Intermediate player planning to build a high damage/tanky character. The classes that popped up on my mind were Paladin and Barbarian. Multiclassing is not allowed on this campaign and it will be from level 1 to 12. I wanna know your thoughts about their features and gameplay, comparing them:
Combat: So far I've read that Paladins have a big Nova damage and Barbarians have a constant DPR. Paladins have to time when they'll have to go all-in on their Smites and Barbarians should know when to Rage. Also Paladins seem to have a bigger and better kit than Barbarians to win encounters.
Social: Paladins have more tools out-of-combat to deal with situations. Also a CHA based class. Barbarians doesnt seem bring the "leader" aspect to the table, but of course that also depends on the player.
Exploration: Barbarians look like a better scout class than Paladins.
Spells: Simple. Paladins are Half-Casters and Barbarians cant use spells. So barbarians have less management to do, but less utility.
Tankiness: Bear Totem Barb seems looks like the "best" meat tank in the game. D12 as a Hit die, Damage Reduction. Paladins also look good and depeding on the subclass, they can offer more support spells to aid the party.
Teamplayer: Paladins feel like more of a support-oriented class. Barbs looks more like a "lone-wolf".
Gameplay Mechanis: Barbarians seem more simple and straightfoward than Paladins.
Flavor/Fun Factor?!: This one is kinda personal. But how do you guys feel about it? Which Class do you have most fun with out of these two?
What else can you tell me about these Classes to help me make up my mind and which Subclasses do you recommend?
I'm going to preface this by stating you have it laid out pretty well, just need to ask yourself which playstyle sounds more like what you'd enjoy playing. That being said, I do have a few comments.
For the Social breakdown, it's true Paladins would have an easier time since they are a Charisma class, that doesn't mean your barbarian can't be somewhat sociable, if not a face. It's all about how you play your character. My group had a low intelligence, low charisma bugbear barbarian that would make friends everywhere we went because he played him in a lovable idiot kind of way. It's up to you to make the character fit the role.
For Teamplayer, Paladins have a lot more support options available to them through their spellcasting and auras, true. but Barbarians have options to not be 'lone wolves.' Path of Ancestral Guardian's effects are all about mitigating damage and diverting attacks from allies. The Totem barbarian's Wolf totem gives your melee allies advantage if you're engaged with the same enemy. You just have to forego the popular Bear Totem to gain the effect. Zealots (at level 10) have the ability to grant all of your allies advantage on attacks and saves for a round. Doesn't seem like much, but it can be pretty effective in the right situations.
Honestly, Totem barb is pretty straightforward. The other paths (Ancestral, Zealot, Storm herald) give a bit more flavor to the character both in mechanics and role play aspects, but again its all personal preference. Personally, I love the Zealot barb.
in one aspect, Paladin does beat out Barbarian in solo-classing because they have the option of fighting styles, specifically the Protection fighting style which lets them use their reaction to impose disadvantage on an attack against an ally within 5 ft of you, as long as you're using a shield. Barbarians don't get access to fighting styles, so they don't have this option.
but at the same time, Feats are also a good way to make a character lean more team orientated if they don't appear to be on the surface. Sentinel is a good control feat. Martial Adept is a great way to add a couple of maneuvers from the Battle Master's list to your character. Goading attack to make a target have disadvantage against everyone but you, Maneuvering Attack to reposition a ranged or caster player who got themselves into trouble, Distracting Strike to give the next attack by an ally advantage. Just a few options.
I've started rambling, so I'll end my post here. It's truly up to you and what you want to accomplish in your gameplay. If you want to "tank the most hits" by engaging a big bad and holding its attention for as long as possible while your party deals with everything else, Barbarian might be the way to go. If you want to "tank" by doing a little bit of everything and having an AC so high you might not get hit, Paladin is your choice. Both are fun, just depends on how you want to go about it
(for the record, I've had more experience playing as a Barbarian than a Paladin, so my examples are definitely more suited towards Barb. That being said, I do have a little experience with an Oath of the Ancients Paladin, and it's been pretty fun so far.)
