I'm considering making a Eldritch Knight/death cleric tank. I'm pretty sure that most people will tell me to go Battlemaster for the superiority dice, but hear me out.
Death cleric gets reaper with its bonus necro cantrip (toll the dead) & false life for its first level goodies aside from the normal cleric stuff. 6th level, I get to ignore necrotic damage resistance. 8th level, I get divine strike and the ASIs at 4th and 8th.
EK, I get defensive fighting style and second wind at 1, action surge at 2, 2 wizard cantrips at 3rd level fighter (booming blade for some situational control perhaps or blade ward for some damage resistance, and maybe mold earth for some terraforming control?), plus weapon bond to ensure I don't get disarmed along with Shield and Absorb Elements. Extra attack comes online at 5th for single target goodness, or when other options don't make sense, war magic at 7th to give me flexibility of toll the dead ranged (bonus if there are two side by side and I have reaper online), blade ward, mold earth, or whatever other cantrips I have plus an attack. Through 8th, I've got 3 ASI/feats.
Through 16 levels, I've got a flexible tank who can choose options according to need, misses out on counterspell, haste, an ASI, the 3rd extra attack, 8 average hit points, and a few other things, but gains self heals, spirit guardians, reaper, divine smite, a full caster's complement of 8 levels worth of spell slots and ignores resistance to necrotic damage versus a normal EK. There are several race options that are interesting for the build that could flavor things differently, including Human variant to start with warcaster, sentinel, resilient (con) or something else depending on which class I start with, but could easily be hill dwarf, loxodon, lizardfolk, minotaur, half-orc, or something else. I'm not set on strength (lizardfolk would likely go dex for armor flexibility with natural armor).
The three questions that I have are:
(1) considering that I can get resilient (con or wis), would it be more beneficial to go fighter first for strength & con saves (grabbing resilient (wis) or not) or go cleric first for wisdom & charisma and get resilient (con).
(2) which race does this feel like to you and why?
(3) what would you do with the final four levels:
Cleric- access to a seventh level spell slot, divine intervention, destroy undead boost to CR2, and an extra cleric cantrip,
Fighter- indomitable 1 use, 4 additional HP on average, Eldritch Strike, the second extra attack (probably for burning single targets down, this isn't high on my list atm but I know many people think you're doing it wrong if you aren't attacking every round with a fighter),
Druid- for more cantrip utility (likely with shillelagh so I can go wis for attack modifiers, loxodon on race, max wis and con while leaving str or dex at 13 for multiclass purposes, possibly both [13, 13, 14+2, 8, 15+1, 8]?), the seventh level spell slot, likely goodberry and some control spells, wild shape for when that hp total starts to dwindle and utility, and whatever other goodies come with the preferred circle (stronger wild shapes, natural recovery and circle spells like misty step, spirit totem, etc.)?
Edited to eliminate the wall of text that showed up from my phone.
I say you swap the EK for paladin. Improved smite at level 11 stacks with divine strikes. Still gets extra attack and defensive fighting style. More spell slots, and divine smite. Aura of protection to buff all your saves.
I say you swap the EK for paladin. Improved smite at level 11 stacks with divine strikes. Still gets extra attack and defensive fighting style. More spell slots, and divine smite. Aura of protection to buff all your saves.
I figured this would pop up, or perhaps hexblade. Definitely an avenue I want to try on another character concept. But it becomes a little MAD. I'm thinking perhaps a sorcerer or warlock to pair with paladin but wanted to try this for the moment.
I say you swap the EK for paladin. Improved smite at level 11 stacks with divine strikes. Still gets extra attack and defensive fighting style. More spell slots, and divine smite. Aura of protection to buff all your saves.
I figured this would pop up, or perhaps hexblade. Definitely an avenue I want to try on another character concept. But it becomes a little MAD. I'm thinking perhaps a sorcerer or warlock to pair with paladin but wanted to try this for the moment.
More MAD than the INT based magic of the Eldritch Knight?
To each his own, I just don't think the EK does anything better than a fighter spellcaster multiclass can do. EK does have a better spell selection than paladin at least.
I say you swap the EK for paladin. Improved smite at level 11 stacks with divine strikes. Still gets extra attack and defensive fighting style. More spell slots, and divine smite. Aura of protection to buff all your saves.
I figured this would pop up, or perhaps hexblade. Definitely an avenue I want to try on another character concept. But it becomes a little MAD. I'm thinking perhaps a sorcerer or warlock to pair with paladin but wanted to try this for the moment.
More MAD than the INT based magic of the Eldritch Knight?
To each his own, I just don't think the EK does anything better than a fighter spellcaster multiclass can do. EK does have a better spell selection than paladin at least.
If I'm not targeting anything other than me with it, it doesn't require int to get ek, but getting paladin requires at least 13 strength and charisma, plus wisdom for cleric, and constitution for HP and better concentration checks. EK typically eschews bunches of int anyway and sticks with buffs because of how far behind you are when you get access to everything. Essentially, EK is like a wiz dip for a few cantrips and support magic with better hit die and other fighter benefits. I'd have to look at the straight ek I made, but based on the ek spells known, I'll be stuck with 2nd level spells from it at either 8th or 12th. Admittedly, I could probably leave charisma at 13, focus on strength, con, and wisdom, dump dex and int all the way, and count on either heavy armor or loxodon natural armor for AC along with the shield. Smite works better for damage builds and acts much the same as extra attack for what I'm envisioning, helping the party to burn down a single enemy. I like that option, but DPR is a tertiary concern for me in this concept.
I say you swap the EK for paladin. Improved smite at level 11 stacks with divine strikes. Still gets extra attack and defensive fighting style. More spell slots, and divine smite. Aura of protection to buff all your saves.
