I'm not sure on what the BEST multiclass is, but if you do go Assassin Rogue, consider swapping from a Maul to a Greataxe if you can. That means your guaranteed crits add a whole 1d12 from being a half-orc.
Barbarian is great too for purely crit-stacking. At level 2 you get Reckless - going for Reckless attacks when Raging will net you two chances to crit per attack since it gives you Advantage on your attack rolls. You could take the third level too and go into Berserker if you want to go all in for the extra attack in your bonus action.
What you want to look for are class/race/feat options that increase your # of attacks and/or advantage rolls and increase your damage rolls (the worst= 'yay! I Crit! I roll 2 ones...) Sentinel, Lucky, GrtWpnMstr, Savage Attacker are all solid feat choices that would address that area.
Assuming you've already taken your ASI at lvl 4 your only multiclassing options currently are Barb or Rogue ( you'd need 13 in wis/cha/int for any of the other classes.)
2 lvl of Barb will get you reckless attack (adv on all attacks that round, for giving enemies adv against you that round.) You'd be giving up that lvl 20 4th attack, but by lvl 20, you should be nigh god-like anyway. Your 'capstone' would instead be the Champ lvl 18 Survivor feature.
2 lvl of Rogue will get you cunning action, which would increase your movement from 30 to 60 (cuz what else beside dash would u use ur bonus action for? Hiding would be great for gaining adv on next attack, but cmon, ur a Horc fighter! Hiding probly not gonna work very well or very often.)
I just levelled up to 6, and chose Sentinel as my feat, and used it last round - it was awesome. It really came in handy in combat when there were two of us fighting in close proximity (within 5')
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Odo Proudfoot - Lvl 10 Halfling Monk - Princes of the Apocalypse (Campaign Finished)
I feel like champion is overlooked. There are some interesting combinations to be had with improved/superior criticals and extra attacks. Besides the rogue's sneak attacks, there's the wizard's shadow blade and several options with the warlock's pact of the blade. With a bladesinger multi-class to 5, a champion fighter can use shadow blade with level three spell slot, dealing 3d8+dex mod psychic damage per attack and 6d8+dex mod psychic damage per critical. In dim light or darkness, you get advantage on your attacks (anything with darkvision will be happy). Bladesong improves your AC, movement, and concentration saves, but you have to sacrifice shields, two-handed weapons, medium, and heavy armor. Warlock's pact of the blade actually allows you to create your own magical weapon or morph a magical weapon for your dark purposes. This even lets you store that magical weapon in extra-dimensional space if you're worried about people stealing your stuff. You would have to talk to your DM about some of the invocations and whether they work on transformed magical weapons, but eldritch smite (level 5 prereq) lets you add 1d8 per level of a sacrificed spell slot when you hit. It also knocks the enemy prone if they are huge or smaller, giving you and your fellow melee fighters advantage on attacks. If you just scored a crit, you can sacrifice a third level slot to deal 6d8 + whatever your weapon damage is. With different weapons, other invocations allow you to add 2d8 per level of a sacrificed spell slot and reduce the target's movement to 0, but the phrasing is up to interpretation with regards to magical weapons. Given your build, rogue is probably the only option.
If you're trying to increase your critical hits, the only thing worth delaying Fighter's second Extra Attack is 1 level in Warlock for Hex or 2 levels in Barbarian for Range and Reckless Attack.
Take the Great Weapon Master feat, then Martial Adept. P.S: Your DM is being super silly. Letting you roll ability scores is way stronger than letting you pick feats; if you weren't rolling you'd still have at most +4 STR, +3 to another score, and no more than +2 in the rest.
I've been thinking of creating a half-elf DEX champion fighter. It would have the Prodigy feat with expertise on Athletics, Shield Master and Elven Accuracy. It would prone the creature then attack with advantage. With crits on a 19 or 20, the chance to crit with each attack is 27.1%, and the chance to crit once over two attacks with advantage is 54%. The trade off with this route is obviously lower damage on a crit than with a great axe, but the PC could still have 20 AC with studded leather, shield, and defense fighting style. Another trade off would be lower CON because of the higher DEX and STR.
This build would focus purely on increasing the frequency of crits. I'm not sure if there are enough ASIs to really make this build possible.
The problem with dedicating 3 feats to knocking things prone is that there are monsters immune to the prone condition. An Elven Accuracy build would make a lot more sense if you have another way of getting advantage, like a wolf totem barbarian or spellcasters that support you with Faerie Fire. Otherwise, you're probably better off as a Samurai (Fighting Spirit) or Arcane Archer (Blinding Arrow).
I'm fairly certain you'd be able to get there without too much difficulty. You're talking about fighters having something silly like 6 ASIs, but shield master (at least as it's been clarified) can't be used to give the shield master himself advantage. It's supposed to be used as a follow up on an attack (which seems like an unnecessary restriction to me).