I'd say they are about even in combat. Barbs do pretty consistent damage, and palies have high nova damage. I'd maybe tilt slightly toward paladin.
Socially, paladins have a definite edge being CHA based. Barbs can be social, but have less incentive to be.
For scouting, Barbarians tend to not wear armor, and have a higher incentive to not neglect DEX. Compared to palies that tend toward heavy armor and can easily dump DEX.
Spells. Paladin. Next.
For tankiness, like combat I would again say they are pretty even. Barbarian has more hp and damage resistance, but paladins have more than 1 means of healing, higher AC earlier, and better saves against spells. Draw.
Teamwork. Paladins have auras and spells to support the party. The barb may grapple their target, but otherwise their role is blunt instrument.
Neither are that difficult, but paladin's spells deepen their mechanics a bit.
Fun depends on personal preferences. I always play casters, and have never touched barbarian.
Depends a bit on party composition. A dedicated healer can make a barb nigh unstoppable. But in a vacuum, I'd say paladin is more versatile.
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I'm going to preface this by stating you have it laid out pretty well, just need to ask yourself which playstyle sounds more like what you'd enjoy playing. That being said, I do have a few comments.
For the Social breakdown, it's true Paladins would have an easier time since they are a Charisma class, that doesn't mean your barbarian can't be somewhat sociable, if not a face. It's all about how you play your character. My group had a low intelligence, low charisma bugbear barbarian that would make friends everywhere we went because he played him in a lovable idiot kind of way. It's up to you to make the character fit the role.
For Teamplayer, Paladins have a lot more support options available to them through their spellcasting and auras, true. but Barbarians have options to not be 'lone wolves.' Path of Ancestral Guardian's effects are all about mitigating damage and diverting attacks from allies. The Totem barbarian's Wolf totem gives your melee allies advantage if you're engaged with the same enemy. You just have to forego the popular Bear Totem to gain the effect. Zealots (at level 10) have the ability to grant all of your allies advantage on attacks and saves for a round. Doesn't seem like much, but it can be pretty effective in the right situations.
Honestly, Totem barb is pretty straightforward. The other paths (Ancestral, Zealot, Storm herald) give a bit more flavor to the character both in mechanics and role play aspects, but again its all personal preference. Personally, I love the Zealot barb.
in one aspect, Paladin does beat out Barbarian in solo-classing because they have the option of fighting styles, specifically the Protection fighting style which lets them use their reaction to impose disadvantage on an attack against an ally within 5 ft of you, as long as you're using a shield. Barbarians don't get access to fighting styles, so they don't have this option.
but at the same time, Feats are also a good way to make a character lean more team orientated if they don't appear to be on the surface. Sentinel is a good control feat. Martial Adept is a great way to add a couple of maneuvers from the Battle Master's list to your character. Goading attack to make a target have disadvantage against everyone but you, Maneuvering Attack to reposition a ranged or caster player who got themselves into trouble, Distracting Strike to give the next attack by an ally advantage. Just a few options.
I've started rambling, so I'll end my post here. It's truly up to you and what you want to accomplish in your gameplay. If you want to "tank the most hits" by engaging a big bad and holding its attention for as long as possible while your party deals with everything else, Barbarian might be the way to go. If you want to "tank" by doing a little bit of everything and having an AC so high you might not get hit, Paladin is your choice. Both are fun, just depends on how you want to go about it
(for the record, I've had more experience playing as a Barbarian than a Paladin, so my examples are definitely more suited towards Barb. That being said, I do have a little experience with an Oath of the Ancients Paladin, and it's been pretty fun so far.)
Hope I've been at least a little helpful lol
Depends a bit on party composition. A dedicated healer can make a barb nigh unstoppable. But in a vacuum, I'd say paladin is more versatile.