I'm playing a Mountain Dwarf Battlemaster Fighter Multicalssing into Ranger, My stats are 20 STR and 17 CON @ lvl 7, I got fairly lucky on my stat rolls, starting with 19 STR 17 CON and no stat lower than 10.
My DM is quite generous with magic items so currently I'm wielding a reach weapon dealing 1d12 +1d4 And also I have +1 plate armor for an AC of 19
The build I'm considering is the following;
Fighting style; Great Weapon Fighting - on average 2 extra points of damage on an attack + greatly increases the minimum damage on my attacks. Tunnel Fighter - Infinite Attacks of Opportunity at the cost of a Bonus Action.
Feats; Brawny -> Doubles carrying capacity, brings Athletic checks to +11 @ lvl7. Lets me drag basically anything across the battlefield which is silly and humiliating, for them. Sentinel - > Allows me to scream 'ATTACK OF OPPORTUNITY' more than I should. Polearm master - > Allows me to scream 'ATTACK OF OPPORTUNITY' permanently. And I now threaten 25 squares.
Due to being new to the game and how I progressed my character this build won;t be active until level 10, but in theory it could be active from level 6 on, since you don't really need GWF and Brawny for it to work, it just works better with them IMO. Brawny could theoretically be any other feat or an ASI to bring your STR to 20.
What it allows me is the following; - As a Bonus action, my AoO's wont cost my reaction and as a reaction I could make a melee attack against anything within reach that moves more than 5ft. - I threaten 25 squares with a reach weapon and anything that enters my reach with that weapon provokes an AoO. - Anything leaving my reach provokes an attack of opportunity and anything hit with such an attack has 0 movement for the rest of the turn , as a bonus I can take a reaction to make a melee attack agains any creature within 5ft. (or within reach as my DM rules it) that makes an attack against an ally of mine. - As a bonus by itself I can basically grapple/shove/drag anything around the battelfield, which is hilarious. but more importantly inhibits monsters from getting to my party.
Now this is not perse OP by itself, but what it boils down to is that @ lvl7 I consistently get an extra attack per turn, which will be pretty much 2 attacks at the least at level 10. 1 to possibly 2 of these attacks actually reduce the targets speed to 0 for an entire turn. Which has saved the party more than once. combine this with a pretty balanced party consisting of a Wizard with Enlarge, Polymorph and Haste a druid capable of wildshaping into a Giant Constrictor Snake and a Paladin with mean crits, a Warlock who deals solid EB damage and a Cleric and you got yourself "As I am enlarged I will now grapple and drag this dragon across the plateau." situation.
So what if all the monsters are surrounding you after one turn of unlimited AoO and you get stomped by all of them? - I have 19 AC, parry, a reach weapon and 97HP @ lvl10. Come at me. Also our cleric knows spare the dying and 2 characters can Polymorph me into a Giant Ape, which is a heal itself, more or less.
So what if you'll encounter a flying monster? - Keep all allies within my 25ft. square, wait until the monster makes a melee attack and triggers Sentinel, have precision attack, grapple the monster next turn.
So what if you can't grapple all the targets or your target is too large too grapple? - Go HAM kill quick, let the wizard/druid Polymorph me into a Giant Ape.
So what do you think of the build? The only problem I have with it, is that I think my DM absolutely hates it, because of all the 'Now you can't move anymore' and 'ATTACK OF OPPORTUNITY' shenanigans,
It is well known that tunnel fighter is broken, which is why it didn't make it into release.
It should also be noted that the attacks granted by tunnel fighter and sentinel are not attacks of opportunity and, as such, still cost your reaction and do not reduce speed.
- As a Bonus action, my AoO's wont cost my reaction and as a reaction I could make a melee attack against anything within reach that moves more than 5ft. - I threaten 25 squares with a reach weapon and anything that enters my reach with that weapon provokes an AoO. - Anything leaving my reach provokes an attack of opportunity and anything hit with such an attack has 0 movement for the rest of the turn , as a bonus I can take a reaction to make a melee attack agains any creature within 5ft. (or within reach as my DM rules it) that makes an attack against an ally of mine. - As a bonus by itself I can basically grapple/shove/drag anything around the battelfield, which is hilarious. but more importantly inhibits monsters from getting to my party.
