Heqanakthi (Priestess of Osiris, ex-Acolyte of Set)
SNIP When she slips out of rage, however, she can bonus action cast Spare the Dying on herself to continue
Fun build. It seems that we are bringing out the religious nutjobs for this one. :D Oh, if you're down to 0 HP and survive solely by Rage beyond death then Spare the dying won't help you. You'll go down before you can actually cast the cantrip.
That might well be the case. The rules don't say anything about whether it is possible to take any actions or bonus actions on the same round as when the Barbarian drops out of rage. Generally, a 0 hp Barbarian is still going to be unconsious anyway, but the Zealot rules are not clear on this point.
Heqanakthi (Priestess of Osiris, ex-Acolyte of Set)
SNIP When she slips out of rage, however, she can bonus action cast Spare the Dying on herself to continue
Fun build. It seems that we are bringing out the religious nutjobs for this one. :D Oh, if you're down to 0 HP and survive solely by Rage beyond death then Spare the dying won't help you. You'll go down before you can actually cast the cantrip.
That might well be the case. The rules don't say anything about whether it is possible to take any actions or bonus actions on the same round as when the Barbarian drops out of rage. Generally, a 0 hp Barbarian is still going to be unconsious anyway, but the Zealot rules are not clear on this point.
No, it is quite clear. If you have 0 HP when the rage ends, you go down. You have to end your rage to cast spells. So it would go: rage with 0 HP, your fine - ending rage with 0 HP, fall unconscious or die (if you have taken enough damage to the point where you fail your relentless rage saves and have started relying on Persistant Rage and automatic failed death saves).
just a question, why didn't you pick war forged? is it a preference thing or a mechanics thing?
In truth, I didn't consider it - I've never played a Warforged and their racial abilities don't immediately come to mind when I generally consider builds. The extra AC and immunities would be definitely nice, but you would lose out on the Hill Dwarf's racial HP boost. To my knowledge, there are only a few things that can actually cause Sleep, and one source of damage is generally enough to end it, so I suppose I didn't consider it too great of a threat to build around. Overall I think a Warforged Bear Totem Barbarian would still be an excellent choice for any tank build.
Edit: Also worth noting that, so long as the bonus action is otherwise uninhibited, the 20 Barb can Rage as many times as they'd like. So while Symbol or a Adult Brass Dragon would still be cause for concern, once the Barb wakes up, they should still be allowed to Rage. With that being said, any determined DM is likely to find a chink in any armor.
Race: Dragonborn (I like the idea of a gold one, because it's noble. )
Background: Any (though I like sage or hermit)
Level 1 stats: Str 13+2, Dex 12, Con 14, Int 8, Wis 10, Cha 15+1.
Starting level: Paladin.
We start off this build as a paladin, so we can get all the proficiencies, saves are the same either way. Our equipment is a longsword and shield, quarterstaff and priests pack. Our holy symbol is a glowing gem embedded in our shoulder. (HP: 12, AC: 18 with a shield).
Level 5: Redemption Paladin 5
We now have several important features: the first is smite, which will be of HUGE for us (we use most of our slots to smite), extra attack means we almost double our damage output, divine health is ok, but the oath features are super. We can punish people for even attacking us, the other is not needed: who wants to be a diplomat!? Our charisma has been increased by our ASI, up to 18. We can have any spells, but 1 that is really useful is: branding smite! We have taken the dueling fighting style! (HP: 44, AC: 18).
We now have the aura of protection feature from paladin, letting us add our charisma modifier to any save we make. We (obviously) take the celestial patron, which lets us heal ourselves (this build is focused on self healing), and we have a few choices to make: the first is our pact boon. We take pact of the blade, which lets us get a good sword. It's a longsword. We can then get onto invocations. We take the following: improved pact weapon (allowing the blade to be +1, and our spellcasting focus), eldritch smite (we like smiting baddies), and finally fiendish vigor (for some quick, free self healing). Our ASI goes into the feat tough, to increase our max hp. We should also have plate by now. (HP: 109, AC: 20)
Our cha is now max! In addition, we also have two more of our warlock features: radiant soul and celestial resistance. The first lets us have resistance to radiant and fire damage, while we also get to add our charisma bonus to a single roll of one of our spells that deal radiant or fire damage. The latter lets us gain temp hit points after a rest, which currently equals 15. Flame strike is now available, and its a pretty decent spell to pick up. Our first mystic arcanum is the spell Investiture of flame, which means we punish people EVEN more for attacking us.(HP: 163, AC: 20)
We are here: level 20. Sadly, we forgot about the fact that we have a lot more invocations, so lets go get them. Lifedrinker is a must, for extra damage and then tomb of levistus is a big heal and protection tool.We also take one with shadows, just so we can do some hidy stuff. Our 7th level arcanum is the spell that is up to you (none are melee based, so any). But our final feature is from our pact. We can come back to life, and explode a little doing so. This is the ultimate com back tool, and lets us keep coming. Our final asi goes into con, just for some nice hp boost. That is my build! We can self heal, come back to life and finally give everyone else our damage! (HP: 190, AC: 20)
I hop you liked this build, the HP IS AWFUL at low levels, but decent at high ones. Hope this is cool!
