Double-Whip'ing Arakocra build. Get Two-Handed fighting style. Whips give a 10ft range, so I can fly-by the enemy and unless they have a polearm or other reach weapon, avoid all opportunity attacks.
Using standard array for theory-crafting, (though in practice, it would be 4d6 drop lowest. Obviously maxing out with Studded Leather, For the class, options are:
1. Paladin - Vow of Vengeance, to get that sweeeeeeet, sweeeet 9th level Haste casting, as well as Divine Smite to heavily offset the otherwise low base damage of the Whip. Plus Vow of Enmity. Getting to level 20 seems unlikely in any adventure I play in the near decade-future, so capstone being redundant doesn't really matter I suppose. Would have to take GWF or Defense fighting styles here, since Paladin doesn't get Two-Handed. Tops out at 2+1 attacks. Or 3+1 with Haste. I don't think GWF is worth it, so It' probably be Defense. I'd ask my DM at that point if I can somehow take Two-Weapon Fighting Style on the pally....
2. Fighter - Eldritch Knight, again, to get that sweeeet sweeet 13th level Haste casting, a bit farther out sadly than Paladin gets it. Don't see much of the rest of the class being that useful, except for the extra attack at level 11 (and maybe (and again unlikely) level 20. This gets me the two-handed fighting style that paladin doesn't. Tops out at 3+1, or 4+1 at level 20. Although, there's Action Surge.... which basically is the same as "Vow of Enmity", but usuable only once per long rest, vs Vow's once per Short Rest.
3. Warlock - Pact of the Blade. With Archfey patron. Basically, is a mini-paladin. Eldritch Smite for converting spells to attack damage, and knocking people down. Though, it is much more limited per-encounter than Paladin would be. Lifedrinker lets me double up on abilities that add damage (at level 12). No Fightning Style, still tops out at 2+1 with a lot of downsides, and not much upside in this particular use-case that I can think of. All in all, I can't see a reason to run Warlock for this idea, unless I'm missing something.
4. Wizard to level 5 for Haste... then grab Vow of Enmity or Eldritch Knight after that - which would fall behind by one level for attacks. Getting War Magic, Arcane Deflection and Tactical Wit is pretty good, but Wizard + Pal or Fighter would be a pretty MAD build.... and probably not worth it.
6. Bard - College of Swords... I'm not to familiar with bards in 5e. But I don't get Whip proficiency with this class without using a Feat, so it's severely underwhelming in other ways as well.
So, basically, I think Paladin basically wins out in this situation. You get all the tools of being a half-caster, Haste at level 9, Divine Smite, various utility spells when needed, and Vow of Enmity, plus normal paladin stuff. Versus Edritch Knight which does get that extra base attack at level 11, but doesn't get Haste until level 13, though it does get Action
And without delving into custom backgrounds, probably just take Soldier or Outlander (to get Perception, is overpowered)
So, at level 9 (Haste!)
I'd have 10/20/14/8/12/14 for stats. +5 Initiative is super nice tho. AC is 18 (With fighting style), with +2 on all saves being gravy. 50Ft base flying speed. Which also helps save on being hit by melee when needing to Concentrate on holding up Haste or something else.
10ft range /w Whip, +9 to hit on 1d4+5. 2+1 attacks, or 3+1 with Haste up, which then gives 100ft flying speed. Zoom in, hit, zoom out. 3D combat to make DM cry. Bonus Misty Step to go 130 ft a few time a day.
Prepared Spells would probably focus on non-Concentration spells (because Hate being the main thing.) Detect Magic however, gotta have it. Find Steed for a free Advantage Giver, and someone else can ride it since I can fly. Zone of Truth for integrations. Locate Object for questing. Dispel Magic, Daylight, finish off the list at level 9.
The biggest issue I can see, is trying to find MAGICAL Whips....
Not entirely certain what the end goal with this build is, but you might be interested in the Mobile feat.
The target of your melee attack can not make opportunity attacks against you for the rest of your turn, whether or not your attack is successful. Dive in, strike with more traditional weapons, fly out.
Not entirely certain what the end goal with this build is, but you might be interested in the Mobile feat.
The target of your melee attack can not make opportunity attacks against you for the rest of your turn, whether or not your attack is successful. Dive in, strike with more traditional weapons, fly out.
The goal was to make something a bit out of the box, without being utterly useless.
Mobile feat seem fine, I guess. ..... double-shortsword? is the common combo right? Though, that does step the ASI back 4 levels...
Whips are great for out of the box builds, but you're not going to find a way to really optimize them to do more than a GWM halberd would in the same situation. Yeah, they're Finesse so they can apply Sneak Attack... but I have yet to see a good proposal for balancing Sneak Attack/crit fishing/Extra Attack/whatever that outpaces what a vanilla fighter can do with GWM and a halberd. Any Sneak Attack builds you can make with a Whip, you probably could have made with a Bow? Any Smite builds you can make with a Whip, you could have made with a Halberd or something? I long for the days when Whips actually had a "Trip Attack" weapon property that made them feel unique :(
Cool things that I think a Whip can do (some of which you might find relevant):
Whip + Reckless Attack + Sneak Attack, to recklessly Sneak Attack enemies from 10 feet out regardless of the positioning of your allies, and have the distance to retreat without an OA before they can take advantage. Instead of Sneak Attack, could substitute in crit fishing instead, but again a Halberd is better for CF.
