I have a Goliath Battle Master, with two-weapon fighting.
I was chosen for a group of 3 rogues that wanted a "tank" in the party. I'm still only a couple months new to DnD. I've read a few blogs now that seem to say a tank build in 5e is less about the build than it is how you use your character. So, at level for now, I have to choose a feat..
My first thought was dual wielder. But I figured I'd throw this question out here, in case people have better ideas on what to choose. Savage Attacker looks interesting, or else maybe Tough? I don't know, there's so many!
I have a Goliath Battle Master, with two-weapon fighting.
I was chosen for a group of 3 rogues that wanted a "tank" in the party. I'm still only a couple months new to DnD. I've read a few blogs now that seem to say a tank build in 5e is less about the build than it is how you use your character. So, at level for now, I have to choose a feat..
My first thought was dual wielder. But I figured I'd throw this question out here, in case people have better ideas on what to choose. Savage Attacker looks interesting, or else maybe Tough? I don't know, there's so many!
I started out a Vhuman fighter, so I began with Heavy Armor Mastery from level one (It blocks the first three points of most weapon attacks.) Early on, it's helped me avoid sick amounts of damage, proportionally speaking. Undoubtedly, it won't be as impressive later on as it is now, but it's always good. I'd suggest that or an HP-boosting feat. Or CON ASI, which will help with important saves.
I have a Goliath Battle Master, with two-weapon fighting.
I was chosen for a group of 3 rogues that wanted a "tank" in the party. I'm still only a couple months new to DnD. I've read a few blogs now that seem to say a tank build in 5e is less about the build than it is how you use your character. So, at level for now, I have to choose a feat..
My first thought was dual wielder. But I figured I'd throw this question out here, in case people have better ideas on what to choose. Savage Attacker looks interesting, or else maybe Tough? I don't know, there's so many!
Tanks need two things:
1) they need to draw the enemy to them.
2) they need to survive the enemy.
How you do this is varied and isn't class specific. A high level wizard could tank for a bunch of low level fighters.
So, what is your hook? Why would the NPCs attack you instead of the weaker PCs in your party? You need something that draws them to you.
Sentinel can be useful, but remember that your opportunity attacks per round is limited by how many reactions you can make per round, which limits that feat to a single use per round and percents using other reactions.
Alert is a good one. Allows the tank to get into position better at the start of combat. Also helps against invisible foes.
Dungeon Delver is another good one. Makes the tank more likely to be at full health when combat starts.
Durable, Tough, Resilient, and Heavy Armor Master all have obvious benefits on the durability end.
Magic Initiate has merit. Lots of spells have merit. Could follow up with War Caster which allows casting with opportunity attacks, amongst other things.
I do agree with stormknight that an ASI is never a bad option, but if you were to go for feats... my recommendations (definitely not in order) are:
Control
Mage Slayer - If you think that casters are going to be an issue for your campaign this feat will help "control" them as you will.
Sentinel - Is a must pick you want to control the movement of the hostile creatures.
Durability/Resistance
Heavy Armor Master (If you're a heavy armor user) - reducing 3 damage is nothing to scoff at, even as you level every bit of damage reduced is that much less that needs to be healed.
Medium Armor Master (if you're a medium armor user) - Allowing to get an additional +1 with dex is not bad, but might consider other options first.
Resilient (Wisdom) - Allowing your tank to have a good defense against mental attacks is just really good in general. Getting CHA, or INT isn't bad, but Wisdom is definitely the out of the three in my opinion.
Shield Master - Just being able to increase your chances on succeeding a saving throw is not bad, but i'd mostly pick it for the shove.
Tough - Nothing is wrong with just getting a flat bonus to health, but I'd recommend in getting other feats that would add more utility.
Movement
Charger - Helps you close distance in fights, and can potentially help with aggro (depending how your DM plays)
Mobile - a baseline movement increase is never bad, and helps with kiting enemies if its needed. (also has synergy with the charger feat)
Utility/Misc
Alert - Helps you in the initiative since in my experience most tanks has fairly low to average dex, but I'd pick it mostly for the can't be surprised while conscious and creature's don't gain advantage if you don't see them.
Mage Initiate - Never a bad choice, currently running an eldritch knight who picked up shield for the free cast, and it has saved him more times than I like to admit.
Polearm master (If you are using the correct weapons) - the synergy with this feat and sentinel is just an OP combo.