Now this is not perse OP by itself, but what it boils down to is that @ lvl7 I consistently get an extra attack per turn, which will be pretty much 2 attacks at the least at level 10. 1 to possibly 2 of these attacks actually reduce the targets speed to 0 for an entire turn. Which has saved the party more than once. combine this with a pretty balanced party consisting of a Wizard with Enlarge, Polymorph and Haste a druid capable of wildshaping into a Giant Constrictor Snake and a Paladin with mean crits, a Warlock who deals solid EB damage and a Cleric and you got yourself "As I am enlarged I will now grapple and drag this dragon across the plateau." situation.
So what if all the monsters are surrounding you after one turn of unlimited AoO and you get stomped by all of them? - I have 19 AC, parry, a reach weapon and 97HP @ lvl10. Come at me. Also our cleric knows spare the dying and 2 characters can Polymorph me into a Giant Ape, which is a heal itself, more or less.
First, how are you threatening 25 squares, that math doesn’t work at all unless you ignore diagonal rules? Second the way you say “reaction... against anything” sounds like you think you get more then 1 reaction, which you don’t. More accurate would be a reaction against the first thing that moves more then 5 feet. Third to be doing a d12, you must be using a lance (or homebrew) which means your wielding a two handed weapon and anything that does slip past your 10 reach and get within 5 feet means you now have disadvantage to hit it or suffer an opportunity Attack to open the distance.
Grapple/shove/drag still requires you to beat them on a STR vs STR/DEX, being able to do it to heavier creatures isn’t that exciting unless you plan to frequently fight huge creatures, and even then there is a limit as huge creatures are likely to have big modifiers and are more likely to beat your check, and may still be too heavy to move.
“Come at me” 19 AC is great, but doesn’t guarantee safety, especially if what your fighting has pact tactics and you get 1 parry, plus the disadvantage I am assuming you have against a creature within 5 feet. I don’t care what you are, you stand in the middle of 8 enemies for more then a round or two and your going down. I have a Warforged Tempest Cleric/Fighter Build, at level 10 he has 97HP, a 23 AC - will have Spirit Guardians up dealing 3d8 or 4d8 (depending on spell level cast) to every creature within 15 feet of him at the start of their turn with a +8 and advantage to maintain it, and I wouldn’t try to stand in the middle of 8 enemies.
Don’t get me wrong, it is a solid build, but it doesn’t break combat and unless your DM is throwing mobs at you in tight spaces every combat, you are devoting a lot or resources that will add minimal benefit.
- As a Bonus action, my AoO's wont cost my reaction and as a reaction I could make a melee attack against anything within reach that moves more than 5ft. - I threaten 25 squares with a reach weapon and anything that enters my reach with that weapon provokes an AoO. - Anything leaving my reach provokes an attack of opportunity and anything hit with such an attack has 0 movement for the rest of the turn , as a bonus I can take a reaction to make a melee attack agains any creature within 5ft. (or within reach as my DM rules it) that makes an attack against an ally of mine. - As a bonus by itself I can basically grapple/shove/drag anything around the battelfield, which is hilarious. but more importantly inhibits monsters from getting to my party.
Now this is not perse OP by itself, but what it boils down to is that @ lvl7 I consistently get an extra attack per turn, which will be pretty much 2 attacks at the least at level 10. 1 to possibly 2 of these attacks actually reduce the targets speed to 0 for an entire turn. Which has saved the party more than once. combine this with a pretty balanced party consisting of a Wizard with Enlarge, Polymorph and Haste a druid capable of wildshaping into a Giant Constrictor Snake and a Paladin with mean crits, a Warlock who deals solid EB damage and a Cleric and you got yourself "As I am enlarged I will now grapple and drag this dragon across the plateau." situation.
So what if all the monsters are surrounding you after one turn of unlimited AoO and you get stomped by all of them? - I have 19 AC, parry, a reach weapon and 97HP @ lvl10. Come at me. Also our cleric knows spare the dying and 2 characters can Polymorph me into a Giant Ape, which is a heal itself, more or less.
First, how are you threatening 25 squares, that math doesn’t work at all unless you ignore diagonal rules? Second the way you say “reaction... against anything” sounds like you think you get more then 1 reaction, which you don’t. More accurate would be a reaction against the first thing that moves more then 5 feet.