Whip + Mounted Combatant + Sneak Attack/Crit Fishing, to Sneak Attack/Crit enemies from 10 feet out regardless of the position of your allies as long as they're Medium or smaller (or even larger, with a big enough Mount).
[Whip] + Charismax3 + Dueling (Hexblade, Lifedrinker, and Aura of Hate). Technically works with any weapon, but being able to do GWM-level damage with a one-handed reach weapon is cool (though, GWM+Charismax3 is even better, with a Halberd)
[Whip] + Battlemaster Maneuvers
[Whip] + Unwavering Mark, to hit-and-run mark targets, setting up extra attacks agianst them the following round without sticking around to actually taunt.
Essentially... weapon damage die is such a small part of damage per round on most builds, choosing to use a Whip instead of a weapon with a larger hit die doesn't really hurt that much, most builds care more about hitting than what they hit with. But when I think of a hit-and-run swooping bird lashing from out of reach... there really aren't that many obvious features that interact with that in a way that shows up on paper. Something with Sneak Attack or Smite or Battlemaster or all three, probably.
I was just looking to see how to make a fly-by melee build that could apply non-base weapon damage (e.g. divine smite.) Without feeling clumsy (e.g. a flying bird boy with a giant polearm zipping around.)
But I also realized a few things..
1. To dual-wield whips, I need Dual Weilder feat (T_T), which does give the bonus of extra +1 AC tho.... But no-longer featless build which makes me sad.
2. I could just take Polearm Master, get higher base damage. And still keep the 2+1/3+1 attacks. And tha also gets the Polearm Master opportunity attacks.
3. Take a Greatsword, and Mobility, get 2+1/3+1, but have higher average compared to Polearms, And a little higher speed (60ft).
4. TWF Shortswords or Scimitars. No reach. Also requires Mobility.
5. Just take a bloody Longbow....(POTB Warlock, since Divine Smite doesn't work with Ranged weapons, no Haste, no bonus attack.)
Option 2 and 3 just aren't great due to MAD requirements. Polearms and Greatswords require STR, which will heavily impact the damage. AND if I want high AC, I have to prioritize DEX, but lose either CON, STR, or CHA..... Without high DEX, my AC goes into the toilet - can't wear medium or heavy armor and fly. Option 4 still requires Mobility anyway, and has no reach.
Option 5 is just, bad, from what I've tried to craft.
Back to options 2 and 3, I could just not are about having any extra STR, since the raw weapon damage is still on average, going to perform similarly to Whip+DEX. So I'd just take the normal 10/15/14/8/12/13 for paladin. Probably skip Greatsword at that point, go Polearm, Polearm Mastery...
Last problem is Paladin doesn't get TWF, unless my DM allows it...
At level 9, when OoV gets Haste, using standard array, and without any magical items:
10 - 18 - 14 - 8 - 13- 14 (Getting +2 dex at lvl 12 ASI, then pumping either Con or Cha after that.) Defense style, with Dual Wielder 18 AC (17 with TWF style)
Without TWF, its 1d4+4 + Divine Smite for 2/3 attacks, and 1d4+ divine smite for bonus. With TWF, an extra 4 damage per hit, but -1 AC. +8 to hit.
4 level 1 slots, 3 level 2 slots for Divine Smite, with 2-casts per day of Haste. PLUS short rest Vow of Enmity to get all those hits in to actually proc Divine Smite smashes. Also can use Find Steed to get a combat-capable helper for some extra Advantage during non-boss fights - and let someone else be speedy besides the bird.
Also get Lay on Hands, Hunter's Mark/Divine Favour/Crusaders Mantle for when I need to use a shield and can't TWF.
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If I go, Polearm, without Polearm Mastery, I'd be able to get 19 AC, (10-20-13-8-13-14) at level 9, with 2 base attacks, 3 with haste. And use Bonus action for .... what?
Another direction to look at would be swashbuckler rogue (gives the ability to attack and not get Attack of opportunity'd) and sorcerer for spells, both rely heavily on charisma. Dual wield rapier and get a higher base damage, if you really love the smite mechanic a couple levels of paladin would get that. This would be a charisma, dex primary, with str secondary. Or go full charisma and do swashbuckler, hexblade, sorcerer. For dual wield you would need 3 in warlock for pact of the blade, allowing you to have the one pact weapon using charisma and one other that you can attune to be charisma based as well.
I like where you were going with your idea, would be fun regardless.
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"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."
Thanks, fun > boring same-old optimization everyone seems to do...
But, I'll copy my reddit post here to make things more clear.
All numbers will be based off Standard Array, without magical items. And please understand that I'm limited to what is available to me on DNDBeyond (DMG+PHB+EEPC) and that I haven't strayed much from that beaten path. Unless I want to hand-write everything, which was a "no" from my cramp-enthusiastic hand.
