Extra Damage: Many powers and other effects grant the ability to deal extra damage. Extra damage is always in addition to other damage and is of the same type or types as that damage, unless otherwise noted. Because of this rule, an effect that deals no damage cannot deal extra damage.
Right now i’ve got two builds for my fighter/warlock: one two-handed and one two weapon.
the two handed starts out broke for the 200 gold splint armor and most of the necessities. I’m missing enough for a bedroll though. It also has waterskin, a quarterstaff, a ration, a backpack and traveler’s clothes. Is that everything I “need?” The two handed’s stats are 15, 8, 15+1, 8, 8 and 15+2. It’s an old race (Verdan) but it’s a new background (Merchant.) When it get’s to be a warlock, I’ll change the quarterstaff with a summoned greatwword.
The two weapon is a generic old background since it doesn’t need as much gold. It’s got the basic medium armor and starts with a scimitar. When it get’s to be a warlock, I’ll add a shortsword. Its stats are 8, 14, 15+1, 8, 10, and 15+2.
If I go two-handed, should I go 13 strength and chain mail or 15 strength and splint. If 13, where should I put the extra 4 points I would have put into strength: dexterity, intellect, and/or wisdom?
If I go two-handed, should I go 13 strength and chain mail or 15 strength and splint. If 13, where should I put the extra 4 points I would have put into strength: dexterity, intellect, and/or wisdom?
Why a 13+ strength? If you are not taking the Great Weapon Fighting feat, you don't need it.
At Level 1? I would focus on Charisma, and try to have a 14 in Dex and a 14+ in Con, then take Scale Mail. With a 14 Dex, that's 25 GP cheaper, no Strength Requirement, 10 lbs less weight, and the same AC.
Later levels? a Breastplate, Half Plate, or mithral armor.
If I go two-handed, should I go 13 strength and chain mail or 15 strength and splint. If 13, where should I put the extra 4 points I would have put into strength: dexterity, intellect, and/or wisdom?
Why a 13+ strength? If you are not taking the Great Weapon Fighting feat, you don't need it.
At Level 1? I would focus on Charisma, and try to have a 14 in Dex and a 14+ in Con, then take Scale Mail. With a 14 Dex, that's 25 GP cheaper, no Strength Requirement, 10 lbs less weight, and the same AC.
Later levels? a Breastplate, Half Plate, or mithral armor.
I would need 13 strength in order to use a heavy weapon, but if you are saying not to bother unless I have great weapon master, I guess I won’t? I just wanted to do as much damage as possible with my weapon.
If I go that route (8, 14, 15+1, 8, 10, 15+2), what weapon should I summon with my pact of the blade?
If I go two-handed, should I go 13 strength and chain mail or 15 strength and splint. If 13, where should I put the extra 4 points I would have put into strength: dexterity, intellect, and/or wisdom?
Why a 13+ strength? If you are not taking the Great Weapon Fighting feat, you don't need it.
At Level 1? I would focus on Charisma, and try to have a 14 in Dex and a 14+ in Con, then take Scale Mail. With a 14 Dex, that's 25 GP cheaper, no Strength Requirement, 10 lbs less weight, and the same AC.
Later levels? a Breastplate, Half Plate, or mithral armor.
I would need 13 strength in order to use a heavy weapon, but if you are saying not to bother unless I have great weapon master, I guess I won’t? I just wanted to do as much damage as possible with my weapon.
If I go that route (8, 14, 15+1, 8, 10, 15+2), what weapon should I summon with my pact of the blade?
Okay, a Heavy Weapon is the part I was missing. I was saying you didn't need a 13+ strength if you weren't taking Great Weapon Fighting because I was only looking at armor and feat requirements.
I don't know of anything you can do to eliminate the strength requirement. There are no mithral greatswords with no strength requirement. You can increase your strength. Though, I don't think this is a great option.
Potions of Giant Strength start at uncommon and increase your strength to 21+ without attunement.
Gauntlets of Ogre Power increase your strength to 19 but require attunement.
You can use Versatile weapons in two-hands (this is what I normally do with my characters to switch between two-handed and sword and board or two-weapon fighting) and only lose 1 point of damage that you are probably making up by Pact Weapon damage modifiers. Let's look at the Heavy Weapon Masteries and their non-Heavy alternative sources.