Grapple/shove/drag still requires you to beat them on a STR vs STR/DEX, being able to do it to heavier creatures isn’t that exciting unless you plan to frequently fight huge creatures, and even then there is a limit as huge creatures are likely to have big modifiers and are more likely to beat your check
“Come at me” 19 AC is great, but doesn’t guarantee safety, especially if what your fighting has pact tactics and you get 1 parry, I don’t care what you are, you stand in the middle of 8 enemies for more then a round or two and your going down. I have a Warforged Tempest Cleric/Fighter Build, at level 10 he has 97HP, a 23 AC - will have Spirit Guardians up dealing 4d8 to every creature within 15 feet of him at the start of their turn with a +8 and advantage to maintain it, and I wouldn’t try to stand in the middle of 8 enemies.
Don’t get me wrong, it is a solid build, but it doesn’t break combat and unless your DM is throwing mobs at you in tight spaces every combat, you are devoting a lot or resources that will add minimal benefit.
Breaking combat is a bit exaggerated of course, this build won;t singlehandedly destroy a horde of black dragons, probably not even one singlehandedly, but a build capable of reliably getting 3-4 attacks off with little to no expenses spent at level 6-10 is pretty good, if not pretty OP not something I'd consider 'minimal benefit' And sure "DuAl WiEld CaN DO ThIs ToO" but with D8's instead of 2D6's/1D12's and can not stop enemies in their tracks and can get a maximum of 4 hits, does not have reach advantage. So is arguably worse.
My DM ignores diagonal rules, but that still would be 21 squares according to regular rules, at least from how we play in that group. And you obviously only get one reaction per turn, but with Riposte, Sentinel and Tunnel Fighter active I have at least 3 conditions which trigger a reaction. Which results in me most likely getting it off every single turn, at least it already does now with only Sentinel and Riposte, provided I can only use the latter 4 times per Short Rest at this point and 5 times at level 10. That plus the fact that from the point you run Tunnel Fighter your AoO's are pretty much free, means 4 attacks per turn. Resulting in another attack, thus having 4 attacks at level 10 and possibly even as early as level 7 at the bare cost of just your bonus action and perhaps a maneuver. which is 8d6 +20 each turn, provided that all attacks hit.
Being surrounded by 8 enemies never is an ideal situation of course, but i've been there a few times and it went not terrible, I mean my character lived, for more than 2 rounds. But then again the goal of Sentinel + PAM combined with Tunnel Fighter is that when a horde approaches they don't actually all get close to you, or at least a part of the horde is stopped before they actually reach you, because of Sentinel + PAM. Even if the first enemy does reach you when you miss with Sentinel + PAM it will still trigger TF, because it moved 5ft. or more whilst in your reach. Again this isn't an allmighty godcreature capable of destroying a horde of black dragons by itself, but nothing is, throw stuff at something with enough HP and AC and eventually anything will die. But this build is definetely not just viable to take on hordes, it is actually quite viable against bossfights too. Best of all I take all that damage, so my party won't and they can buff/heal me, whilst enemies are having quite the hard time passing me.
But any suggestions how I should have devoted my precious resources for better. As I see it now I pretty much have 4 attacks per round at level 10 and still 10 levels to dow whatever I like. And I'm wondering what I'm going to do past lvl 10
eh, you have a build in mind and are doing it so I am not saying you’ve wasted your resources, just that that you seem designed to tackle mobs and aoe spells do that better then melee fighters. If it seems to work well in your group then great.
As to what to do next, if you want to keep going in Fighter to get more attacks that would be an option or start taking Paladin to add in Smites
eh, you have a build in mind and are doing it so I am not saying you’ve wasted your resources, just that that you seem designed to tackle mobs and aoe spells do that better then melee fighters. If it seems to work well in your group then great.
As to what to do next, if you want to keep going in Fighter to get more attacks that would be an option or start taking Paladin to add in Smites
No I understand that but I'm not a veteran and was wondering if there were other suggestions, but the goal isn't mobbing or AoE, I'd be a wizard then, the main goal is to create a character with high DPR and keeping the wizard, cleric and warlock alive, I thought about pala too but I only have 10 CHA, so that's not really viable unfortunately. I could still multiclass into Barb or even Rogue and my INT is 11 so with an additional ASI I could go wizard, but why bother? Since I'd be better off as an EK
eh, you have a build in mind and are doing it so I am not saying you’ve wasted your resources, just that that you seem designed to tackle mobs and aoe spells do that better then melee fighters. If it seems to work well in your group then great.