Again, looking for input, comments, questions, or critiques - this is not an optimized build in the sense that it's some super tier 1 DM's plan-wrecking-uber-tuned idea. Just for fun, and to try out something a bit different that is hopefully still viable for casual playing. So, if I missed something painfully obvious, do inform me.
Race: Aarakocra, obviously.
Primary benefit the Aarakocra provides is the on-demand flying, and +2 DEX. The +1 WIS is nice, and three languages right off the bat (as useful as that is...remains to be seen.) Lastly, unarmed damage of 1d4+STR in slashing flavor.
The alternative would be Aasimar, Protector - a one minute 30ft of flying used once per long rest. It does offer additional radiant damage equal to your level once per turn. But the base +2 CHA, while good for the Paladin, is not as good as the DEX bonus the Aarakocra provides for the overall strategy. Other advantages would be natural Dark Vision, Celestial Resistance, Healing Hands, and Light Bearer - but Protector isn't part of the package I have access to.
One major issue is the lack of medium or heavy armor in order to have Aarakocra's flying. But....I don't think overall the build suffers from that.
Class: Paladin, Oath of Vengeance
Primary benefits here are short-rest Vow of Enmity, Divine Smite/Improved Divine Smite, and Haste. Secondary are the fridge-like hit-dice, Laying on Hands, Extra Attack, Aura of Protection, and Aura of Courage.
Both Bane, and Hunter's Mark are also great spells to have around in most cases. Misty Step is a fine way to move when flying won't work (thought I doubt that'd be often.) Protection from Energy, Banishment, Dimension Door, Hold Monster and Scrying are also fine spells (if I get to level 13th in any campaign I'd be amazed.) But It's really just about the Haste and Vow of Enmity from OoV. And while it's no "Find Familar", Find Steed can be used in much the same way - can help in combat, carry loot, scout, carry slow-moving allies, etc...
Compare to a Fighter, that can get three main attacks, and bonus attack (3+1), along with Action Surge - but loses Divine Smite, Vow of Enmity's advantage rolling, Laying on Hands, the Auras, and Spells (Eldritch Knight doesn't get Haste until level level 13....
I've looked into other classes for both mono, and multiclass. But overall, I believe Paladin - OoV is the overall winner.
Fighting Style - Defense, or ask your DM to let you use TWF. GWF doesn't offer much benefit with Whips. You could also be a Dueling Whip/Board - but then why not just be a Sword/Board...?
At level 9 (When you get Haste), you'd have DEX 18, CHA 14.
Background
Not much to say here, Outlander was the choice I took. Which let me grab Perception as the selectable skill since I had Athletics from Paladin. And a 4th Language.
Equipment: Sans Magic
Basic equipment is Studded Leather Armor, and two whips. A shield and backup one-handed weapon (Rapier (+8/1d8+4)) Is advised. One of the issues with this build would be finding magic Whips... But that's a conversation for your DM and you.
NUMBERS
At level 9, the build is as follows:
2+1 Attacks, at +8 to hit, and 1d4+4 damage+Divine Smite. With Haste, it becomes 3+1. With Vow of Enmity active, you're rolling up to 8d20 on a target to Indiana Jones the shit out of it. WITH a 10ft Reach, and you can fly around and Whip the shit out of just about anything on the field without much hassle. Please note without TWF (by DM's approval) that your bonus attack is JUST 1d4 (with Divine Smite.) But that extra +4(or +5 at level 12) isn't going to be a big issue (IMO.)
AC 18, or 17 with TWF. If you need to switch to sword and board, that's 20/19 respectively. With Haste active, add another 2 to that.
Even at lower levels, you're doing consistent (maybe not 'spectacular') damage, and doing it from relative safety from most melee enemies. You can and should, fly over to casters and whip them. You can and should, fly over to archers, and whip them too. You can switch to being a front-line 'tank,' because you've got a rapier and shield to switch too. But its not optimal for that, it'll work - but it is not the way. At levels 1-3 you obviously can't dual-wield the whips (just a regular Pally for a spell...) But once you get Dual Wielder at level 4 - go ham.
Spells/Magic Items
Obviously Haste is a big part of this build, it lets you get that extra chance to roll for damage, extra AC, advantage on DEX saving rolls, and makes you a 100ft speedy bird bastard. Spell choices (at level 9) beyond that focus on out of combat utility - Detect Magic, Find Steed, Locate Object, Zone of Truth, Daylight, and Dispel Magic. There are times when Crusader's Mantle is the right choice, and Remove Curse can be quite useful. But mostly, you're going to be saving those spell slots for Divine Smite. If your friendly Wizard wants to Haste you up, and then you can focus on giving yourself additional damage with Hunter's Mark, it's always nice. But this doesn't count on that.
MAGIC ITEMS
Pretty basic and obvious list of magical trinkets and gear to improve the character, only going to go through Common (not much), Uncommon, and Rare items. With Magical Whips being the high priority. Magical Studded Leather too.
Honorable Mention: Clockwork Amulet (it is from Xanathars...), gives you an assured way once a day to wack something with an attack roll of 18. No attunement required. You could have dozens of these! DOZENS!
Alchemy Jug - Fly over and pour oil, acid, poison, or mayo.... on the battlefield. Just listing this for the meme.... No Attunement required.