Race: Dragonborn (I like the idea of a gold one, because it's noble. )
Background: Any (though I like sage or hermit)
Level 1 stats: Str 12+2, Dex 13, Con 14, Int 8, Wis 10, Cha 15+1.
Starting level: Paladin.
We start off this build as a paladin, so we can get all the proficiencies, saves are the same either way. Our equipment is a longsword and shield, quarterstaff and priests pack. Our holy symbol is a glowing gem embedded in our shoulder. (HP: 12, AC: 17 with a shield).
Level 5: Redemption Paladin 4/Celestial Warlock 1
We have several important features now: we can heal ourselves (assuming we are in our own) for up to 20 hp, we take the dueling fighting style, and then we boost our charisma with the ASI. Spells can be anything, it's fine. With warlock, we take toll the dead, as the idea of bells ringing is super thematic, and does more base damage than EB! The other cantrip should be something utility, like minor illusion. For spell selection, take guiding bolt and cure wounds. We can now heal like mad (including ourselves!) thanks to paladin and the level 1 celestial feature. Let's get onto the next levels... (HP: 43, AC: 17 with a shield).
So, we can put our second ASI into charisma, meaning it is max now. We have 4 eldritch invocations, and they are: Fiendish Vigour for the free casting of a heal spell!, Bewitching Whispers because we need to make them redeem themselves (a good low level spell as well - compulsion), tomb of levistus, gift of the ever living ones. Which means we took the pact of the chain! I like a little psuedodragon, of even a little sprite. I'll go with psuedodragon. This build is all about healing yourself, refusing to die not with a huge pool of hp, but of a continuous replenishment of hp, where we roll max every time we heal ourselves. Spells aren't super important, and so we take spells that just that lets us smite people. We mostly use our warlock slots to fuel smites, whether it is the class feature or the spell searing smite. Though the level 6 feature of celestial patron gives us the ability to add our charisma modifier to a roll of radiant or fire damage. Searing smite is concentration, so normal smite is better for us. (HP: 85, AC: 17 with a shield).
Race: Dragonborn (I like the idea of a gold one, because it's noble. )
Background: Any (though I like sage or hermit)
Level 1 stats: Str 12+2, Dex 13, Con 14, Int 8, Wis 10, Cha 15+1.
Starting level: Paladin.
We start off this build as a paladin, so we can get all the proficiencies, saves are the same either way. Our equipment is a longsword and shield, quarterstaff and priests pack. Our holy symbol is a glowing gem embedded in our shoulder. (HP: 12, AC: 17 with a shield).
Level 5: Redemption Paladin 4/Celestial Warlock 1
We have several important features now: we can heal ourselves (assuming we are in our own) for up to 20 hp, we take the dueling fighting style, and then we boost our charisma with the ASI. Spells can be anything, it's fine. With warlock, we take toll the dead, as the idea of bells ringing is super thematic, and does more base damage than EB! The other cantrip should be something utility, like minor illusion. For spell selection, take guiding bolt and cure wounds. We can now heal like mad (including ourselves!) thanks to paladin and the level 1 celestial feature. Let's get onto the next levels... (HP: 43, AC: 17 with a shield).
So, we can put our second ASI into charisma, meaning it is max now. We have 4 eldritch invocations, and they are: Fiendish Vigour for the free casting of a heal spell!, Bewitching Whispers because we need to make them redeem themselves (a good low level spell as well - compulsion), tomb of levistus, gift of the ever living ones. Which means we took the pact of the chain! I like a little psuedodragon, of even a little sprite. I'll go with psuedodragon. This build is all about healing yourself, refusing to die not with a huge pool of hp, but of a continuous replenishment of hp, where we roll max every time we heal ourselves. Spells aren't super important, and so we take spells that just that lets us smite people. We mostly use our warlock slots to fuel smites, whether it is the class feature or the spell searing smite. Though the level 6 feature of celestial patron gives us the ability to add our charisma modifier to a roll of radiant or fire damage. Searing smite is concentration, so normal smite is better for us. (HP: 85, AC: 17 with a shield).
