I just hit level 4 as a Weapon and Shield Battle Master with the Dueling Fighting Style. My AC is 18 while using a Shield. My weapons and weapon masteries are Longsword (SAP), Battleaxe (TOPPLE), Handaxe (VEX), and Warhammer (PUSH). My Battle Master Maneuvers are Trip Attack, Riposte, and Feinting Attack.
My stats are: STR: 17, DEX: 10, CON: 15, INT: 8, WIS: 15, CHA: 8. I was allowed to take two Magic Initiates at Level 1 with the following cantrips and spells: Blade Ward, Booming Blade, Green Flame Blade, and True Strike, with False Life and Silvery Barbs.
I get to choose Feats at Level 4, 6, and 8, and I am having a very difficult time choosing, so without any spoilers, please rank how useful you think the following Feats would be for Curse of Strahd:
Fey-Touched (+1 to WIS, with Hunter's Mark for additional 1d6 Force Damage added to every attack, while maintaining Concentration. I also get Misty Step)
War Caster (+1 to WIS, and will give me advantage on Concentration saves for Fey-Touched, and will allow me to cast the Shield spell while holding a sword and shield)
Charger (+1 to STR and I can move at least 10' in a straight line and deal an additional 1d8 damage on a hit and if I use Warhammer and Push, I can also push them back 10')
Sentinel (+1 to STR and In addition to me, we have a Paladin and Barbarian as front liners.)
Heavy Armor Master (+1 to CON and I could combine with Parry, which I may choose at Level 7 to mitigate even more melee damage)
Mage Slayer (+1 to STR and I assume that I will come across at least a few spell casters along the way and assume that Strahd also has spells)
Gift of the Chromatic Dragon (additional 1d4 of a chosen elemental type, along with resistance for that type)
Shield Master (+1 to STR and I can already use Battleaxe and Topple, combined with Trip Attack to have two chances to knock an enemy prone. Shield Master would give me a third opportunity to knock an enemy prone)
In addition to ranking them, I am open to suggestions as to which 3 Feats you would take if you were playing my character.
I would say it depends on the role you are trying to fill in the party.
Want just more damage? Take Charger. With Extra Attack at level 5, you could push the enemy away on the first attack, then charge forward and hit them again to get the bonus damage on the second attack.
Fey Touched is also not a bad option as a way to pick up a concentration spell for more damage, but I would take Hex over Hunter's Mark. You still get extra damage on each attack, but the extra effect of debuffing skill checks makes Hex the better spell in my opinion.
Got some caster allies constantly dropping concentration AoE's? Take Crusher or Shield Master to help knock enemies back into the AoE's.
If you want to be a little more sticky, keeping enemies focused on you, grab Sentinel. Lets you keep enemies near you, and is a nice way to weaponize your bonus action if the enemy attacks your other melee friends.
I would say it depends on the role you are trying to fill in the party.
Want just more damage? Take Charger. With Extra Attack at level 5, you could push the enemy away on the first attack, then charge forward and hit them again to get the bonus damage on the second attack.
Fey Touched is also not a bad option as a way to pick up a concentration spell for more damage, but I would take Hex over Hunter's Mark. You still get extra damage on each attack, but the extra effect of debuffing skill checks makes Hex the better spell in my opinion.
Got some caster allies constantly dropping concentration AoE's? Take Crusher or Shield Master to help knock enemies back into the AoE's.
If you want to be a little more sticky, keeping enemies focused on you, grab Sentinel. Lets you keep enemies near you, and is a nice way to weaponize your bonus action if the enemy attacks your other melee friends.
I decided to grab Charger at 4. I am leaning towards Sentinel or Shield Master at 6, and probably the other of those two at 8. I am leaning towards Shield Master at 6.
Shield Master at 6 would give me multiple chances at knocking an enemy prone, when I combine/stack that with Trip Attack, while using a Battleaxe with the Topple Mastery, especially combined with extra attack. Each one of those requires the enemy to make a saving throw to avoid being knocked prone and I really like the thought of being able to do that, but I wonder if that might be overkill? LOL
with a 15 in wisdom I would like to make the suggestion of resilient wisdom as an option. This will allow you to save against any pesky charm or fear affects and keep control of your character. Loss of control from a failed save reduces damage to 0 for that round, or worse turns your fantastic damage against your team.
with a 15 in wisdom I would like to make the suggestion of resilient wisdom as an option. This will allow you to save against any pesky charm or fear affects and keep control of your character. Loss of control from a failed save reduces damage to 0 for that round, or worse turns your fantastic damage against your team.
This is a good suggestion. Resilient: Wisdom would be a great pickup at level 12 to sure up those control saving throws.