Eversmoking Bottle, open it, tie it to your belt. Fill the battlefield with smoke. While everything is obscured (including your target,) you have Reach and freedom to fly around. Plus whatever other uses an Eversmoking Bottle has. No Attunement required.
Goggles of Night, since Aarakocra don't have Dark Vision, this is a easy way to get it - and doesn't require Attunement.
Wind Fan (this one is up to the DM,) give yourself a speed boost. No Attunement required.
Boots of Elvenkind. No Attunement required. But do they fit on clawed talon-feet?
Cloak of Elvenkind. DOES require attunement, so Boots are better - and double better since there aren't many other boots you'd want anyway.
Cloak of Protection. Stack some more AC and Saves. Really can't go wrong. Does require Attunement.
Ring of Protection. Same as Cloak. Does require Attunement.
Eyes of the Eagle. You're an eagle-person. Why do you need goggles that give you more eagle-eyed vision then you already have...oh. Right. You don't. Does require Attunement, but advantage on Perception is always good.
Gloves of Missile Snaring. Ask your DM if these work through your Whips. Does require Attunement.
Pearl of Power, depending on how many things your DM throws at you in a day, having an extra Haste can be handy. Or anything else 3rd level and down (including an Extra DIVINE SMITE.) Requires Attunement, and probably one of the better things to actively be on the lookout for.
Stone of Good Luck, I'd rather get the AC bonus from a Ring/Cloak of Protection, but they don't give a bonus to Ability checks.... And while it does require Attunement, its a bonus to the most OP skill Perception.
Wand of the Web, I like this because you fly around above the webs and whip things. Does require attunement.
Cape of the Mountbank - Short version, attunement not required. If you get it its just frosting. Though, you can already fly, it's basically Warp Speed for you.
Folding Boat, I will never not take Folding Boat, its not just a folding boat. It is a cottage, a bunker, and land-castle all in one. And NO ATTUNEMENT required!
Portable Hole, do I need to explain this one? No attunement required.
Amulet of Health, be beefier. Requires attunement. I don't think being beefier is going to change much so its only great when you aren't already at 3 attuned items and have the spare slot open (and no one else is in more dire need of it.)
Belt of Dwarvenkind, proffers Darkvision, another language, bonus to CON, advantage on Dwarf Relations, and advantage against hurt juice. Solid overall magic item and a bird with a beard you say? Requires attunement.
Cloak of Displacement, one of my favorite defense items - giving an enemy disadvantage is often better than a small +1 bonus that something like the Cloak of Protection provides. Requires attunement, and worth it.
Mantle of Spell Resistance, advantage is always better than +1 from Cloak/Ring if its a contest between the two - though that does depend on how many spells your DM throws at you. Requires attunement.
Ring of Evasion, thrice a day success on dex throws, but you already have pretty good +4/+5 on dex. Still, better than not. Requires attunement. Only requires your reaction which you won't be using for much else.
Ring of Spell Storing, like the Pearl of Power, the ability to store up/re-get spells is powerful. An extra Haste, and two charges of Detect Magic would be my normal EDC (or ask a kindly Cleric to store some Guidance for ya.)
Robe of Eyes, cons: can be blinded. pros: darkvision, advantage on perception checks, and detect invisible and ethereal bulllllshit. Requires attunement, and definitively a decent item to snag if given the option. How many baddies cast Light or Daylight on ya.
Gauntlets of Ogre Strength, considering a base STR score of 10 in this build, a jump to 19 if you aren't using your attunement slot for anything else. Opens up some other combat options, and STR based checks. But isn't required in anyway unless you've got them just laying about.
Tentacle Rod, it's like a Whip, but weirder First off, you get three attacks out of it at +9, for 1d6 each. You don't get your ability modifier, but I'm pretty sure you can Divine Smite still. Its got the debuff too, if the target takes all three. Requires attunment and I think damn well worth it. If I have my knowledge right, technically with Haste you can Tentacle Rod twice per turn? - Needs clarification, I may be incorrect? Also is the magical whip-like weapon.
Tentacle Rod isn't as neat as it seems, because you aren't attacking, the rod is (as demonstrated by its static attack modifier). "When you hit..." or "When you attack..." features (including Divine Smite) won't trigger on the Tentacle Rod, because you aren't doing anything other than holding it and telling it what to do.
Tentacle Rod isn't as neat as it seems, because you aren't attacking, the rod is (as demonstrated by its static attack modifier). "When you hit..." or "When you attack..." features (including Divine Smite) won't trigger on the Tentacle Rod, because you aren't doing anything other than holding it and telling it what to do.
Here's what I've settled on. After much thought, yes, Whips are the way to go for the hit-and-run style. Other weapons either lack reach, requiring Mobility feat; or are STR weapons and that is very MAD. Unless specific magic items are guaranteed ( see notes at bottom of left column.) Due to 5E's bounded accuracy, at low and mid levels, Defense style is superior to having TWF, and even at higher levels I'm not sure TWF is at all necessary since +4-5 damage at that point is only useful if there is no use of Divine Smite. Though, that extra AC even then is less meaningful. My messy math on GWF puts it solidly on the bottom. Depending on the rest of your party, Defense or TWF (with DM's permision) are both fine.