What are your Str and Con scores? Honestly at Level 4 I'm more worried about stats than feats unless I rolled REALLY well. If you stay a Fighter you're going to get two extra chances to grab a feat, but my first priority is usually getting my attack stat to 18. If I'm tanking, I'll want at least a 16 Con. As for feat options:
I'd skip Savage Attacker. It only works on one attack per round, you're already making two as a two-weapon fighter, it'll be three at Level 5, so Savage Attacker's effectiveness will diminsh pretty fast. Sentinel's not bad, especially if you're routinely fighting with a buddy next to you. Mage Slayer is situational, but in those situations it can be awesome. I'd hold off on this one for a bit, until you get a feel for how many times you're facing enemy casters. Alert and Mobile both help with battlefield positioning, and Mobile lets you escape a particularly nasty furball without drawing swipes. But as a tank, the middle of the furball is right where you want to be. :) Tough will certainly get you a nice batch of extra HP, but personally I'd probably just max Con first. You get half the HP boost, and a bump to your Con saves. Failing a Con save, especially at high levels, SUCKS OUT LOUD. We're talking poison, petrification, necrotic life drain, blindness, and some of the nastiest damage spells in the game. The one feat that's often overlooked(thanks FallenPhoenixIV for mentioning it) that I cannot recommend highly enough is Resilient(Wisdom). Maybe not at Level 4, but by Level 8 if possible. I play a Goliath Cavalier who is easily the heaviest hitter of our group. More than once the DM has thrown someone at us who has tried to Charm or Dominate my character, and thankfully I've been able to shrug it off, but it's been close once or twice. My fellow players are TERRIFIED at the thought of having my character turned against them, so shoring up my mental defenses became a high priority. When you're choosing your feats or stat bumps, remember: tanking isn't just about fancy combat tricks and battlefield control. You can't tank if you can't stay in the fight, and the simplest way to draw the enemy's attention is to be too big a threat for them to ignore :)
With four rouges in your party, one of them should have sentinel as they gain much more from it than you (ability to do sneak attack damage again!) so I would skip this if one of them has it. Imagine the big bad taking a swipe at you and 3 rouges using sentinel on him...hahahahahaha). If two party members have it then it doesn't work....make the rogues take it. IF you are already dual wielding than I think that is the feat to take, esp as it opens up your magic weapon selection when you find one. Otherwise go ASI to Str.
One thing we need to know for making an accurate recommendation: what weapons are you actually using?
The Dual Wielder feat is a given: +1 AC, access to better weapons, and the ability to draw/stow 2 weapons a turn.
Other than that, what weapons you're using matter. If you aren't using a Spear or Quarterstaff as one of your weapons, then do not take the Polearm Master feat. If you are using one of those weapons, then it is still worth considering for the ability to make an attack of opportunity when an enemy enters your reach.
Sentinel, as others have mentioned, is a very good choice. As Burgen mentioned, it would be more valuable to have your party rogues take the feat instead. The reaction attack does not work if the party member being attacked also has the feat, so talk with your party about this one.
Tough, Mobile, Resilient (Wisdom), Resilient (Dexterity) & Mage Slayer are all good choices, but there's one I haven't seen mentioned that should definitely go on any Fighter's list: Lucky
Lucky
You have inexplicable luck that seems to kick in at just the right moment.
You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.
You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker's roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.
You regain your expended luck points when you finish a long rest.
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I have a Goliath Battle Master, with two-weapon fighting.
I was chosen for a group of 3 rogues that wanted a "tank" in the party. I'm still only a couple months new to DnD. I've read a few blogs now that seem to say a tank build in 5e is less about the build than it is how you use your character. So, at level for now, I have to choose a feat..
My first thought was dual wielder. But I figured I'd throw this question out here, in case people have better ideas on what to choose. Savage Attacker looks interesting, or else maybe Tough? I don't know, there's so many!
Sentinel is a good one for keeping enemies from getting past you to the rest of the party.
Don't underestimate how good ASI (Ability Score Increase) can be. :)
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I started out a Vhuman fighter, so I began with Heavy Armor Mastery from level one (It blocks the first three points of most weapon attacks.) Early on, it's helped me avoid sick amounts of damage, proportionally speaking. Undoubtedly, it won't be as impressive later on as it is now, but it's always good. I'd suggest that or an HP-boosting feat. Or CON ASI, which will help with important saves.
The tough feat should be looked at.
Tanks need two things:
1) they need to draw the enemy to them.