Shield Master and Sentinel at levels 6 and 8 are also good choices. By level 12 you will be a major force on the battlefield.
with a 15 in wisdom I would like to make the suggestion of resilient wisdom as an option. This will allow you to save against any pesky charm or fear affects and keep control of your character. Loss of control from a failed save reduces damage to 0 for that round, or worse turns your fantastic damage against your team.
I ended up going with Sentinel over Charger at 4 right before last week's session. Our paladin also took it and it we got a good amount of use with it last week. We played again yesterday and we had it set up so each of us would get an opportunity attack, but the enemy who was attacking a third player missed their attack. I intend to take a level of Druid to gain proficiency in Wisdom saves after Level 5, along with getting Shillelagh, Starry Wisp, and some undetermined spells. At level 6, the current plan is to take Fey-Touched with Hunter's Mark (to add 1d6 Force Damage to all of my attacks) and Misty Step, and a +1 to Wisdom. At 8, I may take Charger (I am also considering Mage Slayer and Gift of the Chromatic Dragon) since I didn't take it at 4, so I can add 1d8 damage whenever I move 10' towards an enemy. Since my radiant damage is limited to True Strike and eventually Starry Wisp, I want to have good Force damage to avoid resistances and immunities.
with a 15 in wisdom I would like to make the suggestion of resilient wisdom as an option. This will allow you to save against any pesky charm or fear affects and keep control of your character. Loss of control from a failed save reduces damage to 0 for that round, or worse turns your fantastic damage against your team.
I ended up going with Sentinel over Charger at 4 right before last week's session. Our paladin also took it and it we got a good amount of use with it last week. We played again yesterday and we had it set up so each of us would get an opportunity attack, but the enemy who was attacking a third player missed their attack. I intend to take a level of Druid to gain proficiency in Wisdom saves after Level 5, along with getting Shillelagh, Starry Wisp, and some undetermined spells. At level 6, the current plan is to take Fey-Touched with Hunter's Mark (to add 1d6 Force Damage to all of my attacks) and Misty Step, and a +1 to Wisdom. At 8, I may take Charger (I am also considering Mage Slayer and Gift of the Chromatic Dragon) since I didn't take it at 4, so I can add 1d8 damage whenever I move 10' towards an enemy. Since my radiant damage is limited to True Strike and eventually Starry Wisp, I want to have good Force damage to avoid resistances and immunities.
I don't believe you get saving throw proficiencies from multiclassing.
with a 15 in wisdom I would like to make the suggestion of resilient wisdom as an option. This will allow you to save against any pesky charm or fear affects and keep control of your character. Loss of control from a failed save reduces damage to 0 for that round, or worse turns your fantastic damage against your team.
I ended up going with Sentinel over Charger at 4 right before last week's session. Our paladin also took it and it we got a good amount of use with it last week. We played again yesterday and we had it set up so each of us would get an opportunity attack, but the enemy who was attacking a third player missed their attack. I intend to take a level of Druid to gain proficiency in Wisdom saves after Level 5, along with getting Shillelagh, Starry Wisp, and some undetermined spells. At level 6, the current plan is to take Fey-Touched with Hunter's Mark (to add 1d6 Force Damage to all of my attacks) and Misty Step, and a +1 to Wisdom. At 8, I may take Charger (I am also considering Mage Slayer and Gift of the Chromatic Dragon) since I didn't take it at 4, so I can add 1d8 damage whenever I move 10' towards an enemy. Since my radiant damage is limited to True Strike and eventually Starry Wisp, I want to have good Force damage to avoid resistances and immunities.
I don't believe you get saving throw proficiencies from multiclassing.
with a 15 in wisdom I would like to make the suggestion of resilient wisdom as an option. This will allow you to save against any pesky charm or fear affects and keep control of your character. Loss of control from a failed save reduces damage to 0 for that round, or worse turns your fantastic damage against your team.
I ended up going with Sentinel over Charger at 4 right before last week's session. Our paladin also took it and it we got a good amount of use with it last week. We played again yesterday and we had it set up so each of us would get an opportunity attack, but the enemy who was attacking a third player missed their attack. I intend to take a level of Druid to gain proficiency in Wisdom saves after Level 5, along with getting Shillelagh, Starry Wisp, and some undetermined spells. At level 6, the current plan is to take Fey-Touched with Hunter's Mark (to add 1d6 Force Damage to all of my attacks) and Misty Step, and a +1 to Wisdom. At 8, I may take Charger (I am also considering Mage Slayer and Gift of the Chromatic Dragon) since I didn't take it at 4, so I can add 1d8 damage whenever I move 10' towards an enemy. Since my radiant damage is limited to True Strike and eventually Starry Wisp, I want to have good Force damage to avoid resistances and immunities.