If you're not using Standard array, and you do roll nicely for a MAD build, Glaive+Polearm Master would be the way to go. (or ...STR magic items.)
Background info/language/skills not included, since everyone knows Perception, Perception, Perception. But yea, Outlander.
fancy graphics (not really, but thanks for trying, OpenOffice.)
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2014 5E mostly
3.5 maybe.
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Just a thunk,
Double-Whip'ing Arakocra build. Get Two-Handed fighting style. Whips give a 10ft range, so I can fly-by the enemy and unless they have a polearm or other reach weapon, avoid all opportunity attacks.
Using standard array for theory-crafting, (though in practice, it would be 4d6 drop lowest. Obviously maxing out with Studded Leather, For the class, options are:
1. Paladin - Vow of Vengeance, to get that sweeeeeeet, sweeeet 9th level Haste casting, as well as Divine Smite to heavily offset the otherwise low base damage of the Whip. Plus Vow of Enmity. Getting to level 20 seems unlikely in any adventure I play in the near decade-future, so capstone being redundant doesn't really matter I suppose. Would have to take GWF or Defense fighting styles here, since Paladin doesn't get Two-Handed. Tops out at 2+1 attacks. Or 3+1 with Haste. I don't think GWF is worth it, so It' probably be Defense. I'd ask my DM at that point if I can somehow take Two-Weapon Fighting Style on the pally....
2. Fighter - Eldritch Knight, again, to get that sweeeet sweeet 13th level Haste casting, a bit farther out sadly than Paladin gets it. Don't see much of the rest of the class being that useful, except for the extra attack at level 11 (and maybe (and again unlikely) level 20. This gets me the two-handed fighting style that paladin doesn't. Tops out at 3+1, or 4+1 at level 20. Although, there's Action Surge.... which basically is the same as "Vow of Enmity", but usuable only once per long rest, vs Vow's once per Short Rest.
3. Warlock - Pact of the Blade. With Archfey patron. Basically, is a mini-paladin. Eldritch Smite for converting spells to attack damage, and knocking people down. Though, it is much more limited per-encounter than Paladin would be. Lifedrinker lets me double up on abilities that add damage (at level 12). No Fightning Style, still tops out at 2+1 with a lot of downsides, and not much upside in this particular use-case that I can think of. All in all, I can't see a reason to run Warlock for this idea, unless I'm missing something.
4. Wizard to level 5 for Haste... then grab Vow of Enmity or Eldritch Knight after that - which would fall behind by one level for attacks. Getting War Magic, Arcane Deflection and Tactical Wit is pretty good, but Wizard + Pal or Fighter would be a pretty MAD build.... and probably not worth it.
6. Bard - College of Swords... I'm not to familiar with bards in 5e. But I don't get Whip proficiency with this class without using a Feat, so it's severely underwhelming in other ways as well.
So, basically, I think Paladin basically wins out in this situation. You get all the tools of being a half-caster, Haste at level 9, Divine Smite, various utility spells when needed, and Vow of Enmity, plus normal paladin stuff. Versus Edritch Knight which does get that extra base attack at level 11, but doesn't get Haste until level 13, though it does get Action
And without delving into custom backgrounds, probably just take Soldier or Outlander (to get Perception, is overpowered)
So, at level 9 (Haste!)
I'd have 10/20/14/8/12/14 for stats. +5 Initiative is super nice tho. AC is 18 (With fighting style), with +2 on all saves being gravy. 50Ft base flying speed. Which also helps save on being hit by melee when needing to Concentrate on holding up Haste or something else.
10ft range /w Whip, +9 to hit on 1d4+5. 2+1 attacks, or 3+1 with Haste up, which then gives 100ft flying speed. Zoom in, hit, zoom out. 3D combat to make DM cry. Bonus Misty Step to go 130 ft a few time a day.
Prepared Spells would probably focus on non-Concentration spells (because Hate being the main thing.) Detect Magic however, gotta have it. Find Steed for a free Advantage Giver, and someone else can ride it since I can fly. Zone of Truth for integrations. Locate Object for questing. Dispel Magic, Daylight, finish off the list at level 9.
The biggest issue I can see, is trying to find MAGICAL Whips....
2014 5E mostly
3.5 maybe.
Not entirely certain what the end goal with this build is, but you might be interested in the Mobile feat.
The target of your melee attack can not make opportunity attacks against you for the rest of your turn, whether or not your attack is successful. Dive in, strike with more traditional weapons, fly out.
The goal was to make something a bit out of the box, without being utterly useless.
Mobile feat seem fine, I guess. ..... double-shortsword? is the common combo right? Though, that does step the ASI back 4 levels...
2014 5E mostly
3.5 maybe.
