Just so you have a little background info: I am currently playling a Human Fighter (Soldier) and just reached lvl 3. I am going to take the Battlemaster Archetype and the Maneuvers Riposte, Trip Attack and Distracting Strike. I am armed with a Glaive (main), a Longsword (backup) and a Light Crossbow (on occasion) and I wear Chainmail (16 AC). My stats: 19 (+4) STR, 11 (0) DEX, 17 (+3) CON, 11 (0) INT, 15 (+2) WIS, 11 (0) CHA. Skill proficiencies (+2) are Athletics (of course), History, Insight and Intimidation. My fighting style is Great Weapon Fighting. Other details that may or may not be important, my Alignment is Lawful Neutral (though I think I'm acting kinda Lawful Good, so it might change) and we have a rule that once in a while, when appropriate, I make a PTSD-Roll, cause my dude is 'a little' traumatised, that can give me a range of mostly disadvantageous effects, if I fail (which is very likely). Also, the party also consist of a Human Paladin, a Halfling Ranger, a Half-Elf Draconic Sorcerer and a Gnome Cleric.
Now to the point of this post. I already know that I'll take the ability score improvement at lvl 4, because I'd like to get a lvl in Ranger at lvl 5, for which I need the 2 DEX points. But beyond that, I can not quite decide whether I should keep improving my stats or take some feats, and if I do, which ones.
If, with the information I have given and under consideration of these, you could make some suggestions as to whether I should improve my stats, take feats (if so, which?) or both (if so, when should I do what, and again, which feats?). Any suggestions would be very much appreciated. This is my first D&D-Character. I feel like I lack the experience to make these kind of decisions, without at least consulting people more experienced. If you got this far, I would like to apologize for taking so much of your time to read this, but I feel like I have to be thorough and give you as much context as possible, so you understand and can give better advice.
Mechanically, taking another ASI with a point in STR and another in CON is probably optimal as it will increase your to hit, damage, hit points, and 2 saving throws.
After that, if you stay mostly melee your STR will be maxed out so you can take feats to add fun or versatility. I won't advise on which to take because it's going to be several levels away and you'll have lots of time to think about it.
But all that said, you really can't go wrong no matter what you do. Being slightly less than optimal is not going to hurt you, and could even lead to more fun.
Mael's suggestion is a good one, getting those odd scores evened up and getting a boost to both saves would be excellent. I also would caution you against going ranger at level 5 as when you reach fighter level 5 you get your first extra attack which is a significant power boost. As far as feats go one that would benefit you based on your current set up would be Great Weapon Master and Pole arm master.
I agree with taking ASI to make all of your odd ability scores even. You have 4 of them and increasing all of them by 1 at 4th and 8th level will give you +1 to 4 ability checks and saves. I have a 3rd level character with 4 odd ability scores too and I’m increasing all of them by 1 each before I even look at feats.
Resilient (wisdom) might be a good investment after your first ASI (+1 to both STR and CON). Might save you right when big control spells might come up in play, level 6 and after.
Feats are almost designed for fighters, I can't recommend some of them enough...
Sentinel - immune to disengage, stop people in their tracks
Mage Slayer - name says it all
Heavy Armor Mastery - 3DR in heavy armor
If you're human, I enjoy Prodigy for the RP elements as well. Tons of fun available with feats.
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Ancient GM, started in '76, have played almost everything at some point or another.
I run/play Mercer-style games, heavy on the RP and interaction, light on the combat-monster and rule-lawyering. The goal is to tell an epic story with the players and the players are as involved in the world building as the GM is. I run and play a very Brechtian style, am huge into RP theory and love discussing improv and offers.
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Heyo,
Just so you have a little background info: I am currently playling a Human Fighter (Soldier) and just reached lvl 3. I am going to take the Battlemaster Archetype and the Maneuvers Riposte, Trip Attack and Distracting Strike. I am armed with a Glaive (main), a Longsword (backup) and a Light Crossbow (on occasion) and I wear Chainmail (16 AC). My stats: 19 (+4) STR, 11 (0) DEX, 17 (+3) CON, 11 (0) INT, 15 (+2) WIS, 11 (0) CHA. Skill proficiencies (+2) are Athletics (of course), History, Insight and Intimidation. My fighting style is Great Weapon Fighting. Other details that may or may not be important, my Alignment is Lawful Neutral (though I think I'm acting kinda Lawful Good, so it might change) and we have a rule that once in a while, when appropriate, I make a PTSD-Roll, cause my dude is 'a little' traumatised, that can give me a range of mostly disadvantageous effects, if I fail (which is very likely). Also, the party also consist of a Human Paladin, a Halfling Ranger, a Half-Elf Draconic Sorcerer and a Gnome Cleric.
Now to the point of this post. I already know that I'll take the ability score improvement at lvl 4, because I'd like to get a lvl in Ranger at lvl 5, for which I need the 2 DEX points. But beyond that, I can not quite decide whether I should keep improving my stats or take some feats, and if I do, which ones.
If, with the information I have given and under consideration of these, you could make some suggestions as to whether I should improve my stats, take feats (if so, which?) or both (if so, when should I do what, and again, which feats?). Any suggestions would be very much appreciated. This is my first D&D-Character. I feel like I lack the experience to make these kind of decisions, without at least consulting people more experienced. If you got this far, I would like to apologize for taking so much of your time to read this, but I feel like I have to be thorough and give you as much context as possible, so you understand and can give better advice.
Again, sorry and thank you.
Regards, JHVJ
Mechanically, taking another ASI with a point in STR and another in CON is probably optimal as it will increase your to hit, damage, hit points, and 2 saving throws.
After that, if you stay mostly melee your STR will be maxed out so you can take feats to add fun or versatility. I won't advise on which to take because it's going to be several levels away and you'll have lots of time to think about it.
But all that said, you really can't go wrong no matter what you do. Being slightly less than optimal is not going to hurt you, and could even lead to more fun.
Mael's suggestion is a good one, getting those odd scores evened up and getting a boost to both saves would be excellent. I also would caution you against going ranger at level 5 as when you reach fighter level 5 you get your first extra attack which is a significant power boost. As far as feats go one that would benefit you based on your current set up would be Great Weapon Master and Pole arm master.
I agree with taking ASI to make all of your odd ability scores even. You have 4 of them and increasing all of them by 1 at 4th and 8th level will give you +1 to 4 ability checks and saves. I have a 3rd level character with 4 odd ability scores too and I’m increasing all of them by 1 each before I even look at feats.
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Having odd stats means you can take a feat like Heavy Armor Master and still bump the strength up.....
Resilient (wisdom) might be a good investment after your first ASI (+1 to both STR and CON). Might save you right when big control spells might come up in play, level 6 and after.
Feats are almost designed for fighters, I can't recommend some of them enough...
If you're human, I enjoy Prodigy for the RP elements as well. Tons of fun available with feats.
Ancient GM, started in '76, have played almost everything at some point or another.
I run/play Mercer-style games, heavy on the RP and interaction, light on the combat-monster and rule-lawyering. The goal is to tell an epic story with the players and the players are as involved in the world building as the GM is. I run and play a very Brechtian style, am huge into RP theory and love discussing improv and offers.