Harumph. I was toying with the idea of a Warforged Battlesmith (Codename Gemini, having a Steel Defender that is basically the nanobot "shell" from Terminator Dark Fate just for the visuals) to see if it was possible to compete with Yurei1453's Artillerist build. The problem is that darn Protector Cannon and its Bonus Action healing. Especially when you can have two of them at 15th level. The healing is just that much more reliable than the Arcane Jolt that relies on actually hitting your opponent. :P
REMINDER this is the last day for build submissions
So excited! Just wanted to make sure my build is ok? (Holy redeemer
I calc your hp at 20 to be 190 not a flat 200 should I'd encourage a double check on that front for accuracy's sake, but otherwise it looks good to me, meets the aim of the build and the prereqs for your multiclass!
Harumph. I was toying with the idea of a Warforged Battlesmith (Codename Gemini, having a Steel Defender that is basically the nanobot "shell" from Terminator Dark Fate just for the visuals) to see if it was possible to compete with Yurei1453's Artillerist build. The problem is that darn Protector Cannon and its Bonus Action healing. Especially when you can have two of them at 15th level. The healing is just that much more reliable than the Arcane Jolt that relies on actually hitting your opponent. :P
Still worth the effort, it's worth bearing in mind that the Cannons require an action to summon and last an hour, so Battle Smith patches a hole so to speak there in that the Steel Defender is a permanent companion. Two cannons is also meaningless in terms of temp hp since it doesn't stack and they trigger simultaneously, the only real benefits are allowing damage output at the same time or allowing a bigger area for party buffing, both of which are entirely irrelevant to the Throwdown. The more builds the better!
REMINDER this is the last day for build submissions
So excited! Just wanted to make sure my build is ok? (Holy redeemer
I calc your hp at 20 to be 190 not a flat 200 should I'd encourage a double check on that front for accuracy's sake, but otherwise it looks good to me, meets the aim of the build and the prereqs for your multiclass!
Ah, ok. I was doing half of the calculations in my head, cause I'm on a phone, and swapping between calculator and this removes the edits. (I only have the basic rules on here, but do have the PHB and xanathars in person. Meaning whenever I had tough, I had to calculate that and add it. I will go and edit that now.
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'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
Announcement: Due to requests on the forum this competition originated from, I will be debuting shorter "lightning round" competitions to fill the voting time of the primary Throwdowns on DDB as well. This is advance notice, voting on The Terminator will begin shortly and alongside it, the first companion competition.
"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."
I had to take a while to weigh the costs and benefits between the Factory Model AS 7 "Atlas" and Slaab "the Swamp that Walks".
In the end, my vote goes to the Artificer build.
My reasons:
* Strong saving throw ability for every stat
* Uncompromised ability to deal with magical effects so long as spell slots remain
* Ridiculously high AC
* Ability to sacrifice infusions for multiple "get back up from 0 hp" without rolling dice
* Ability to upcast Dispel Magic
* Elemental resistances
It's main weaknesses are that it is not nearly as maneuverable as Slaab and the strength of its items are significantly decreased against an opponent who can grapple using Anti-Magic Field, which is to say that it would take a pretty specialized build to take out the AS 7.
Now, in most random scenarios, I as an NPC would be more afraid of Slaab than the AS 7 because of Slaab's tracking abilities and ability to run across liquids and up walls, etc. Slaab is scarier as an opponent if I was trying to hide. However, in open combat, the AS 7 can stand up to more effects and spells than Slaab due to the low INT and CHA stats. Rage is strong, but can be dealt with using a Portent and a Banishment/Dominate Person.
Gosh, so many unique builds, it's kind of hard to keep straight what I think of each of them! Overall, it seems like builds fell into categories like High HP, stacking THP, resisting damage, and regenerative self-healing/raising/refusing to die... and it was really cool to see how many different ways there are to be tanky in different ways.