2) they need to survive the enemy.
How you do this is varied and isn't class specific. A high level wizard could tank for a bunch of low level fighters.
So, what is your hook? Why would the NPCs attack you instead of the weaker PCs in your party? You need something that draws them to you.
And then you just need to survive....
More specific responses:
Dual wielder helps with #2, but not with #1.
Battlemaster's goadingstrike helps with #1.
Anyway, feat suggestions for party tank.
Sentinel can be useful, but remember that your opportunity attacks per round is limited by how many reactions you can make per round, which limits that feat to a single use per round and percents using other reactions.
Alert is a good one. Allows the tank to get into position better at the start of combat. Also helps against invisible foes.
Dungeon Delver is another good one. Makes the tank more likely to be at full health when combat starts.
Durable, Tough, Resilient, and Heavy Armor Master all have obvious benefits on the durability end.
Magic Initiate has merit. Lots of spells have merit. Could follow up with War Caster which allows casting with opportunity attacks, amongst other things.
I do agree with stormknight that an ASI is never a bad option, but if you were to go for feats... my recommendations (definitely not in order) are:
Control
Durability/Resistance
Movement
Utility/Misc
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What are your Str and Con scores? Honestly at Level 4 I'm more worried about stats than feats unless I rolled REALLY well. If you stay a Fighter you're going to get two extra chances to grab a feat, but my first priority is usually getting my attack stat to 18. If I'm tanking, I'll want at least a 16 Con. As for feat options:
I'd skip Savage Attacker. It only works on one attack per round, you're already making two as a two-weapon fighter, it'll be three at Level 5, so Savage Attacker's effectiveness will diminsh pretty fast. Sentinel's not bad, especially if you're routinely fighting with a buddy next to you. Mage Slayer is situational, but in those situations it can be awesome. I'd hold off on this one for a bit, until you get a feel for how many times you're facing enemy casters. Alert and Mobile both help with battlefield positioning, and Mobile lets you escape a particularly nasty furball without drawing swipes. But as a tank, the middle of the furball is right where you want to be. :) Tough will certainly get you a nice batch of extra HP, but personally I'd probably just max Con first. You get half the HP boost, and a bump to your Con saves. Failing a Con save, especially at high levels, SUCKS OUT LOUD. We're talking poison, petrification, necrotic life drain, blindness, and some of the nastiest damage spells in the game. The one feat that's often overlooked(thanks FallenPhoenixIV for mentioning it) that I cannot recommend highly enough is Resilient(Wisdom). Maybe not at Level 4, but by Level 8 if possible. I play a Goliath Cavalier who is easily the heaviest hitter of our group. More than once the DM has thrown someone at us who has tried to Charm or Dominate my character, and thankfully I've been able to shrug it off, but it's been close once or twice. My fellow players are TERRIFIED at the thought of having my character turned against them, so shoring up my mental defenses became a high priority. When you're choosing your feats or stat bumps, remember: tanking isn't just about fancy combat tricks and battlefield control. You can't tank if you can't stay in the fight, and the simplest way to draw the enemy's attention is to be too big a threat for them to ignore :)
With four rouges in your party, one of them should have sentinel as they gain much more from it than you (ability to do sneak attack damage again!) so I would skip this if one of them has it. Imagine the big bad taking a swipe at you and 3 rouges using sentinel on him...hahahahahaha). If two party members have it then it doesn't work....make the rogues take it. IF you are already dual wielding than I think that is the feat to take, esp as it opens up your magic weapon selection when you find one. Otherwise go ASI to Str.
One thing we need to know for making an accurate recommendation: what weapons are you actually using?
The Dual Wielder feat is a given: +1 AC, access to better weapons, and the ability to draw/stow 2 weapons a turn.
Other than that, what weapons you're using matter. If you aren't using a Spear or Quarterstaff as one of your weapons, then do not take the Polearm Master feat. If you are using one of those weapons, then it is still worth considering for the ability to make an attack of opportunity when an enemy enters your reach.
Sentinel, as others have mentioned, is a very good choice. As Burgen mentioned, it would be more valuable to have your party rogues take the feat instead. The reaction attack does not work if the party member being attacked also has the feat, so talk with your party about this one.
Tough, Mobile, Resilient (Wisdom), Resilient (Dexterity) & Mage Slayer are all good choices, but there's one I haven't seen mentioned that should definitely go on any Fighter's list: Lucky
You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.