As a possible choice for that halfling, replacing the Shield Master feat for Dual Wielder, and dual wielding two lances. It obviously lowers the defensive bonus from the shield master feat but being able to attack an extra time with a 1d12 weapon. Also fyi Shield mastery isn't actually that helpful in this case for him since really the best feature is to use it to mitigate the save stuff. Shield fighting style might be good though but again, trading that idea of a third lance hit.
Another direction based off of a previous character I ran, is going oath of the ancients paladin for the centaur. you trade the aggro and some of the damage resistance, but you gain some of the best features of the game in the two aura you get. One giving you and anyone within 10 feet (which would at the very least be the halfling) your charisma modifier to EVERY saving throw. The other giving you RESISTANCE TO ALL SPELL DAMAGE, which might have some degree of varying mileage depending on how many casters your dm throws at you. I can confidently say though that the paladin choice has good synergy with the centaur, but the PotAG barb is also likely quite viable. Also as a note I just noticed while writing, the wolf totem giving you advantage means you crit more, which means those sick nasty paladin smites can crit more, which is really scary when it happens.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
The primary point of this build is to create a tanking team in which both players protect each other well, tanking the big bad.
I wouldn't mind getting some input on this build.
Centaur/barbarian/path the ancestral Guardian:
barbarian/path the ancestral Guardian level 10
Stout Halfling Fighter/Cavalier Barbarian/Path of the Totem Warrior:
Fighter/Cavalier Barbarian level 7
Barbarian/Path of the Totem Warrior level 3
As a possible choice for that halfling, replacing the Shield Master feat for Dual Wielder, and dual wielding two lances. It obviously lowers the defensive bonus from the shield master feat but being able to attack an extra time with a 1d12 weapon. Also fyi Shield mastery isn't actually that helpful in this case for him since really the best feature is to use it to mitigate the save stuff. Shield fighting style might be good though but again, trading that idea of a third lance hit.
Another direction based off of a previous character I ran, is going oath of the ancients paladin for the centaur. you trade the aggro and some of the damage resistance, but you gain some of the best features of the game in the two aura you get. One giving you and anyone within 10 feet (which would at the very least be the halfling) your charisma modifier to EVERY saving throw. The other giving you RESISTANCE TO ALL SPELL DAMAGE, which might have some degree of varying mileage depending on how many casters your dm throws at you. I can confidently say though that the paladin choice has good synergy with the centaur, but the PotAG barb is also likely quite viable. Also as a note I just noticed while writing, the wolf totem giving you advantage means you crit more, which means those sick nasty paladin smites can crit more, which is really scary when it happens.