Overall, Yurei's Atlas just really rose above as far as raw defensive potential without actually making too many sacrifices for the sake of the gimmmick... along with great "Terminator" thematics! DorkForge's Wolverine, and the other builds that also focused on tanking-via-healing rather than high AC like BobbyBaker's... really creative, really conjures up the T-1000 horror you'd feel after landing an alphastrike on those guys for 100+ damage only to watch it heal back up while they keep coming... very creative. The barbarians obviously are absolute units, especially Song_of_Blues which refuses to die until her work is done! Brewsky's Jank the Tank is.... disqualified, for being an avoidance tank (though the line between that and an AC tank is I suppose in the eye of the beholder?), but again some neat vibes there for using that protection to stalk forward into duels you choose instead of lurking on the back line! Some of the other Paladin-based stuff seemed cool but I had a hard time tracking what was especially "terminator" about them, but that could have just been eyeball fatigue... more character portraits and TLDR summaries please, to help the reader "get" what you're going for!
I'm ultimately going to have to give my vote to Yurei's Atlas, for being I believe the toughest build while requiring the least setups/statuses to guarantee that toughness (heck, you can't even catch him defenseless while sleeping!), but my runner up would probably go to DorkForge or Bobby on this one for making me see healing in a newer, tougher way.
I loved each and every build here, but I have to say, Yurei's build just fit the bill. l loved DorkForge's as well but my vote 100% has to go to the REAL terminator.
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“I will take responsibility for what I have done. [...] If must fall, I will rise each time a better man.” ― Brandon Sanderson, Oathbringer.
You are only as strong as your weakest link (especially against intelligent enemies) and a lot of the barbarian based builds are very vulnerable to things like hold/dominate person, banish, feeblemind (If you can't say "I'll be back" you don't quylaify as a terminator"). Features that allow you to get back up when you are down to 0 HP can be one shot with divine word or life drain.
Atlas has an amazing AC and set of save stats, he may even be more survivable than by build (which has to rely on inferior back up if the enemy has disintegrate) but Atlas has decent offence capabilities where I gave up all offence to try and survive the onslaught..
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That might well be the case. The rules don't say anything about whether it is possible to take any actions or bonus actions on the same round as when the Barbarian drops out of rage. Generally, a 0 hp Barbarian is still going to be unconsious anyway, but the Zealot rules are not clear on this point.
No, it is quite clear. If you have 0 HP when the rage ends, you go down. You have to end your rage to cast spells. So it would go: rage with 0 HP, your fine - ending rage with 0 HP, fall unconscious or die (if you have taken enough damage to the point where you fail your relentless rage saves and have started relying on Persistant Rage and automatic failed death saves).
In truth, I didn't consider it - I've never played a Warforged and their racial abilities don't immediately come to mind when I generally consider builds. The extra AC and immunities would be definitely nice, but you would lose out on the Hill Dwarf's racial HP boost. To my knowledge, there are only a few things that can actually cause Sleep, and one source of damage is generally enough to end it, so I suppose I didn't consider it too great of a threat to build around. Overall I think a Warforged Bear Totem Barbarian would still be an excellent choice for any tank build.
Edit: Also worth noting that, so long as the bonus action is otherwise uninhibited, the 20 Barb can Rage as many times as they'd like. So while Symbol or a Adult Brass Dragon would still be cause for concern, once the Barb wakes up, they should still be allowed to Rage. With that being said, any determined DM is likely to find a chink in any armor.
Edited my entry with adjustments for spell slots and rage unconsciousness.
Alright, here is my second build. I may not finish typing it up now, in which case I'll continue and edit tomorrow.
Terminator: The Holy Redeemer
Level 20 split: Redemption Paladin 6/Celestial Warlock 14.
Race: Dragonborn (I like the idea of a gold one, because it's noble. )
Background: Any (though I like sage or hermit)
Level 1 stats: Str 13+2, Dex 12, Con 14, Int 8, Wis 10, Cha 15+1.
Starting level: Paladin.
We start off this build as a paladin, so we can get all the proficiencies, saves are the same either way. Our equipment is a longsword and shield, quarterstaff and priests pack. Our holy symbol is a glowing gem embedded in our shoulder. (HP: 12, AC: 18 with a shield).
Level 5: Redemption Paladin 5
We now have several important features: the first is smite, which will be of HUGE for us (we use most of our slots to smite), extra attack means we almost double our damage output, divine health is ok, but the oath features are super. We can punish people for even attacking us, the other is not needed: who wants to be a diplomat!? Our charisma has been increased by our ASI, up to 18. We can have any spells, but 1 that is really useful is: branding smite! We have taken the dueling fighting style! (HP: 44, AC: 18).