If your game world sustains the ability to hunt down specific magic items then dont dip warlock, wait and instead try to find a ring of spellstoring, 1 hex is great, whether its for 1, 3 or 8 hours.
You may consider stepping up to the orc staple - the great axe, it deals 1d12, its not better except for half orcs who crit, where they would deal 3d12 not 5d6 as you currently use. If you do go in this direction you may need to consider if you prefer full champion for the eventual 18+ crit chance or stick at 19+ and go barbarian for their additional crit die (its a long way into the class - and you will lose out on champion healing factor so not worth it unless you want to maximise the crit bomb.)
if you stick with 2d6 weapons then look for two handed swords - specifically flametongue with its extra 2d6, or 4d6 on a crit.
Sentinel is a cheeky extra attack, well played.
Every opportunity you can get, find a way to get advantage to hit, a 1 in 20 crit with 2 attacks a round isnt bad, a 1 in 10 crit chance with 2 attacks with advantage means the crits are more likely to turn up.
Just for giggles, you could also go for the Minotaur race that comes from the Planeshift: Amonkhet setting. It's essentially a half orc with horns and no darkvision.
I originally made a build to do this to only find out the rule interp changed and you can't use the shield bash until after your attacks, so no bash and then beat the prone guy. It makes this feat not really worth it - You can knock him prone if you have someone next to you that can attack him, but if the rest of your party is ranged they will be at disadvantage.
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Anyone have a good build for a Champion crit bomb?
I took Champion up to 5 so far, and am looking to see what I might dip into for even more damage.
half-orc, 20 Str, 16 Con, 16 Dex 10 Wis, 12 Int, 8 Cha (stupid dice...)
I'm having fun using the Maul so far, it's insane with the HULK SMASH damage (5d6 on a crit... that's a damned fireball!)
What should I be looking for as my options going forward?
Rogue for Assassinate? Barb for HULK ANGRY? Pali for Smite? Stick with Champion for 4th attack?
We're playing through the Storm Giants AP, and so far I'm loving the output I dish out.
A build would be great, if anyone has any ideas. Like, when to dip into what kind of build.
Also, our DM said no feats until 8. He thinks they're a bit OP, so we had to take Stats at 4.
Shouldn't be 4d6 on a critic?
EDIT: Sorry my bad, one more die for being half-orc.
Stick with the Champion. Worth it.
I'm not sure on what the BEST multiclass is, but if you do go Assassin Rogue, consider swapping from a Maul to a Greataxe if you can. That means your guaranteed crits add a whole 1d12 from being a half-orc.
Barbarian is great too for purely crit-stacking. At level 2 you get Reckless - going for Reckless attacks when Raging will net you two chances to crit per attack since it gives you Advantage on your attack rolls. You could take the third level too and go into Berserker if you want to go all in for the extra attack in your bonus action.
Or just plain Champion it all the way.
Whatever you decide, they're all tasty options.
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My homebrew: [Subclasses] [Races] [Feats] [Discussion Thread]
My fighter is a champion. Ironically, i NEVER roll 19s.
Odo Proudfoot - Lvl 10 Halfling Monk - Princes of the Apocalypse (Campaign Finished)
Orryn Pebblefoot - Lvl 5 Rock Gnome Wizard (Deceased) - Waterdeep: Dragon Heist (Deceased)
Anerin Ap Tewdr - Lvl 5 Human (Variant) Bard (College of Valor) - Waterdeep: Dragon Heist
What you want to look for are class/race/feat options that increase your # of attacks and/or advantage rolls and increase your damage rolls (the worst= 'yay! I Crit! I roll 2 ones...) Sentinel, Lucky, GrtWpnMstr, Savage Attacker are all solid feat choices that would address that area.
Assuming you've already taken your ASI at lvl 4 your only multiclassing options currently are Barb or Rogue ( you'd need 13 in wis/cha/int for any of the other classes.)
2 lvl of Barb will get you reckless attack (adv on all attacks that round, for giving enemies adv against you that round.) You'd be giving up that lvl 20 4th attack, but by lvl 20, you should be nigh god-like anyway. Your 'capstone' would instead be the Champ lvl 18 Survivor feature.
2 lvl of Rogue will get you cunning action, which would increase your movement from 30 to 60 (cuz what else beside dash would u use ur bonus action for? Hiding would be great for gaining adv on next attack, but cmon, ur a Horc fighter! Hiding probly not gonna work very well or very often.)