For non-Heavy reach weapons, there is only the whip.
As a special option, there is also the Double-bladed Scimitar from the Eberron Campaign Setting. It is Two-handed but not Heavy. Because the Eberron content hasn't been updated to 2024, it doesn't have an official weapon mastery associated with it (and the Scimitar's Nick property is not appropriate).
Are any of these options, particularly the weapon masteries that don't have a non-Heavy equivalent, something you were interested in? If not, then I would not invest particularly in Strength.
Battleaxe would actually be a pretty good go-to Pact Weapon as the topple DC would be Charisma based when it is your pact weapon. Against a big bad, I would consider Longsword or Warpick for Sap.
If you do really like what the Heavy weapon options bring, then I would probably sacrifice Dexterity to raise Strength enough to wear chain mail, but still try to maximize Charisma then Constitution. Charisma will determine your effectiveness (attack bonuses, DCs, and damage) and Constitution will impact your staying power and effectiveness (HP and Save versus losing Concentration on Hex). Starting as a Fighter, you get proficiency with Constitution saves which will be a big help with maintain your concentration. Strength would just be there to meet requirements for heavy weapons and heavy armor. Dexterity is still useful because dexterity saves will be common.
In this scenario, I would play around with the Graze and Cleave weapons and see what you feel works best for you. I would probably use a Greatsword or Glaive against a single enemy and Greataxe or Halberd against multiple enemies. Again, for a big bad, I would consider switching to Longsword or Warpick for Sap. Topple weapons can be good for the prone condition, but if the enemy doesn't want to move away, they can just stand up and end the disadvantage on their attacks and advantage on attacks by adjacent enemies (melee enemies attacking with reach weapons are at disadvantage if they are no adjacent, negating the benefit of reach). The problem is that prone imposes disadvantage on ranged attacks and the Topple Weapon Mastery is resistable and in a boss/mini-boss encounter, you may find that the enemy's constitution save bonus is even with or better than your save DC. It's a "free" rider effect so it may be worth rolling dice, but you are giving up a different rider effect that may be more reliable.
That's a lot of rambling so let me add that we haven't played yet with the 2024 rules so I am just theorycrafting recommendations.
If I go two-handed, should I go 13 strength and chain mail or 15 strength and splint. If 13, where should I put the extra 4 points I would have put into strength: dexterity, intellect, and/or wisdom?
Why a 13+ strength? If you are not taking the Great Weapon Fighting feat, you don't need it.
At Level 1? I would focus on Charisma, and try to have a 14 in Dex and a 14+ in Con, then take Scale Mail. With a 14 Dex, that's 25 GP cheaper, no Strength Requirement, 10 lbs less weight, and the same AC.
Later levels? a Breastplate, Half Plate, or mithral armor.
I would need 13 strength in order to use a heavy weapon, but if you are saying not to bother unless I have great weapon master, I guess I won’t? I just wanted to do as much damage as possible with my weapon.
If I go that route (8, 14, 15+1, 8, 10, 15+2), what weapon should I summon with my pact of the blade?
Okay, a Heavy Weapon is the part I was missing. I was saying you didn't need a 13+ strength if you weren't taking Great Weapon Fighting because I was only looking at armor and feat requirements.
I don't know of anything you can do to eliminate the strength requirement. There are no mithral greatswords with no strength requirement. You can increase your strength. Though, I don't think this is a great option.
Potions of Giant Strength start at uncommon and increase your strength to 21+ without attunement.
Gauntlets of Ogre Power increase your strength to 19 but require attunement.
You can use Versatile weapons in two-hands (this is what I normally do with my characters to switch between two-handed and sword and board or two-weapon fighting) and only lose 1 point of damage that you are probably making up by Pact Weapon damage modifiers. Let's look at the Heavy Weapon Masteries and their non-Heavy alternative sources.
For non-Heavy reach weapons, there is only the whip.
As a special option, there is also the Double-bladed Scimitar from the Eberron Campaign Setting. It is Two-handed but not Heavy. Because the Eberron content hasn't been updated to 2024, it doesn't have an official weapon mastery associated with it (and the Scimitar's Nick property is not appropriate).