Whips are great for out of the box builds, but you're not going to find a way to really optimize them to do more than a GWM halberd would in the same situation. Yeah, they're Finesse so they can apply Sneak Attack... but I have yet to see a good proposal for balancing Sneak Attack/crit fishing/Extra Attack/whatever that outpaces what a vanilla fighter can do with GWM and a halberd. Any Sneak Attack builds you can make with a Whip, you probably could have made with a Bow? Any Smite builds you can make with a Whip, you could have made with a Halberd or something? I long for the days when Whips actually had a "Trip Attack" weapon property that made them feel unique :(
Cool things that I think a Whip can do (some of which you might find relevant):
Essentially... weapon damage die is such a small part of damage per round on most builds, choosing to use a Whip instead of a weapon with a larger hit die doesn't really hurt that much, most builds care more about hitting than what they hit with. But when I think of a hit-and-run swooping bird lashing from out of reach... there really aren't that many obvious features that interact with that in a way that shows up on paper. Something with Sneak Attack or Smite or Battlemaster or all three, probably.
dndbeyond.com forum tags
I'm going to make this way harder than it needs to be.
I was just looking to see how to make a fly-by melee build that could apply non-base weapon damage (e.g. divine smite.) Without feeling clumsy (e.g. a flying bird boy with a giant polearm zipping around.)
But I also realized a few things..
1. To dual-wield whips, I need Dual Weilder feat (T_T), which does give the bonus of extra +1 AC tho.... But no-longer featless build which makes me sad.
2. I could just take Polearm Master, get higher base damage. And still keep the 2+1/3+1 attacks. And tha also gets the Polearm Master opportunity attacks.
3. Take a Greatsword, and Mobility, get 2+1/3+1, but have higher average compared to Polearms, And a little higher speed (60ft).
4. TWF Shortswords or Scimitars. No reach. Also requires Mobility.
5. Just take a bloody Longbow....(POTB Warlock, since Divine Smite doesn't work with Ranged weapons, no Haste, no bonus attack.)
Option 2 and 3 just aren't great due to MAD requirements. Polearms and Greatswords require STR, which will heavily impact the damage. AND if I want high AC, I have to prioritize DEX, but lose either CON, STR, or CHA..... Without high DEX, my AC goes into the toilet - can't wear medium or heavy armor and fly. Option 4 still requires Mobility anyway, and has no reach.
Option 5 is just, bad, from what I've tried to craft.
Back to options 2 and 3, I could just not are about having any extra STR, since the raw weapon damage is still on average, going to perform similarly to Whip+DEX. So I'd just take the normal 10/15/14/8/12/13 for paladin. Probably skip Greatsword at that point, go Polearm, Polearm Mastery...
Last problem is Paladin doesn't get TWF, unless my DM allows it...
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But overall, Whip Paladin just looks the best.
At level 9, when OoV gets Haste, using standard array, and without any magical items:
10 - 18 - 14 - 8 - 13- 14 (Getting +2 dex at lvl 12 ASI, then pumping either Con or Cha after that.)
Defense style, with Dual Wielder
18 AC (17 with TWF style)
Without TWF, its 1d4+4 + Divine Smite for 2/3 attacks, and 1d4+ divine smite for bonus. With TWF, an extra 4 damage per hit, but -1 AC. +8 to hit.
4 level 1 slots, 3 level 2 slots for Divine Smite, with 2-casts per day of Haste. PLUS short rest Vow of Enmity to get all those hits in to actually proc Divine Smite smashes. Also can use Find Steed to get a combat-capable helper for some extra Advantage during non-boss fights - and let someone else be speedy besides the bird.
Also get Lay on Hands, Hunter's Mark/Divine Favour/Crusaders Mantle for when I need to use a shield and can't TWF.
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If I go, Polearm, without Polearm Mastery, I'd be able to get 19 AC, (10-20-13-8-13-14) at level 9, with 2 base attacks, 3 with haste. And use Bonus action for .... what?
2014 5E mostly
3.5 maybe.
Another direction to look at would be swashbuckler rogue (gives the ability to attack and not get Attack of opportunity'd) and sorcerer for spells, both rely heavily on charisma. Dual wield rapier and get a higher base damage, if you really love the smite mechanic a couple levels of paladin would get that. This would be a charisma, dex primary, with str secondary. Or go full charisma and do swashbuckler, hexblade, sorcerer. For dual wield you would need 3 in warlock for pact of the blade, allowing you to have the one pact weapon using charisma and one other that you can attune to be charisma based as well.
I like where you were going with your idea, would be fun regardless.
"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."
Thanks, fun > boring same-old optimization everyone seems to do...
But, I'll copy my reddit post here to make things more clear.
All numbers will be based off Standard Array, without magical items. And please understand that I'm limited to what is available to me on DNDBeyond (DMG+PHB+EEPC) and that I haven't strayed much from that beaten path. Unless I want to hand-write everything, which was a "no" from my cramp-enthusiastic hand.
Again, looking for input, comments, questions, or critiques - this is not an optimized build in the sense that it's some super tier 1 DM's plan-wrecking-uber-tuned idea. Just for fun, and to try out something a bit different that is hopefully still viable for casual playing. So, if I missed something painfully obvious, do inform me.
Race: Aarakocra, obviously.
Primary benefit the Aarakocra provides is the on-demand flying, and +2 DEX. The +1 WIS is nice, and three languages right off the bat (as useful as that is...remains to be seen.) Lastly, unarmed damage of 1d4+STR in slashing flavor.
