I don't think magic items should be a factor. There's DM that will give characters magic items tailored to them and others that won't, wether homebrewed or published adventures.
But IMHO a player shouldn't chose to wield weapons based on magic items he might or might not find.
Ancestral Guardian is a good candidate for TWF since you can only apply your main class feature if you hit someone. TWF means more chances to hit.
It's much like sneak attack or the zealot damage in that it only applies to one enemy, but having multiple chances to hit gives you a better chance to apply it when you need it. The barbarian abilities apply to the first target you hit, whereas sneak attack can be applied on any hit as long as it hasn't already been applied that turn.
Getting the Ancestral Protectors in and then attacking another creature can gimp one target and then help to down another. The possibilities there are nice.
1) Maximize action economy efficiency. Bonus Actions: TWF attack, and Chromatic Infusion. These won’t interfere much and they definitely synergize well (damage per attack + maximizing attacks per turn). Reactions: Interception and Chromatic Resistance. Won’t interfere at all and gives you an option almost every single round to ensure you’re maximizing Reaction usage.
2) Maxxed Str and Con. Useful for Champion Regeneration and highest hit probability.
3) Maximized critical hit potential. With the Crusher Feat, it’s as important to get Critical hits as it is to damage. DPR will suffer compared to GWM builds but you’ll be consistently applying the Crusher effect and aiding your party’s damage output. Chance of 1+ Crit per round (assuming 65% hit chance) at Level 5 is 17.6%, at Level 11 is 22.4%, Level 15 is 31.1%, Level 20 is 36.2%.
4) Survivability. Because no Feat is needed for GWM, you can instead take Resilient Wisdom, giving you some much-needed defense against magic.
5) Just fun. In a single round you could: Attack an Orc target and move it 5ft away from your Wizard ally, Dragon Breath a group of Goblins, critical hit a Bugbear and apply the Crusher Crit effect, Action Surge and attack the Bugbear with Advantage, Shove the Orc to the ground, and later in the round use your Interception to defend an ally when they get attacked.
6) Edit: Skills. Champion Remarkable Athlete gives you a +8 to Athletics without having to waste a proficiency in it, leaving you to get +9 in Perception and Survival skills instead.
I would play the heck out of that character. Better yet, it all comes online from 4-6 (Crusher and Gift of the Chromatic).
I don't think magic items should be a factor. There's DM that will give characters magic items tailored to them and others that won't, wether homebrewed or published adventures.
But IMHO a player shouldn't chose to wield weapons based on magic items he might or might not find.
Ancestral Guardian is a good candidate for TWF since you can only apply your main class feature if you hit someone. TWF means more chances to hit.
It's much like sneak attack or the zealot damage in that it only applies to one enemy, but having multiple chances to hit gives you a better chance to apply it when you need it. The barbarian abilities apply to the first target you hit, whereas sneak attack can be applied on any hit as long as it hasn't already been applied that turn.
Getting the Ancestral Protectors in and then attacking another creature can gimp one target and then help to down another. The possibilities there are nice.
My go for this is a Champion Dragonborn.
https://ddb.ac/characters/64522276/uBbnFi
Objective:
1) Maximize action economy efficiency. Bonus Actions: TWF attack, and Chromatic Infusion. These won’t interfere much and they definitely synergize well (damage per attack + maximizing attacks per turn). Reactions: Interception and Chromatic Resistance. Won’t interfere at all and gives you an option almost every single round to ensure you’re maximizing Reaction usage.
2) Maxxed Str and Con. Useful for Champion Regeneration and highest hit probability.
3) Maximized critical hit potential. With the Crusher Feat, it’s as important to get Critical hits as it is to damage. DPR will suffer compared to GWM builds but you’ll be consistently applying the Crusher effect and aiding your party’s damage output. Chance of 1+ Crit per round (assuming 65% hit chance) at Level 5 is 17.6%, at Level 11 is 22.4%, Level 15 is 31.1%, Level 20 is 36.2%.
4) Survivability. Because no Feat is needed for GWM, you can instead take Resilient Wisdom, giving you some much-needed defense against magic.
5) Just fun. In a single round you could: Attack an Orc target and move it 5ft away from your Wizard ally, Dragon Breath a group of Goblins, critical hit a Bugbear and apply the Crusher Crit effect, Action Surge and attack the Bugbear with Advantage, Shove the Orc to the ground, and later in the round use your Interception to defend an ally when they get attacked.
6) Edit: Skills. Champion Remarkable Athlete gives you a +8 to Athletics without having to waste a proficiency in it, leaving you to get +9 in Perception and Survival skills instead.
I would play the heck out of that character. Better yet, it all comes online from 4-6 (Crusher and Gift of the Chromatic).
Could this be done with a Monk? Wanted to make one the uses two sais.