Are any of these options, particularly the weapon masteries that don't have a non-Heavy equivalent, something you were interested in? If not, then I would not invest particularly in Strength.
Battleaxe would actually be a pretty good go-to Pact Weapon as the topple DC would be Charisma based when it is your pact weapon. Against a big bad, I would consider Longsword or Warpick for Sap.
If you do really like what the Heavy weapon options bring, then I would probably sacrifice Dexterity to raise Strength enough to wear chain mail, but still try to maximize Charisma then Constitution. Charisma will determine your effectiveness (attack bonuses, DCs, and damage) and Constitution will impact your staying power and effectiveness (HP and Save versus losing Concentration on Hex). Starting as a Fighter, you get proficiency with Constitution saves which will be a big help with maintain your concentration. Strength would just be there to meet requirements for heavy weapons and heavy armor. Dexterity is still useful because dexterity saves will be common.
In this scenario, I would play around with the Graze and Cleave weapons and see what you feel works best for you. I would probably use a Greatsword or Glaive against a single enemy and Greataxe or Halberd against multiple enemies. Again, for a big bad, I would consider switching to Longsword or Warpick for Sap. Topple weapons can be good for the prone condition, but if the enemy doesn't want to move away, they can just stand up and end the disadvantage on their attacks and advantage on attacks by adjacent enemies (melee enemies attacking with reach weapons are at disadvantage if they are no adjacent, negating the benefit of reach). The problem is that prone imposes disadvantage on ranged attacks and the Topple Weapon Mastery is resistable and in a boss/mini-boss encounter, you may find that the enemy's constitution save bonus is even with or better than your save DC. It's a "free" rider effect so it may be worth rolling dice, but you are giving up a different rider effect that may be more reliable.
That's a lot of rambling so let me add that we haven't played yet with the 2024 rules so I am just theorycrafting recommendations.
I understand. Don’t worry; I haven’t played with the 2024 rules yet either.
So greatsword, greataxe and longsword. Ok cool.
And have some dexterity with the heavy armor for saves so use chain mail. Can do.
You mentioned the possibility of using sword and board with a longsword. Do you think that warrants using the duelist fighting style over the defensive one?
Longsword used one-handed + Duelist deals more damage than Longsword used in two-hands with Great Weapon Fighting. A heavy weapon would still do more damage but sword & board gives you a higher AC. Note that a Shield still requires an action to don/doff so you cannot easily swap between heavy weapons and sword & board, you need to pick one or the other.
You mentioned the possibility of using sword and board with a longsword. Do you think that warrants using the duelist fighting style over the defensive one?
I tend to play Paladins, hence the sword and board.
I feel like I may be leading you round and round. Maybe this will help. I like to look at RPGBot for advice on how things play, but I then still make my own choices. Here are some helpful links that may be able to give you a better idea of what to expect. Play what you want and what you'll enjoy, but it can be helpful to know if there is a better way to do something or if a situation doesn't come up much.
Longsword used one-handed + Duelist deals more damage than Longsword used in two-hands with Great Weapon Fighting. A heavy weapon would still do more damage but sword & board gives you a higher AC. Note that a Shield still requires an action to don/doff so you cannot easily swap between heavy weapons and sword & board, you need to pick one or the other.
I know I said I want to do as much damage as possible… but my favorite weapon would probably be the rapier with its’ vex ability. What about going sword and board with something like that?
Longsword used one-handed + Duelist deals more damage than Longsword used in two-hands with Great Weapon Fighting. A heavy weapon would still do more damage but sword & board gives you a higher AC. Note that a Shield still requires an action to don/doff so you cannot easily swap between heavy weapons and sword & board, you need to pick one or the other.
I know I said I want to do as much damage as possible… but my favorite weapon would probably be the rapier with its’ vex ability. What about going sword and board with something like that?
A fine choice. Just note that if you expect to get advantage another way (such as party member positioning), the advantage from Vex won't stack. If you are going to be the only one in melee or don't expect positioning to be manageable, Vex will be more likely to shine.