The alternative would be Aasimar, Protector - a one minute 30ft of flying used once per long rest. It does offer additional radiant damage equal to your level once per turn. But the base +2 CHA, while good for the Paladin, is not as good as the DEX bonus the Aarakocra provides for the overall strategy. Other advantages would be natural Dark Vision, Celestial Resistance, Healing Hands, and Light Bearer - but Protector isn't part of the package I have access to.
One major issue is the lack of medium or heavy armor in order to have Aarakocra's flying. But....I don't think overall the build suffers from that.
Class: Paladin, Oath of Vengeance
Primary benefits here are short-rest Vow of Enmity, Divine Smite/Improved Divine Smite, and Haste. Secondary are the fridge-like hit-dice, Laying on Hands, Extra Attack, Aura of Protection, and Aura of Courage.
Both Bane, and Hunter's Mark are also great spells to have around in most cases. Misty Step is a fine way to move when flying won't work (thought I doubt that'd be often.) Protection from Energy, Banishment, Dimension Door, Hold Monster and Scrying are also fine spells (if I get to level 13th in any campaign I'd be amazed.) But It's really just about the Haste and Vow of Enmity from OoV. And while it's no "Find Familar", Find Steed can be used in much the same way - can help in combat, carry loot, scout, carry slow-moving allies, etc...
Compare to a Fighter, that can get three main attacks, and bonus attack (3+1), along with Action Surge - but loses Divine Smite, Vow of Enmity's advantage rolling, Laying on Hands, the Auras, and Spells (Eldritch Knight doesn't get Haste until level level 13....
I've looked into other classes for both mono, and multiclass. But overall, I believe Paladin - OoV is the overall winner.
Fighting Style - Defense, or ask your DM to let you use TWF. GWF doesn't offer much benefit with Whips. You could also be a Dueling Whip/Board - but then why not just be a Sword/Board...?
Ability Scores
With Standard Array, I chose:
STR 10
DEX 15
CON 14
INT 8
WIS 12
CHA 13
ASI order would be:
FEAT (Dual Weilder) -> DEX/CHA -> DEX/DEX -> DEX/DEX -> CHA/CHA
At level 9 (When you get Haste), you'd have DEX 18, CHA 14.
Background
Not much to say here, Outlander was the choice I took. Which let me grab Perception as the selectable skill since I had Athletics from Paladin. And a 4th Language.
Equipment: Sans Magic
Basic equipment is Studded Leather Armor, and two whips. A shield and backup one-handed weapon (Rapier (+8/1d8+4)) Is advised. One of the issues with this build would be finding magic Whips... But that's a conversation for your DM and you.
NUMBERS
At level 9, the build is as follows:
2+1 Attacks, at +8 to hit, and 1d4+4 damage+Divine Smite. With Haste, it becomes 3+1. With Vow of Enmity active, you're rolling up to 8d20 on a target to Indiana Jones the shit out of it. WITH a 10ft Reach, and you can fly around and Whip the shit out of just about anything on the field without much hassle. Please note without TWF (by DM's approval) that your bonus attack is JUST 1d4 (with Divine Smite.) But that extra +4(or +5 at level 12) isn't going to be a big issue (IMO.)
AC 18, or 17 with TWF. If you need to switch to sword and board, that's 20/19 respectively. With Haste active, add another 2 to that.
Even at lower levels, you're doing consistent (maybe not 'spectacular') damage, and doing it from relative safety from most melee enemies. You can and should, fly over to casters and whip them. You can and should, fly over to archers, and whip them too. You can switch to being a front-line 'tank,' because you've got a rapier and shield to switch too. But its not optimal for that, it'll work - but it is not the way. At levels 1-3 you obviously can't dual-wield the whips (just a regular Pally for a spell...) But once you get Dual Wielder at level 4 - go ham.
Spells/Magic Items
Obviously Haste is a big part of this build, it lets you get that extra chance to roll for damage, extra AC, advantage on DEX saving rolls, and makes you a 100ft speedy bird bastard. Spell choices (at level 9) beyond that focus on out of combat utility - Detect Magic, Find Steed, Locate Object, Zone of Truth, Daylight, and Dispel Magic. There are times when Crusader's Mantle is the right choice, and Remove Curse can be quite useful. But mostly, you're going to be saving those spell slots for Divine Smite. If your friendly Wizard wants to Haste you up, and then you can focus on giving yourself additional damage with Hunter's Mark, it's always nice. But this doesn't count on that.
MAGIC ITEMS
Pretty basic and obvious list of magical trinkets and gear to improve the character, only going to go through Common (not much), Uncommon, and Rare items. With Magical Whips being the high priority. Magical Studded Leather too.
Honorable Mention: Clockwork Amulet (it is from Xanathars...), gives you an assured way once a day to wack something with an attack roll of 18. No attunement required. You could have dozens of these! DOZENS!
Alchemy Jug - Fly over and pour oil, acid, poison, or mayo.... on the battlefield. Just listing this for the meme.... No Attunement required.
Eversmoking Bottle, open it, tie it to your belt. Fill the battlefield with smoke. While everything is obscured (including your target,) you have Reach and freedom to fly around. Plus whatever other uses an Eversmoking Bottle has. No Attunement required.