I don't believe you get saving throw proficiencies from multiclassing.
That's a bummer.
As others said you do not get save proficiencies from multiclassing. That is left out because then 1 level dips would be even stronger than they already are. But for your level 6 feat, my suggestion is resilient wisdom its a really solid feat.
Sentinel and Shield master are both just really solid feats for anything. You will be fighting lots of spellcasters but you won't necessarily be adjacent to them so I wouldn't recommend mage slayer as opposed to the other two. Other than that, fey touched is also really good because Misty step is a life saver. As a ranking:
1. Sentinel 2. Shield Master 3. Fey Touched 4. Heavy Armor Master 5. Charger 6. Gift of Dragon (fire because it stops Vampire regen) 7. Mage Slayer 8. War Caster
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Sentinel and Shield master are both just really solid feats for anything. You will be fighting lots of spellcasters but you won't necessarily be adjacent to them so I wouldn't recommend mage slayer as opposed to the other two. Other than that, fey touched is also really good because Misty step is a life saver. As a ranking:
1. Sentinel 2. Shield Master 3. Fey Touched 4. Heavy Armor Master 5. Charger 6. Gift of Dragon (fire because it stops Vampire regen) 7. Mage Slayer 8. War Caster
I have Battleaxe with the Topple Mastery and Trip Attack, so I can already force the enemy to make 2 saving throws to avoid being knocked prone. Do you think adding Shield Master, which would give me a third opportunity to knock an enemy prone would be overkill? I know forcing an enemy to make 3 saving throws to avoid being knocked prone could be very valuable, but I wonder if what I already have is sufficient and adding a third would be overkill. I've only been playing since September, so I don't have much experience with knocking enemies prone. I only just got Trip Attack at Level 3 and the Battleaxe mastery at 4. I tried it last session with my Battleaxe and it was immune to the prone condition.
Sentinel and Shield master are both just really solid feats for anything. You will be fighting lots of spellcasters but you won't necessarily be adjacent to them so I wouldn't recommend mage slayer as opposed to the other two. Other than that, fey touched is also really good because Misty step is a life saver. As a ranking:
1. Sentinel 2. Shield Master 3. Fey Touched 4. Heavy Armor Master 5. Charger 6. Gift of Dragon (fire because it stops Vampire regen) 7. Mage Slayer 8. War Caster
I have Battleaxe with the Topple Mastery and Trip Attack, so I can already force the enemy to make 2 saving throws to avoid being knocked prone. Do you think adding Shield Master, which would give me a third opportunity to knock an enemy prone would be overkill? I know forcing an enemy to make 3 saving throws to avoid being knocked prone could be very valuable, but I wonder if what I already have is sufficient and adding a third would be overkill. I've only been playing since September, so I don't have much experience with knocking enemies prone. I only just got Trip Attack at Level 3 and the Battleaxe mastery at 4. I tried it last session with my Battleaxe and it was immune to the prone condition.
You're forgetting you can use these three against different enemies as well. Having three prone enemies at your parties disposal is never a bad thing. Also the only things immune to prone are going to be giant monsters. Most things are not immune to that condition.
I just hit level 4 as a Weapon and Shield Battle Master with the Dueling Fighting Style. My AC is 18 while using a Shield. My weapons and weapon masteries are Longsword (SAP), Battleaxe (TOPPLE), Handaxe (VEX), and Warhammer (PUSH). My Battle Master Maneuvers are Trip Attack, Riposte, and Feinting Attack.
My stats are: STR: 17, DEX: 10, CON: 15, INT: 8, WIS: 15, CHA: 8. I was allowed to take two Magic Initiates at Level 1 with the following cantrips and spells: Blade Ward, Booming Blade, Green Flame Blade, and True Strike, with False Life and Silvery Barbs.
I get to choose Feats at Level 4, 6, and 8, and I am having a very difficult time choosing, so without any spoilers, please rank how useful you think the following Feats would be for Curse of Strahd:
Fey-Touched (+1 to WIS, with Hunter's Mark for additional 1d6 Force Damage added to every attack, while maintaining Concentration. I also get Misty Step)
War Caster (+1 to WIS, and will give me advantage on Concentration saves for Fey-Touched, and will allow me to cast the Shield spell while holding a sword and shield)
Charger (+1 to STR and I can move at least 10' in a straight line and deal an additional 1d8 damage on a hit and if I use Warhammer and Push, I can also push them back 10')
Sentinel (+1 to STR and In addition to me, we have a Paladin and Barbarian as front liners.)