Longsword used one-handed + Duelist deals more damage than Longsword used in two-hands with Great Weapon Fighting. A heavy weapon would still do more damage but sword & board gives you a higher AC. Note that a Shield still requires an action to don/doff so you cannot easily swap between heavy weapons and sword & board, you need to pick one or the other.
I know I said I want to do as much damage as possible… but my favorite weapon would probably be the rapier with its’ vex ability. What about going sword and board with something like that?
A fine choice. Just note that if you expect to get advantage another way (such as party member positioning), the advantage from Vex won't stack. If you are going to be the only one in melee or don't expect positioning to be manageable, Vex will be more likely to shine.
Ok. I’d like to think my build is pretty optimized to be ranged when it needs to be, so it has repelling blast for positioning or letting other melees be melees. Now i just need to get back into a campaign and switch out my fighting style and I should be golden. Thanks!
Ok, so my new ideal plan is to use a rapier and shield, but i need to be level 5 (Fighter1/Warlock4) to get War Caster in order to cast spells with it. So, what should I do in the mean time? Should I go with 13 strength and chain mail to wield a heavy weapon until them or it I feel like it in a certain battle, or do i stay 14 dexterity and scale mail via continuing to use weapons that a sword and board player could use. Or do i just not cast spells!?
Also, I’m still tempted to just start level 1 fighter with a quarterstaff wince it is the cheapest weapon and I can gain a free pact weapon of my choosing once i gain level 1 in Warlock. Is this a mistake? Should I just pay for the rapier i want to use at level 5 with a shield? Would it be better to do a different weapon instead?
Sorry if these questions seem a little repetitive, but I am unsure of what to do now that I have a new game-plan decided.
Ok, so my new ideal plan is to use a rapier and shield, but i need to be level 5 (Fighter1/Warlock4) to get War Caster in order to cast spells with it.
You can use your Pact Weapon as a Spellcasting Focus.
As a Bonus Action, you can conjure a pact weapon in your hand—a Simple or Martial Melee weapon of your choice with which you bond—or create a bond with a magic weapon you touch; you can’t bond with a magic weapon if someone else is attuned to it or another Warlock is bonded with it. Until the bond ends, you have proficiency with the weapon, and you can use it as a Spellcasting Focus.
If the spells you cast have a material component, you can use your Spellcasting Focus (Rapier) to perform the Somatic Gestures.
Ok, so my new ideal plan is to use a rapier and shield, but i need to be level 5 (Fighter1/Warlock4) to get War Caster in order to cast spells with it.
You can use your Pact Weapon as a Spellcasting Focus.
As a Bonus Action, you can conjure a pact weapon in your hand—a Simple or Martial Melee weapon of your choice with which you bond—or create a bond with a magic weapon you touch; you can’t bond with a magic weapon if someone else is attuned to it or another Warlock is bonded with it. Until the bond ends, you have proficiency with the weapon, and you can use it as a Spellcasting Focus.
If the spells you cast have a material component, you can use your Spellcasting Focus (Rapier) to perform the Somatic Gestures.
Oh! Ok. So I can basically start out with a shield! That settles that and lets me take fey-touched again.
Ok, so my new ideal plan is to use a rapier and shield, but i need to be level 5 (Fighter1/Warlock4) to get War Caster in order to cast spells with it.
You can use your Pact Weapon as a Spellcasting Focus.
As a Bonus Action, you can conjure a pact weapon in your hand—a Simple or Martial Melee weapon of your choice with which you bond—or create a bond with a magic weapon you touch; you can’t bond with a magic weapon if someone else is attuned to it or another Warlock is bonded with it. Until the bond ends, you have proficiency with the weapon, and you can use it as a Spellcasting Focus.
If the spells you cast have a material component, you can use your Spellcasting Focus (Rapier) to perform the Somatic Gestures.
Oh! Ok. So I can basically start out with a shield! That settles that and lets me take fey-touched again.
Unless you think I should keep War Caster?
yes, it will help with concentration.
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Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Now i just need to get back into a campaign and switch out my fighting style and I should be golden.
Sorry... but no, please don't. Don't bring a pre-built character to a campaign, it's a major red-flag for many DMs because it means the player probably won't get invested in the campaign as they will be too wrapped up in their own character to fit into the party and broader narrative. If you are joining a campaign talk with the DM and the other players at the table about your general concept for a character or two and make it fit into the campaign.
