I am playing a 7th level Stout halfling, battle master, protection stule, fighter. I have max Dex and the bountiful luck feat.
I feel like I don't need any stat bumps (14/20/14/10/12/10) so I'm considering feats at 8th level.
Because of my work schedule, I only attend every 3rd session, so I like to play my character as party synergy as best I can. Can anyone recommend a feat or other option that might suit my character's play style? I've been considering magic initiate, mobile, or sentinel. I'm most inclined to mobile. Having 35 movement and ignoring difficult terrain in other creature's squares is very appealing.
Mobile means that you get to impose disadvantage on ranged enemies more easily in addition to having an easier time disrupting enemies in general (due to having more movement to allow you to intercept them or get in range to use a maneuver on them before continuing on towards another enemy).
Sentinel gives you more gravity to control the battlefield around you and forces enemies to use more movement to get by you if they don't want to potentially get stuck by you.
In my mind, those would be the two to use first with the order determined on which aspect you wanted to focus on most. Sentinel probably fits protection style best in a vacuum, but your playstyle may not fit what I'm envisioning with a protection style fighter.
Magic initiate has some great options to help with this style, particularly when coupled with warcaster, booming blade, and mobile (booming blade plus warcaster approaches sentinel). The other cantrip and 1st level could be more control oriented and potentially could be a good alternative.
The problem I see with Sentinel is it will conflict with Protection Fighting Style a fair bit. They both use your Reaction so you'll always have to choose. Protect an ally - revenge attack an enemy or stop an enemy running away.
I would choose Mobile out of those 3 options - particularly as you're a Halfling with only 25 speed naturally.
I've built halfling fighters before, and they're a blast! But what I would've done is gone for Duelist style and done (short)sword and board. By the same token, my builds are Champion and then picking up Protection later as the second fighting style. The improved crit range of the Champion is not to be slept on. Also, good call on going with Stout.
With all that having been said, Mobile is definitely a must-have feat, I concur. Since you have more feats to play with, and you're already maxed out on the attack stat, you might consider putting an ASI into Con for the extra hps. Another good one if you go (short)sword and board is Shield Master. It doubles down on your defensive style, since your Dex is high enough that you stand a pretty good chance of making Dex saves (especially with Bountiful Luck), which means you'd take no damage as a reaction. Another good one, since you're going with a defense/Dex fighter, is Defensive Duelist. Alternately, you can try and shore up a weak spot, and take Resilient (Wisdom).
I feel like I don't need any stat bumps (14/20/14/10/12/10) so I'm considering feats at 8th level.
Really? What are your proficiencies? A couple of points in Wisdom will help with Animal Hangling as well as the always-important Perception. More Charisma will help with the Intimidation checks as well as saving throws against ghosts (not that I am bitter or twisted about those evil **#@$^#$%(@#^%#$ things and their (*@*&%&#$ AGE-YOU-30-YEARS ATTACK :-).
More Constitution is always appreciated. Everyone needs hit points.
As a fighter, you get lots and lots of ASIs. SOme of them must go on feats, but not all of them.
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I am playing a 7th level Stout halfling, battle master, protection stule, fighter. I have max Dex and the bountiful luck feat.
I feel like I don't need any stat bumps (14/20/14/10/12/10) so I'm considering feats at 8th level.
Because of my work schedule, I only attend every 3rd session, so I like to play my character as party synergy as best I can. Can anyone recommend a feat or other option that might suit my character's play style? I've been considering magic initiate, mobile, or sentinel. I'm most inclined to mobile. Having 35 movement and ignoring difficult terrain in other creature's squares is very appealing.
Thanks for your ideas!
Mobile means that you get to impose disadvantage on ranged enemies more easily in addition to having an easier time disrupting enemies in general (due to having more movement to allow you to intercept them or get in range to use a maneuver on them before continuing on towards another enemy).
Sentinel gives you more gravity to control the battlefield around you and forces enemies to use more movement to get by you if they don't want to potentially get stuck by you.
In my mind, those would be the two to use first with the order determined on which aspect you wanted to focus on most. Sentinel probably fits protection style best in a vacuum, but your playstyle may not fit what I'm envisioning with a protection style fighter.
Magic initiate has some great options to help with this style, particularly when coupled with warcaster, booming blade, and mobile (booming blade plus warcaster approaches sentinel). The other cantrip and 1st level could be more control oriented and potentially could be a good alternative.
The problem I see with Sentinel is it will conflict with Protection Fighting Style a fair bit. They both use your Reaction so you'll always have to choose. Protect an ally - revenge attack an enemy or stop an enemy running away.
I would choose Mobile out of those 3 options - particularly as you're a Halfling with only 25 speed naturally.
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I agree, there is a big draw on my reaction between protection and bountiful luck at the moment.
I think I will opt for mobile. My lack of speed can really impede my action in combat
I've built halfling fighters before, and they're a blast! But what I would've done is gone for Duelist style and done (short)sword and board. By the same token, my builds are Champion and then picking up Protection later as the second fighting style. The improved crit range of the Champion is not to be slept on. Also, good call on going with Stout.
With all that having been said, Mobile is definitely a must-have feat, I concur. Since you have more feats to play with, and you're already maxed out on the attack stat, you might consider putting an ASI into Con for the extra hps. Another good one if you go (short)sword and board is Shield Master. It doubles down on your defensive style, since your Dex is high enough that you stand a pretty good chance of making Dex saves (especially with Bountiful Luck), which means you'd take no damage as a reaction. Another good one, since you're going with a defense/Dex fighter, is Defensive Duelist. Alternately, you can try and shore up a weak spot, and take Resilient (Wisdom).
Really? What are your proficiencies? A couple of points in Wisdom will help with Animal Hangling as well as the always-important Perception. More Charisma will help with the Intimidation checks as well as saving throws against ghosts (not that I am bitter or twisted about those evil **#@$^#$%(@#^%#$ things and their (*@*&%&#$ AGE-YOU-30-YEARS ATTACK :-).
More Constitution is always appreciated. Everyone needs hit points.
As a fighter, you get lots and lots of ASIs. SOme of them must go on feats, but not all of them.