As to what to do next, if you want to keep going in Fighter to get more attacks that would be an option or start taking Paladin to add in Smites
No I understand that but I'm not a veteran and was wondering if there were other suggestions, but the goal isn't mobbing or AoE, I'd be a wizard then, the main goal is to create a character with high DPR and keeping the wizard, cleric and warlock alive, I thought about pala too but I only have 10 CHA, so that's not really viable unfortunately. I could still multiclass into Barb or even Rogue and my INT is 11 so with an additional ASI I could go wizard, but why bother? Since I'd be better off as an EK
Without a Finesse weapon Rogue won't add much for you, if you are not casting or concentrating on spells Barbarian for a few levels would net you some cool abilities, Danger Sense and reduced damage while Raging, but if you are dipping into Ranger you are probably taking Hunter's Mark, either way I would take Fighter to at least 12 first so you get your 3 attacks and an ASI/Feat, maybe Mobile to help you keep your distance and open up more opportunity attacks.
Not sure if you've started dipping into Ranger yet, are you using the Revised or PHB and what subclass where you thinking?
I figured that out today too, I wasn't too keen on Barb either, since it doesn;t have a whole lot of synergy with the ranger build + if I drop my plate I'm back to only 14AC momentarily, So I think I'll focus on getting my CON to 20 first, which is 2 ASI away, as for feats I was indeed thinking of mobile, GWM or perhaps the feat that gives even more HP (Tough? can't remember it's name right now),
My DM lets me use UA's revised luckily and I have 1 level in ranger at this moment. As for ranger subclasses, I haven;t really thought of it yet, since I only considered 2 levels of ranger for the extra fighting style, since B.Masters only get 1 and I already had GWF and couldn't multiclass into Paladin, Beast masters seems cool, but I think Hunter is much better because of Colossus Slayer and Multiattack Defense, if I decide to go that far into Ranger.
So maybe I'll settle on a 12/8 split so I still get 4 more ASI, maxing CON and taking Tough and GWF/Mobile. But I'll doubt we get that far as our DM is saying he will 'At least kill one or 2 characters in the next session or will either TPK' don't know if he is bored with the campaign or that it's that we roflstomped half of the bossfights and survied at least a few fights were characters should have died judging from CR alone.
Haha, never had a DM say they were going to drop a character or two in a session, you should never "plan" to kill your players, just set up situations and if people die so be it.
Beast Master from UA is solid, but PHB is garbage, especially if you are only taking 8 levels, even using the UA only 8 levels is going to create a weaker pet. I am a huge fan of Gloomstalker, but Hunter would also work with a fighter.
Gloomstalker probably gives you more, it gives you an extra attack that does an extra d8 first round of combat, and it works with action surge, so at level 15 (fighter 12/ranger 3) you could have an opening round with 8 attacks with an action surge. It also extends or grants darkvision, makes you invisible to creatures relying on darkvision to see you, adds 10 feet of speed in the opening round, eventually WIS saving throw proficiency, and some additional spells.
Hunter would give you either Horde Breaker or Colossus Slayer, the level 7 skill isn't as useful if you have Mobile
Yeah I agree, not sure if he's actually planning on it but he says it a lot, up to the point that I'm not sure if he's joking or not and we're a party of lvl 7 and we've faced multiple encounters with combined CR's of 20+, we already know storywise that we'll have at least 3 more of those encounters and one with a CR14-18 boss... so yeah.
I completely forgot about gloomstalker's invisibility in the dark, that is actually mad good, since we're in the dark for a lot of encounters. And I think Horde Breaker would be better than Colossus Slayer since both are 'once per turn' effects, might I still decide to go Hunter, But I'm thinking Gloomstalker is the way to go, Beast Master was my first consideration so I could abuse the companions 'Help' action to gain advantage, but that only works on one attack and generally feels a bit like a cheap route to go..
I know about the familiar/help mechanic, but it seemed a bit fragile.. I know it works, but I'm not sure if my DM will allow it. Most of the familiars will be one shotted by anything we encounter at this point of the campaign even with flyby, But this is most likely what I'll use between level 8-9 or levels 8-13 (depending if I take up levels in fighter or ranger after level 8) to get advantage on my attacks,
Are you going to take up Elven Accuracy with that build at some point?
A Familiar is super fragile, but invaluable in exploration and my DM really doesn't attack it in combat, even if he eventually started to 10gp for a few rounds of advantage is worth it, and you would always get at least a few rounds, its not like an encounter starts and the enemy would be like, oh take out the owl, that's the biggest threat!