If you want to play a pre-built character, you should go join a WestMarches server or go do AL.
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The previous edition was more explicit;
Did you say… anything? ;) lol
okay, awesome. Thanks for all your feedback.
Right now i’ve got two builds for my fighter/warlock: one two-handed and one two weapon.
the two handed starts out broke for the 200 gold splint armor and most of the necessities. I’m missing enough for a bedroll though. It also has waterskin, a quarterstaff, a ration, a backpack and traveler’s clothes. Is that everything I “need?” The two handed’s stats are 15, 8, 15+1, 8, 8 and 15+2. It’s an old race (Verdan) but it’s a new background (Merchant.) When it get’s to be a warlock, I’ll change the quarterstaff with a summoned greatwword.
The two weapon is a generic old background since it doesn’t need as much gold. It’s got the basic medium armor and starts with a scimitar. When it get’s to be a warlock, I’ll add a shortsword. Its stats are 8, 14, 15+1, 8, 10, and 15+2.
If I go two-handed, should I go 13 strength and chain mail or 15 strength and splint. If 13, where should I put the extra 4 points I would have put into strength: dexterity, intellect, and/or wisdom?
Why a 13+ strength? If you are not taking the Great Weapon Fighting feat, you don't need it.
At Level 1? I would focus on Charisma, and try to have a 14 in Dex and a 14+ in Con, then take Scale Mail. With a 14 Dex, that's 25 GP cheaper, no Strength Requirement, 10 lbs less weight, and the same AC.
Later levels? a Breastplate, Half Plate, or mithral armor.
How to add Tooltips.
I would need 13 strength in order to use a heavy weapon, but if you are saying not to bother unless I have great weapon master, I guess I won’t? I just wanted to do as much damage as possible with my weapon.
If I go that route (8, 14, 15+1, 8, 10, 15+2), what weapon should I summon with my pact of the blade?
what weapon should I summon with my pact of the blade?
I am partial to the Maul since it has the Topple effect. Nothing better than a chance to Prone your target on every hit.
Don’t you need 13 or more in strength to use that weapon? Or am I mistaken?
Okay, a Heavy Weapon is the part I was missing. I was saying you didn't need a 13+ strength if you weren't taking Great Weapon Fighting because I was only looking at armor and feat requirements.
I don't know of anything you can do to eliminate the strength requirement. There are no mithral greatswords with no strength requirement. You can increase your strength. Though, I don't think this is a great option.
You can use Versatile weapons in two-hands (this is what I normally do with my characters to switch between two-handed and sword and board or two-weapon fighting) and only lose 1 point of damage that you are probably making up by Pact Weapon damage modifiers. Let's look at the Heavy Weapon Masteries and their non-Heavy alternative sources.
* These weapons are also reach weapons.
For non-Heavy reach weapons, there is only the whip.
As a special option, there is also the Double-bladed Scimitar from the Eberron Campaign Setting. It is Two-handed but not Heavy. Because the Eberron content hasn't been updated to 2024, it doesn't have an official weapon mastery associated with it (and the Scimitar's Nick property is not appropriate).
Are any of these options, particularly the weapon masteries that don't have a non-Heavy equivalent, something you were interested in? If not, then I would not invest particularly in Strength.
Battleaxe would actually be a pretty good go-to Pact Weapon as the topple DC would be Charisma based when it is your pact weapon. Against a big bad, I would consider Longsword or Warpick for Sap.
If you do really like what the Heavy weapon options bring, then I would probably sacrifice Dexterity to raise Strength enough to wear chain mail, but still try to maximize Charisma then Constitution. Charisma will determine your effectiveness (attack bonuses, DCs, and damage) and Constitution will impact your staying power and effectiveness (HP and Save versus losing Concentration on Hex). Starting as a Fighter, you get proficiency with Constitution saves which will be a big help with maintain your concentration. Strength would just be there to meet requirements for heavy weapons and heavy armor. Dexterity is still useful because dexterity saves will be common.