Heavy Armor Master (+1 to CON and I could combine with Parry, which I may choose at Level 7 to mitigate even more melee damage)
Mage Slayer (+1 to STR and I assume that I will come across at least a few spell casters along the way and assume that Strahd also has spells)
Gift of the Chromatic Dragon (additional 1d4 of a chosen elemental type, along with resistance for that type)
Shield Master (+1 to STR and I can already use Battleaxe and Topple, combined with Trip Attack to have two chances to knock an enemy prone. Shield Master would give me a third opportunity to knock an enemy prone)
In addition to ranking them, I am open to suggestions as to which 3 Feats you would take if you were playing my character.
TIA
I would say it depends on the role you are trying to fill in the party.
Want just more damage? Take Charger. With Extra Attack at level 5, you could push the enemy away on the first attack, then charge forward and hit them again to get the bonus damage on the second attack.
Fey Touched is also not a bad option as a way to pick up a concentration spell for more damage, but I would take Hex over Hunter's Mark. You still get extra damage on each attack, but the extra effect of debuffing skill checks makes Hex the better spell in my opinion.
Got some caster allies constantly dropping concentration AoE's? Take Crusher or Shield Master to help knock enemies back into the AoE's.
If you want to be a little more sticky, keeping enemies focused on you, grab Sentinel. Lets you keep enemies near you, and is a nice way to weaponize your bonus action if the enemy attacks your other melee friends.
I decided to grab Charger at 4. I am leaning towards Sentinel or Shield Master at 6, and probably the other of those two at 8. I am leaning towards Shield Master at 6.
Shield Master at 6 would give me multiple chances at knocking an enemy prone, when I combine/stack that with Trip Attack, while using a Battleaxe with the Topple Mastery, especially combined with extra attack. Each one of those requires the enemy to make a saving throw to avoid being knocked prone and I really like the thought of being able to do that, but I wonder if that might be overkill? LOL
with a 15 in wisdom I would like to make the suggestion of resilient wisdom as an option. This will allow you to save against any pesky charm or fear affects and keep control of your character. Loss of control from a failed save reduces damage to 0 for that round, or worse turns your fantastic damage against your team.
This is a good suggestion. Resilient: Wisdom would be a great pickup at level 12 to sure up those control saving throws.
Shield Master and Sentinel at levels 6 and 8 are also good choices. By level 12 you will be a major force on the battlefield.
I ended up going with Sentinel over Charger at 4 right before last week's session. Our paladin also took it and it we got a good amount of use with it last week. We played again yesterday and we had it set up so each of us would get an opportunity attack, but the enemy who was attacking a third player missed their attack. I intend to take a level of Druid to gain proficiency in Wisdom saves after Level 5, along with getting Shillelagh, Starry Wisp, and some undetermined spells. At level 6, the current plan is to take Fey-Touched with Hunter's Mark (to add 1d6 Force Damage to all of my attacks) and Misty Step, and a +1 to Wisdom. At 8, I may take Charger (I am also considering Mage Slayer and Gift of the Chromatic Dragon) since I didn't take it at 4, so I can add 1d8 damage whenever I move 10' towards an enemy. Since my radiant damage is limited to True Strike and eventually Starry Wisp, I want to have good Force damage to avoid resistances and immunities.
I don't believe you get saving throw proficiencies from multiclassing.
That's a bummer.
As others said you do not get save proficiencies from multiclassing. That is left out because then 1 level dips would be even stronger than they already are. But for your level 6 feat, my suggestion is resilient wisdom its a really solid feat.
Sentinel and Shield master are both just really solid feats for anything. You will be fighting lots of spellcasters but you won't necessarily be adjacent to them so I wouldn't recommend mage slayer as opposed to the other two. Other than that, fey touched is also really good because Misty step is a life saver.
As a ranking:
1. Sentinel
2. Shield Master
3. Fey Touched
4. Heavy Armor Master
5. Charger
6. Gift of Dragon (fire because it stops Vampire regen)
7. Mage Slayer
8. War Caster
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I have Battleaxe with the Topple Mastery and Trip Attack, so I can already force the enemy to make 2 saving throws to avoid being knocked prone. Do you think adding Shield Master, which would give me a third opportunity to knock an enemy prone would be overkill? I know forcing an enemy to make 3 saving throws to avoid being knocked prone could be very valuable, but I wonder if what I already have is sufficient and adding a third would be overkill. I've only been playing since September, so I don't have much experience with knocking enemies prone. I only just got Trip Attack at Level 3 and the Battleaxe mastery at 4. I tried it last session with my Battleaxe and it was immune to the prone condition.
You're forgetting you can use these three against different enemies as well. Having three prone enemies at your parties disposal is never a bad thing. Also the only things immune to prone are going to be giant monsters. Most things are not immune to that condition.
"Uh, I have Illusory Script. I think I can read that."