I think it was a misinterpretation of Opportunity Attack rules, which in 5E doesn't threaten every squares/space within reach. Such build only provoke an Opportunity Attack when a hostile creature that you can see moves out of your reach or enter the reach you have with that weapon, not when moving from a square/space to another within it.
Hi There,
I'm playing a Mountain Dwarf Battlemaster Fighter Multicalssing into Ranger,
My stats are 20 STR and 17 CON @ lvl 7, I got fairly lucky on my stat rolls, starting with 19 STR 17 CON and no stat lower than 10.
My DM is quite generous with magic items so currently I'm wielding a reach weapon dealing 1d12 +1d4
And also I have +1 plate armor for an AC of 19
The build I'm considering is the following;
Fighting style;
Great Weapon Fighting - on average 2 extra points of damage on an attack + greatly increases the minimum damage on my attacks.
Tunnel Fighter - Infinite Attacks of Opportunity at the cost of a Bonus Action.
Feats;
Brawny -> Doubles carrying capacity, brings Athletic checks to +11 @ lvl7. Lets me drag basically anything across the battlefield which is silly and humiliating, for them.
Sentinel - > Allows me to scream 'ATTACK OF OPPORTUNITY' more than I should.
Polearm master - > Allows me to scream 'ATTACK OF OPPORTUNITY' permanently. And I now threaten 25 squares.
Due to being new to the game and how I progressed my character this build won;t be active until level 10, but in theory it could be active from level 6 on, since you don't really need GWF and Brawny for it to work, it just works better with them IMO. Brawny could theoretically be any other feat or an ASI to bring your STR to 20.
What it allows me is the following;
- As a Bonus action, my AoO's wont cost my reaction and as a reaction I could make a melee attack against anything within reach that moves more than 5ft.
- I threaten 25 squares with a reach weapon and anything that enters my reach with that weapon provokes an AoO.
- Anything leaving my reach provokes an attack of opportunity and anything hit with such an attack has 0 movement for the rest of the turn , as a bonus I can take a reaction to make a melee attack agains any creature within 5ft. (or within reach as my DM rules it) that makes an attack against an ally of mine.
- As a bonus by itself I can basically grapple/shove/drag anything around the battelfield, which is hilarious. but more importantly inhibits monsters from getting to my party.
Now this is not perse OP by itself, but what it boils down to is that @ lvl7 I consistently get an extra attack per turn, which will be pretty much 2 attacks at the least at level 10.
1 to possibly 2 of these attacks actually reduce the targets speed to 0 for an entire turn. Which has saved the party more than once.
combine this with a pretty balanced party consisting of a Wizard with Enlarge, Polymorph and Haste a druid capable of wildshaping into a Giant Constrictor Snake and a Paladin with mean crits, a Warlock who deals solid EB damage and a Cleric and you got yourself "As I am enlarged I will now grapple and drag this dragon across the plateau." situation.
So what if all the monsters are surrounding you after one turn of unlimited AoO and you get stomped by all of them?
- I have 19 AC, parry, a reach weapon and 97HP @ lvl10. Come at me. Also our cleric knows spare the dying and 2 characters can Polymorph me into a Giant Ape, which is a heal itself, more or less.
So what if you'll encounter a flying monster?
- Keep all allies within my 25ft. square, wait until the monster makes a melee attack and triggers Sentinel, have precision attack, grapple the monster next turn.
So what if you can't grapple all the targets or your target is too large too grapple?
- Go HAM kill quick, let the wizard/druid Polymorph me into a Giant Ape.
So what do you think of the build?
The only problem I have with it, is that I think my DM absolutely hates it, because of all the 'Now you can't move anymore' and 'ATTACK OF OPPORTUNITY' shenanigans,
It is well known that tunnel fighter is broken, which is why it didn't make it into release.
It should also be noted that the attacks granted by tunnel fighter and sentinel are not attacks of opportunity and, as such, still cost your reaction and do not reduce speed.
First, how are you threatening 25 squares, that math doesn’t work at all unless you ignore diagonal rules? Second the way you say “reaction... against anything” sounds like you think you get more then 1 reaction, which you don’t. More accurate would be a reaction against the first thing that moves more then 5 feet. Third to be doing a d12, you must be using a lance (or homebrew) which means your wielding a two handed weapon and anything that does slip past your 10 reach and get within 5 feet means you now have disadvantage to hit it or suffer an opportunity Attack to open the distance.