In this scenario, I would play around with the Graze and Cleave weapons and see what you feel works best for you. I would probably use a Greatsword or Glaive against a single enemy and Greataxe or Halberd against multiple enemies. Again, for a big bad, I would consider switching to Longsword or Warpick for Sap. Topple weapons can be good for the prone condition, but if the enemy doesn't want to move away, they can just stand up and end the disadvantage on their attacks and advantage on attacks by adjacent enemies (melee enemies attacking with reach weapons are at disadvantage if they are no adjacent, negating the benefit of reach). The problem is that prone imposes disadvantage on ranged attacks and the Topple Weapon Mastery is resistable and in a boss/mini-boss encounter, you may find that the enemy's constitution save bonus is even with or better than your save DC. It's a "free" rider effect so it may be worth rolling dice, but you are giving up a different rider effect that may be more reliable.
That's a lot of rambling so let me add that we haven't played yet with the 2024 rules so I am just theorycrafting recommendations.
How to add Tooltips.
I understand. Don’t worry; I haven’t played with the 2024 rules yet either.
So greatsword, greataxe and longsword. Ok cool.
And have some dexterity with the heavy armor for saves so use chain mail. Can do.
You mentioned the possibility of using sword and board with a longsword. Do you think that warrants using the duelist fighting style over the defensive one?
Longsword used one-handed + Duelist deals more damage than Longsword used in two-hands with Great Weapon Fighting. A heavy weapon would still do more damage but sword & board gives you a higher AC. Note that a Shield still requires an action to don/doff so you cannot easily swap between heavy weapons and sword & board, you need to pick one or the other.
I tend to play Paladins, hence the sword and board.
I feel like I may be leading you round and round. Maybe this will help. I like to look at RPGBot for advice on how things play, but I then still make my own choices. Here are some helpful links that may be able to give you a better idea of what to expect. Play what you want and what you'll enjoy, but it can be helpful to know if there is a better way to do something or if a situation doesn't come up much.
How to add Tooltips.
I know I said I want to do as much damage as possible… but my favorite weapon would probably be the rapier with its’ vex ability. What about going sword and board with something like that?
A fine choice. Just note that if you expect to get advantage another way (such as party member positioning), the advantage from Vex won't stack. If you are going to be the only one in melee or don't expect positioning to be manageable, Vex will be more likely to shine.
How to add Tooltips.
Ok. I’d like to think my build is pretty optimized to be ranged when it needs to be, so it has repelling blast for positioning or letting other melees be melees. Now i just need to get back into a campaign and switch out my fighting style and I should be golden. Thanks!
Ok, so my new ideal plan is to use a rapier and shield, but i need to be level 5 (Fighter1/Warlock4) to get War Caster in order to cast spells with it. So, what should I do in the mean time? Should I go with 13 strength and chain mail to wield a heavy weapon until them or it I feel like it in a certain battle, or do i stay 14 dexterity and scale mail via continuing to use weapons that a sword and board player could use. Or do i just not cast spells!?
Also, I’m still tempted to just start level 1 fighter with a quarterstaff wince it is the cheapest weapon and I can gain a free pact weapon of my choosing once i gain level 1 in Warlock. Is this a mistake? Should I just pay for the rapier i want to use at level 5 with a shield? Would it be better to do a different weapon instead?
Sorry if these questions seem a little repetitive, but I am unsure of what to do now that I have a new game-plan decided.
You can use your Pact Weapon as a Spellcasting Focus.
If the spells you cast have a material component, you can use your Spellcasting Focus (Rapier) to perform the Somatic Gestures.
How to add Tooltips.
Oh! Ok. So I can basically start out with a shield! That settles that and lets me take fey-touched again.
Unless you think I should keep War Caster?
It's your character. What do you want to take? What will you enjoy?
You can always play for a bit in levels 1-3 and see if you are missing the options from Fey-touched or are struggling to maintain concentration.
How to add Tooltips.
yes, it will help with concentration.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha
Sorry... but no, please don't. Don't bring a pre-built character to a campaign, it's a major red-flag for many DMs because it means the player probably won't get invested in the campaign as they will be too wrapped up in their own character to fit into the party and broader narrative. If you are joining a campaign talk with the DM and the other players at the table about your general concept for a character or two and make it fit into the campaign.
If you want to play a pre-built character, you should go join a WestMarches server or go do AL.