I just levelled up to 6, and chose Sentinel as my feat, and used it last round - it was awesome. It really came in handy in combat when there were two of us fighting in close proximity (within 5')
Odo Proudfoot - Lvl 10 Halfling Monk - Princes of the Apocalypse (Campaign Finished)
Orryn Pebblefoot - Lvl 5 Rock Gnome Wizard (Deceased) - Waterdeep: Dragon Heist (Deceased)
Anerin Ap Tewdr - Lvl 5 Human (Variant) Bard (College of Valor) - Waterdeep: Dragon Heist
I feel like champion is overlooked. There are some interesting combinations to be had with improved/superior criticals and extra attacks. Besides the rogue's sneak attacks, there's the wizard's shadow blade and several options with the warlock's pact of the blade. With a bladesinger multi-class to 5, a champion fighter can use shadow blade with level three spell slot, dealing 3d8+dex mod psychic damage per attack and 6d8+dex mod psychic damage per critical. In dim light or darkness, you get advantage on your attacks (anything with darkvision will be happy). Bladesong improves your AC, movement, and concentration saves, but you have to sacrifice shields, two-handed weapons, medium, and heavy armor. Warlock's pact of the blade actually allows you to create your own magical weapon or morph a magical weapon for your dark purposes. This even lets you store that magical weapon in extra-dimensional space if you're worried about people stealing your stuff. You would have to talk to your DM about some of the invocations and whether they work on transformed magical weapons, but eldritch smite (level 5 prereq) lets you add 1d8 per level of a sacrificed spell slot when you hit. It also knocks the enemy prone if they are huge or smaller, giving you and your fellow melee fighters advantage on attacks. If you just scored a crit, you can sacrifice a third level slot to deal 6d8 + whatever your weapon damage is. With different weapons, other invocations allow you to add 2d8 per level of a sacrificed spell slot and reduce the target's movement to 0, but the phrasing is up to interpretation with regards to magical weapons. Given your build, rogue is probably the only option.
If you're trying to increase your critical hits, the only thing worth delaying Fighter's second Extra Attack is 1 level in Warlock for Hex or 2 levels in Barbarian for Range and Reckless Attack.
Take the Great Weapon Master feat, then Martial Adept. P.S: Your DM is being super silly. Letting you roll ability scores is way stronger than letting you pick feats; if you weren't rolling you'd still have at most +4 STR, +3 to another score, and no more than +2 in the rest.
Another fun idea is using the Shield Master feat to knock enemies prone. Ensuring advantage on attacks will help you crit more often!
I've been thinking of creating a half-elf DEX champion fighter. It would have the Prodigy feat with expertise on Athletics, Shield Master and Elven Accuracy. It would prone the creature then attack with advantage. With crits on a 19 or 20, the chance to crit with each attack is 27.1%, and the chance to crit once over two attacks with advantage is 54%. The trade off with this route is obviously lower damage on a crit than with a great axe, but the PC could still have 20 AC with studded leather, shield, and defense fighting style. Another trade off would be lower CON because of the higher DEX and STR.
This build would focus purely on increasing the frequency of crits. I'm not sure if there are enough ASIs to really make this build possible.
The problem with dedicating 3 feats to knocking things prone is that there are monsters immune to the prone condition. An Elven Accuracy build would make a lot more sense if you have another way of getting advantage, like a wolf totem barbarian or spellcasters that support you with Faerie Fire. Otherwise, you're probably better off as a Samurai (Fighting Spirit) or Arcane Archer (Blinding Arrow).
I'm fairly certain you'd be able to get there without too much difficulty. You're talking about fighters having something silly like 6 ASIs, but shield master (at least as it's been clarified) can't be used to give the shield master himself advantage. It's supposed to be used as a follow up on an attack (which seems like an unnecessary restriction to me).
If your game world sustains the ability to hunt down specific magic items then dont dip warlock, wait and instead try to find a ring of spellstoring, 1 hex is great, whether its for 1, 3 or 8 hours.
You may consider stepping up to the orc staple - the great axe, it deals 1d12, its not better except for half orcs who crit, where they would deal 3d12 not 5d6 as you currently use. If you do go in this direction you may need to consider if you prefer full champion for the eventual 18+ crit chance or stick at 19+ and go barbarian for their additional crit die (its a long way into the class - and you will lose out on champion healing factor so not worth it unless you want to maximise the crit bomb.)
if you stick with 2d6 weapons then look for two handed swords - specifically flametongue with its extra 2d6, or 4d6 on a crit.
Sentinel is a cheeky extra attack, well played.
Every opportunity you can get, find a way to get advantage to hit, a 1 in 20 crit with 2 attacks a round isnt bad, a 1 in 10 crit chance with 2 attacks with advantage means the crits are more likely to turn up.
Enjoy the campaign and your critical hits!
Just for giggles, you could also go for the Minotaur race that comes from the Planeshift: Amonkhet setting. It's essentially a half orc with horns and no darkvision.
I originally made a build to do this to only find out the rule interp changed and you can't use the shield bash until after your attacks, so no bash and then beat the prone guy. It makes this feat not really worth it - You can knock him prone if you have someone next to you that can attack him, but if the rest of your party is ranged they will be at disadvantage.