Goggles of Night, since Aarakocra don't have Dark Vision, this is a easy way to get it - and doesn't require Attunement.
Wind Fan (this one is up to the DM,) give yourself a speed boost. No Attunement required.
Boots of Elvenkind. No Attunement required. But do they fit on clawed talon-feet?
Cloak of Elvenkind. DOES require attunement, so Boots are better - and double better since there aren't many other boots you'd want anyway.
Cloak of Protection. Stack some more AC and Saves. Really can't go wrong. Does require Attunement.
Ring of Protection. Same as Cloak. Does require Attunement.
Eyes of the Eagle. You're an eagle-person. Why do you need goggles that give you more eagle-eyed vision then you already have...oh. Right. You don't. Does require Attunement, but advantage on Perception is always good.
Gloves of Missile Snaring. Ask your DM if these work through your Whips. Does require Attunement.
Pearl of Power, depending on how many things your DM throws at you in a day, having an extra Haste can be handy. Or anything else 3rd level and down (including an Extra DIVINE SMITE.) Requires Attunement, and probably one of the better things to actively be on the lookout for.
Stone of Good Luck, I'd rather get the AC bonus from a Ring/Cloak of Protection, but they don't give a bonus to Ability checks.... And while it does require Attunement, its a bonus to the most OP skill Perception.
Wand of the Web, I like this because you fly around above the webs and whip things. Does require attunement.
Cape of the Mountbank - Short version, attunement not required. If you get it its just frosting. Though, you can already fly, it's basically Warp Speed for you.
Folding Boat, I will never not take Folding Boat, its not just a folding boat. It is a cottage, a bunker, and land-castle all in one. And NO ATTUNEMENT required!
Portable Hole, do I need to explain this one? No attunement required.
Amulet of Health, be beefier. Requires attunement. I don't think being beefier is going to change much so its only great when you aren't already at 3 attuned items and have the spare slot open (and no one else is in more dire need of it.)
Belt of Dwarvenkind, proffers Darkvision, another language, bonus to CON, advantage on Dwarf Relations, and advantage against hurt juice. Solid overall magic item and a bird with a beard you say? Requires attunement.
Cloak of Displacement, one of my favorite defense items - giving an enemy disadvantage is often better than a small +1 bonus that something like the Cloak of Protection provides. Requires attunement, and worth it.
Mantle of Spell Resistance, advantage is always better than +1 from Cloak/Ring if its a contest between the two - though that does depend on how many spells your DM throws at you. Requires attunement.
Ring of Evasion, thrice a day success on dex throws, but you already have pretty good +4/+5 on dex. Still, better than not. Requires attunement. Only requires your reaction which you won't be using for much else.
Ring of Spell Storing, like the Pearl of Power, the ability to store up/re-get spells is powerful. An extra Haste, and two charges of Detect Magic would be my normal EDC (or ask a kindly Cleric to store some Guidance for ya.)
Robe of Eyes, cons: can be blinded. pros: darkvision, advantage on perception checks, and detect invisible and ethereal bulllllshit. Requires attunement, and definitively a decent item to snag if given the option. How many baddies cast Light or Daylight on ya.
Tentacle Rod, it's like a Whip, but weirder First off, you get three attacks out of it at +9, for 1d6 each. You don't get your ability modifier, but I'm pretty sure you can Divine Smite still. Its got the debuff too, if the target takes all three. Requires attunment and I think damn well worth it. If I have my knowledge right, technically with Haste you can Tentacle Rod twice per turn? - Needs clarification, I may be incorrect? Also is the magical whip-like weapon.
Whips, +1, +2, +3. Yes.
2014 5E mostly
3.5 maybe.
Tentacle Rod isn't as neat as it seems, because you aren't attacking, the rod is (as demonstrated by its static attack modifier). "When you hit..." or "When you attack..." features (including Divine Smite) won't trigger on the Tentacle Rod, because you aren't doing anything other than holding it and telling it what to do.
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I'm going to make this way harder than it needs to be.
T_T
2014 5E mostly
3.5 maybe.
Heroforged' it up. (Haven't ordered yet.)
Because, I'm bored, and I really want to play this.
2014 5E mostly
3.5 maybe.
Here's what I've settled on. After much thought, yes, Whips are the way to go for the hit-and-run style. Other weapons either lack reach, requiring Mobility feat; or are STR weapons and that is very MAD. Unless specific magic items are guaranteed ( see notes at bottom of left column.) Due to 5E's bounded accuracy, at low and mid levels, Defense style is superior to having TWF, and even at higher levels I'm not sure TWF is at all necessary since +4-5 damage at that point is only useful if there is no use of Divine Smite. Though, that extra AC even then is less meaningful. My messy math on GWF puts it solidly on the bottom. Depending on the rest of your party, Defense or TWF (with DM's permision) are both fine.
If you're not using Standard array, and you do roll nicely for a MAD build, Glaive+Polearm Master would be the way to go. (or ...STR magic items.)
Background info/language/skills not included, since everyone knows Perception, Perception, Perception. But yea, Outlander.
fancy graphics (not really, but thanks for trying, OpenOffice.)
2014 5E mostly
3.5 maybe.