Level 11: Redemption paladin 6/ Celestial Warlock 5
We now have the aura of protection feature from paladin, letting us add our charisma modifier to any save we make. We (obviously) take the celestial patron, which lets us heal ourselves (this build is focused on self healing), and we have a few choices to make: the first is our pact boon. We take pact of the blade, which lets us get a good sword. It's a longsword. We can then get onto invocations. We take the following: improved pact weapon (allowing the blade to be +1, and our spellcasting focus), eldritch smite (we like smiting baddies), and finally fiendish vigor (for some quick, free self healing). Our ASI goes into the feat tough, to increase our max hp. We should also have plate by now. (HP: 109, AC: 20)
Level 17: Redemption Paladin 6/Celestial Warlock 11
Our cha is now max! In addition, we also have two more of our warlock features: radiant soul and celestial resistance. The first lets us have resistance to radiant and fire damage, while we also get to add our charisma bonus to a single roll of one of our spells that deal radiant or fire damage. The latter lets us gain temp hit points after a rest, which currently equals 15. Flame strike is now available, and its a pretty decent spell to pick up. Our first mystic arcanum is the spell Investiture of flame, which means we punish people EVEN more for attacking us.(HP: 163, AC: 20)
Level 20: Redemption paladin 6/Celestial Warlock 14
We are here: level 20. Sadly, we forgot about the fact that we have a lot more invocations, so lets go get them. Lifedrinker is a must, for extra damage and then tomb of levistus is a big heal and protection tool.We also take one with shadows, just so we can do some hidy stuff. Our 7th level arcanum is the spell that is up to you (none are melee based, so any). But our final feature is from our pact. We can come back to life, and explode a little doing so. This is the ultimate com back tool, and lets us keep coming. Our final asi goes into con, just for some nice hp boost. That is my build! We can self heal, come back to life and finally give everyone else our damage! (HP: 190, AC: 20)
I hop you liked this build, the HP IS AWFUL at low levels, but decent at high ones. Hope this is cool!
'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
I'll worldbuild for your DnD games!
Just a D&D enjoyer, check out my fiverr page if you need any worldbuilding done for ya!
Your AC with a shield would be 18 from level 1. Chainmail is AC 16. :)
Thanks! Will edit the rest later.
'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
I'll worldbuild for your DnD games!
Just a D&D enjoyer, check out my fiverr page if you need any worldbuilding done for ya!
REMINDER this is the last day for build submissions
Subscribe to our channel for character builds, roleplay and DM tips: www.youtube.com/c/dorkforge
Interested in Tasha's Cauldron of Everything? Check out our playlist on Youtube
Please feel free to message us with any requests or build challenges!
So excited! Just wanted to make sure my build is ok? (Holy redeemer
'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
I'll worldbuild for your DnD games!
Just a D&D enjoyer, check out my fiverr page if you need any worldbuilding done for ya!
Harumph. I was toying with the idea of a Warforged Battlesmith (Codename Gemini, having a Steel Defender that is basically the nanobot "shell" from Terminator Dark Fate just for the visuals) to see if it was possible to compete with Yurei1453's Artillerist build. The problem is that darn Protector Cannon and its Bonus Action healing. Especially when you can have two of them at 15th level. The healing is just that much more reliable than the Arcane Jolt that relies on actually hitting your opponent. :P
I calc your hp at 20 to be 190 not a flat 200 should I'd encourage a double check on that front for accuracy's sake, but otherwise it looks good to me, meets the aim of the build and the prereqs for your multiclass!
Subscribe to our channel for character builds, roleplay and DM tips: www.youtube.com/c/dorkforge
Interested in Tasha's Cauldron of Everything? Check out our playlist on Youtube
Please feel free to message us with any requests or build challenges!
Still worth the effort, it's worth bearing in mind that the Cannons require an action to summon and last an hour, so Battle Smith patches a hole so to speak there in that the Steel Defender is a permanent companion. Two cannons is also meaningless in terms of temp hp since it doesn't stack and they trigger simultaneously, the only real benefits are allowing damage output at the same time or allowing a bigger area for party buffing, both of which are entirely irrelevant to the Throwdown. The more builds the better!
Subscribe to our channel for character builds, roleplay and DM tips: www.youtube.com/c/dorkforge
Interested in Tasha's Cauldron of Everything? Check out our playlist on Youtube
Please feel free to message us with any requests or build challenges!
Ah, ok. I was doing half of the calculations in my head, cause I'm on a phone, and swapping between calculator and this removes the edits. (I only have the basic rules on here, but do have the PHB and xanathars in person. Meaning whenever I had tough, I had to calculate that and add it. I will go and edit that now.