Grapple/shove/drag still requires you to beat them on a STR vs STR/DEX, being able to do it to heavier creatures isn’t that exciting unless you plan to frequently fight huge creatures, and even then there is a limit as huge creatures are likely to have big modifiers and are more likely to beat your check, and may still be too heavy to move.
“Come at me” 19 AC is great, but doesn’t guarantee safety, especially if what your fighting has pact tactics and you get 1 parry, plus the disadvantage I am assuming you have against a creature within 5 feet. I don’t care what you are, you stand in the middle of 8 enemies for more then a round or two and your going down. I have a Warforged Tempest Cleric/Fighter Build, at level 10 he has 97HP, a 23 AC - will have Spirit Guardians up dealing 3d8 or 4d8 (depending on spell level cast) to every creature within 15 feet of him at the start of their turn with a +8 and advantage to maintain it, and I wouldn’t try to stand in the middle of 8 enemies.
Don’t get me wrong, it is a solid build, but it doesn’t break combat and unless your DM is throwing mobs at you in tight spaces every combat, you are devoting a lot or resources that will add minimal benefit.
Breaking combat is a bit exaggerated of course, this build won;t singlehandedly destroy a horde of black dragons, probably not even one singlehandedly, but a build capable of reliably getting 3-4 attacks off with little to no expenses spent at level 6-10 is pretty good, if not pretty OP not something I'd consider 'minimal benefit' And sure "DuAl WiEld CaN DO ThIs ToO" but with D8's instead of 2D6's/1D12's and can not stop enemies in their tracks and can get a maximum of 4 hits, does not have reach advantage. So is arguably worse.
My DM ignores diagonal rules, but that still would be 21 squares according to regular rules, at least from how we play in that group.
And you obviously only get one reaction per turn, but with Riposte, Sentinel and Tunnel Fighter active I have at least 3 conditions which trigger a reaction. Which results in me most likely getting it off every single turn, at least it already does now with only Sentinel and Riposte, provided I can only use the latter 4 times per Short Rest at this point and 5 times at level 10. That plus the fact that from the point you run Tunnel Fighter your AoO's are pretty much free, means 4 attacks per turn.
Resulting in another attack, thus having 4 attacks at level 10 and possibly even as early as level 7 at the bare cost of just your bonus action and perhaps a maneuver.
which is 8d6 +20 each turn, provided that all attacks hit.
Being surrounded by 8 enemies never is an ideal situation of course, but i've been there a few times and it went not terrible, I mean my character lived, for more than 2 rounds.
But then again the goal of Sentinel + PAM combined with Tunnel Fighter is that when a horde approaches they don't actually all get close to you, or at least a part of the horde is stopped before they actually reach you, because of Sentinel + PAM. Even if the first enemy does reach you when you miss with Sentinel + PAM it will still trigger TF, because it moved 5ft. or more whilst in your reach. Again this isn't an allmighty godcreature capable of destroying a horde of black dragons by itself, but nothing is, throw stuff at something with enough HP and AC and eventually anything will die. But this build is definetely not just viable to take on hordes, it is actually quite viable against bossfights too.
Best of all I take all that damage, so my party won't and they can buff/heal me, whilst enemies are having quite the hard time passing me.
But any suggestions how I should have devoted my precious resources for better. As I see it now I pretty much have 4 attacks per round at level 10 and still 10 levels to dow whatever I like. And I'm wondering what I'm going to do past lvl 10
eh, you have a build in mind and are doing it so I am not saying you’ve wasted your resources, just that that you seem designed to tackle mobs and aoe spells do that better then melee fighters. If it seems to work well in your group then great.
As to what to do next, if you want to keep going in Fighter to get more attacks that would be an option or start taking Paladin to add in Smites
No I understand that but I'm not a veteran and was wondering if there were other suggestions,
but the goal isn't mobbing or AoE, I'd be a wizard then, the main goal is to create a character with high DPR and keeping the wizard, cleric and warlock alive,
I thought about pala too but I only have 10 CHA, so that's not really viable unfortunately.
I could still multiclass into Barb or even Rogue and my INT is 11 so with an additional ASI I could go wizard, but why bother? Since I'd be better off as an EK
Without a Finesse weapon Rogue won't add much for you, if you are not casting or concentrating on spells Barbarian for a few levels would net you some cool abilities, Danger Sense and reduced damage while Raging, but if you are dipping into Ranger you are probably taking Hunter's Mark, either way I would take Fighter to at least 12 first so you get your 3 attacks and an ASI/Feat, maybe Mobile to help you keep your distance and open up more opportunity attacks.
