non-magical half plate for AC.
3) Feat with a half ASI to apply to STR. Looking over the potential candidates I have limited to the following two:
a) Skill Expert. - +1 STR; Expertise Athletics; Proficient in either Acrobatics, Intimidation, or Slight of Hand
b) Tavern Brawler. On paper it looks like this could come in handy. Not on a regular basis but could be a frequent enough to be a big benefit.
Thank you for the advice.
I like PAM or Sentinal myself. Any chance I can get a reaction or bonus attack makes me happy.
Definitely go with pumping strength, 15 is too low for a 4th level barbarian.
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.
I'd consider increasing your Strenght to 16 with additional features by taking a Feat such as Athlete, Piercer, Slasher or Crusher for example.
Thank you all for the great advice!!!
Given new thoughts:
I have two ideas:
1. +2 Str - Punts weapon selection down the road. At 8th level you can still take one of slasher/crusher/piercing pending good magic weapon you found. This leaves you with two odds stats which is a waste, but it does put you in line with being optimize later with a half feat if you don't have anything in particular to optimize on.
2. +1St/+1 Wisdom - Decide if you never want to have resilient wisdom. You might not based on your scores and goals. If you need to get to 20 str then you have 3 asi's in between you and resilient wisdom. If your goal is 18 str and another bump in AC the same applies. With that in mind if you even both off now you can enjoy the returns of +1 to your wisdom saving throw and your wisdom skills (barbarian has a lot of wisdom based skills). If you don't think you are going to get resilient wisdom at 4/8/12th level then even it out here.
3. +1 Str half feat - The choices here are Skill expert/ Slasher/ Crusher/ Piercer/ Tavern Brawler/ Athlete. I don't think any of those is going to be a game changer for your build. If you are ready to marry a weapon type, then I love Slasher and Crusher. I don't think athlete is that valuable. Skill expert athletics is good if you want to grapple, as is tavern brawler if your bonus action is free. I don't like grappling, but if I did I would go with Tavern Brawler. At 5th level it would be weapon attack, punch attack, bonus action grapple check.
If you don't want to forever define your character and their attack process now then go 1 or 2.
I took TB to round out Str early on and absolutely love it.
Aside from the RP of this huge barbarian starting bar fights and gnome throwing competitions.
Grapple is astoundingly useful, as is being able to do it as a bonus action. I use it almost every other encounter, we're at lvl 10-11 in our champagne.
Axe attack, punch, grapple. Bad guy is locked down. Then next round if you want; you can Shove them prone now they can't move to get up (0 movement due to grapple) and get poked to death by you and your friends. Or you just drag them around by the grapple like a rag doll.
I was carrying a chunk of chain around as an improvised weapon, DM treated it like a bludgeoning whip w/ reach. That was a lot of fun, I need to get a tinkerer to make that magical so I can get back to using it more often.