'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
I'll worldbuild for your DnD games!
Just a D&D enjoyer, check out my fiverr page if you need any worldbuilding done for ya!
Announcement: Due to requests on the forum this competition originated from, I will be debuting shorter "lightning round" competitions to fill the voting time of the primary Throwdowns on DDB as well. This is advance notice, voting on The Terminator will begin shortly and alongside it, the first companion competition.
Subscribe to our channel for character builds, roleplay and DM tips: www.youtube.com/c/dorkforge
Interested in Tasha's Cauldron of Everything? Check out our playlist on Youtube
Please feel free to message us with any requests or build challenges!
Build submissions are now closed.
Voting is now OPEN
Subscribe to our channel for character builds, roleplay and DM tips: www.youtube.com/c/dorkforge
Interested in Tasha's Cauldron of Everything? Check out our playlist on Youtube
Please feel free to message us with any requests or build challenges!
Slaab!!!
"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."
I had to take a while to weigh the costs and benefits between the Factory Model AS 7 "Atlas" and Slaab "the Swamp that Walks".
In the end, my vote goes to the Artificer build.
My reasons:
* Strong saving throw ability for every stat
* Uncompromised ability to deal with magical effects so long as spell slots remain
* Ridiculously high AC
* Ability to sacrifice infusions for multiple "get back up from 0 hp" without rolling dice
* Ability to upcast Dispel Magic
* Elemental resistances
It's main weaknesses are that it is not nearly as maneuverable as Slaab and the strength of its items are significantly decreased against an opponent who can grapple using Anti-Magic Field, which is to say that it would take a pretty specialized build to take out the AS 7.
Now, in most random scenarios, I as an NPC would be more afraid of Slaab than the AS 7 because of Slaab's tracking abilities and ability to run across liquids and up walls, etc. Slaab is scarier as an opponent if I was trying to hide. However, in open combat, the AS 7 can stand up to more effects and spells than Slaab due to the low INT and CHA stats. Rage is strong, but can be dealt with using a Portent and a Banishment/Dominate Person.
Gosh, so many unique builds, it's kind of hard to keep straight what I think of each of them! Overall, it seems like builds fell into categories like High HP, stacking THP, resisting damage, and regenerative self-healing/raising/refusing to die... and it was really cool to see how many different ways there are to be tanky in different ways.
Overall, Yurei's Atlas just really rose above as far as raw defensive potential without actually making too many sacrifices for the sake of the gimmmick... along with great "Terminator" thematics! DorkForge's Wolverine, and the other builds that also focused on tanking-via-healing rather than high AC like BobbyBaker's... really creative, really conjures up the T-1000 horror you'd feel after landing an alphastrike on those guys for 100+ damage only to watch it heal back up while they keep coming... very creative. The barbarians obviously are absolute units, especially Song_of_Blues which refuses to die until her work is done! Brewsky's Jank the Tank is.... disqualified, for being an avoidance tank (though the line between that and an AC tank is I suppose in the eye of the beholder?), but again some neat vibes there for using that protection to stalk forward into duels you choose instead of lurking on the back line! Some of the other Paladin-based stuff seemed cool but I had a hard time tracking what was especially "terminator" about them, but that could have just been eyeball fatigue... more character portraits and TLDR summaries please, to help the reader "get" what you're going for!
I'm ultimately going to have to give my vote to Yurei's Atlas, for being I believe the toughest build while requiring the least setups/statuses to guarantee that toughness (heck, you can't even catch him defenseless while sleeping!), but my runner up would probably go to DorkForge or Bobby on this one for making me see healing in a newer, tougher way.
dndbeyond.com forum tags
I'm going to make this way harder than it needs to be.
I loved each and every build here, but I have to say, Yurei's build just fit the bill. l loved DorkForge's as well but my vote 100% has to go to the REAL terminator.
“I will take responsibility for what I have done. [...] If must fall, I will rise each time a better man.” ― Brandon Sanderson, Oathbringer.
Another vote for Atlas,
You are only as strong as your weakest link (especially against intelligent enemies) and a lot of the barbarian based builds are very vulnerable to things like hold/dominate person, banish, feeblemind (If you can't say "I'll be back" you don't quylaify as a terminator"). Features that allow you to get back up when you are down to 0 HP can be one shot with divine word or life drain.
Atlas has an amazing AC and set of save stats, he may even be more survivable than by build (which has to rely on inferior back up if the enemy has disintegrate) but Atlas has decent offence capabilities where I gave up all offence to try and survive the onslaught..