Not sure if you've started dipping into Ranger yet, are you using the Revised or PHB and what subclass where you thinking?
Yeah you're right,
I figured that out today too, I wasn't too keen on Barb either, since it doesn;t have a whole lot of synergy with the ranger build + if I drop my plate I'm back to only 14AC momentarily,
So I think I'll focus on getting my CON to 20 first, which is 2 ASI away, as for feats I was indeed thinking of mobile, GWM or perhaps the feat that gives even more HP (Tough? can't remember it's name right now),
My DM lets me use UA's revised luckily and I have 1 level in ranger at this moment.
As for ranger subclasses, I haven;t really thought of it yet, since I only considered 2 levels of ranger for the extra fighting style, since B.Masters only get 1 and I already had GWF and couldn't multiclass into Paladin,
Beast masters seems cool, but I think Hunter is much better because of Colossus Slayer and Multiattack Defense, if I decide to go that far into Ranger.
So maybe I'll settle on a 12/8 split so I still get 4 more ASI, maxing CON and taking Tough and GWF/Mobile.
But I'll doubt we get that far as our DM is saying he will 'At least kill one or 2 characters in the next session or will either TPK' don't know if he is bored with the campaign or that it's that we roflstomped half of the bossfights and survied at least a few fights were characters should have died judging from CR alone.
Haha, never had a DM say they were going to drop a character or two in a session, you should never "plan" to kill your players, just set up situations and if people die so be it.
Beast Master from UA is solid, but PHB is garbage, especially if you are only taking 8 levels, even using the UA only 8 levels is going to create a weaker pet. I am a huge fan of Gloomstalker, but Hunter would also work with a fighter.
Gloomstalker probably gives you more, it gives you an extra attack that does an extra d8 first round of combat, and it works with action surge, so at level 15 (fighter 12/ranger 3) you could have an opening round with 8 attacks with an action surge. It also extends or grants darkvision, makes you invisible to creatures relying on darkvision to see you, adds 10 feet of speed in the opening round, eventually WIS saving throw proficiency, and some additional spells.
Hunter would give you either Horde Breaker or Colossus Slayer, the level 7 skill isn't as useful if you have Mobile
Yeah I agree, not sure if he's actually planning on it but he says it a lot, up to the point that I'm not sure if he's joking or not and we're a party of lvl 7 and we've faced multiple encounters with combined CR's of 20+, we already know storywise that we'll have at least 3 more of those encounters and one with a CR14-18 boss... so yeah.
I completely forgot about gloomstalker's invisibility in the dark, that is actually mad good, since we're in the dark for a lot of encounters.
And I think Horde Breaker would be better than Colossus Slayer since both are 'once per turn' effects, might I still decide to go Hunter,
But I'm thinking Gloomstalker is the way to go, Beast Master was my first consideration so I could abuse the companions 'Help' action to gain advantage, but that only works on one attack and generally feels a bit like a cheap route to go..
I use an owl familiar which has flyby and I use it for help in combat all the time
https://ddb.ac/characters/3104296/BFmZJl
I know about the familiar/help mechanic, but it seemed a bit fragile.. I know it works, but I'm not sure if my DM will allow it.
Most of the familiars will be one shotted by anything we encounter at this point of the campaign even with flyby,
But this is most likely what I'll use between level 8-9 or levels 8-13 (depending if I take up levels in fighter or ranger after level 8) to get advantage on my attacks,
Are you going to take up Elven Accuracy with that build at some point?
At the next level I pick up EA, ultimately this would be him at 20
https://ddb.ac/characters/9552553/xJKftR
A Familiar is super fragile, but invaluable in exploration and my DM really doesn't attack it in combat, even if he eventually started to 10gp for a few rounds of advantage is worth it, and you would always get at least a few rounds, its not like an encounter starts and the enemy would be like, oh take out the owl, that's the biggest threat!
How do you have 25ft of reach? Reach weapons only give you 10ft and you said you're a dwarf?
I think it was a misinterpretation of Opportunity Attack rules, which in 5E doesn't threaten every squares/space within reach. Such build only provoke an Opportunity Attack when a hostile creature that you can see moves out of your reach or enter the reach you have with that weapon, not when moving from a square/space to another within it.