I figured this would pop up, or perhaps hexblade. Definitely an avenue I want to try on another character concept. But it becomes a little MAD. I'm thinking perhaps a sorcerer or warlock to pair with paladin but wanted to try this for the moment.
More MAD than the INT based magic of the Eldritch Knight?
To each his own, I just don't think the EK does anything better than a fighter spellcaster multiclass can do. EK does have a better spell selection than paladin at least.
If I'm not targeting anything other than me with it, it doesn't require int to get ek, but getting paladin requires at least 13 strength and charisma, plus wisdom for cleric, and constitution for HP and better concentration checks. EK typically eschews bunches of int anyway and sticks with buffs because of how far behind you are when you get access to everything. Essentially, EK is like a wiz dip for a few cantrips and support magic with better hit die and other fighter benefits. I'd have to look at the straight ek I made, but based on the ek spells known, I'll be stuck with 2nd level spells from it at either 8th or 12th. Admittedly, I could probably leave charisma at 13, focus on strength, con, and wisdom, dump dex and int all the way, and count on either heavy armor or loxodon natural armor for AC along with the shield. Smite works better for damage builds and acts much the same as extra attack for what I'm envisioning, helping the party to burn down a single enemy. I like that option, but DPR is a tertiary concern for me in this concept.
i like the EK better than paladin for what your vision was. As to the race. You're trying to be a tank, and a 1 enemy nuker right? I would consider going the Dex fighter... and making him a Tabaxi while still doing everything you guidelined. The reason I say that is, because you essentially plan to be a tank: You're not planning on moving around much until the enemy you're tanking is wiped out, which you plan on being able to do as well. So, the tabaxi, essentially gives you that Feline agility. where you can essentially "pounce" from enemy to enemy, to be your EK Death Cleric tank guy.
I'm looking at options to tank where I can also whittle down up to 3 mobs at a time once I've got at least 8 levels (war magic toll the dead at 1 or 2 adjacent enemies within range plus the attack rider, possibly 3 melee attacks with the 11th fighter level if I go fighter 12/cleric 8). I'm not worried about getting kills per se, just about helping the party focus on killing stuff and being flexible while doing it.
I would consider going the Dex fighter... and making him a Tabaxi while still doing everything you guidelined. The reason I say that is, because you essentially plan to be a tank: You're not planning on moving around much until the enemy you're tanking is wiped out, which you plan on being able to do as well. So, the tabaxi, essentially gives you that Feline agility. where you can essentially "pounce" from enemy to enemy, to be your EK Death Cleric tank guy.
I do like the idea of the the Tabaxi being able to "Pounce" and not really being penalized for not moving the round after. That would definitely be a good usage of Feline Agility. A Climbing Speed of 20 from Cat's Claws (the natural weapon clause would be superseded by Weapon Bond for "unarmed strikes", Darkvision to 60 ft, Cat's Talent giving proficiency to Perception and Stealth, which would add to the pouncing theme for start of combat. This would direct to an option of Leather Armor and Long Bow at first level when starting with Fighter, which is how I think that I would go regardless. The Long Bow would give me some good versatility until I go Cleric at 2nd level and give me a long range option for when we're outdoors and I like the idea of a Strength Save over a Charisma Save since I would likely swap Resilient (Con) from a Cleric start to Resilient (Wis) for a Fighter start. The AC would be 15/17 which is reasonable if I got 14 + 2 Dex, only one off of the 16/18 with chain mail.
So far I have: Str 8/10/12/14, Dex 8/10/12/14, Con 13, Int 8/10/12, Wis 15, Cha 8/10/12. In the example of the Tabaxi that someone suggested above, that would translate to 10, 14+2, 13, 12, 15, 8+1==> 10, 16, 13, 12, 15, 9 Str Saves at +2, Dex +3, Con at +3, Int at +1, Wis at +2, Cha at -1
1st level Fighter HP 11 with a 13 in con or 12 with a 15 (from a +1 or +2 con race). Defensive Fighting Style, Second Wind.
2nd level Cleric Average HP 17, gain Cleric Spellcasting, Reaper, cantrips of spare the dying, toll the dead, guidance, and chill touch from reaper so that I have some variety in attack cantrips, but open to changing toll the dead to the reaper cantrip and going with a thaumaturgy earlier than planned. False Life and Ray of Sickness are always prepared as a 1st level Death Domain caster, and I would plan on preparing healing word, bless, and shield of faith for combat spells and Detect Magic as an option for a ritual spell if the party doesn't have access to it.
3rd level Fighter 2 AHP 24, Action Surge
4th level Fighter 3 AHP 31, EK Cantrips: mold the earth, booming blade (mainly for the interaction with warcaster and AoOs) EK Spells: Absorb Elements, Shield, Magic Missile (for guaranteed damage to pick off low HP mobs, but definitely open to other options. Most of my spells on my straight EK wouldn't work as well for this build. Alarm would be an option for utility, as would Protection from Evil and Good or Mage Armor for Dex builds. I might also consider thunderwave, but the DC is not likely to be very high). I am likely to change my preparation of Shield of Faith to Sanctuary at this point since I picked up Shield.
5th level Fighter 4 AHP 38, ASI: Warcaster feat, gain a 1st level wizard evocation or abjuration spell possibly Alarm if I took Magic Missile previously, or one of the other spells that were possibilities at 4 level.
6th level Fighter 5 AHP 45, Extra Attack
7th level Fighter 6 AHP 52, ASI possible candidates are Resilient (Wis) though could be Resilient (Con) for Cleric start, HAM for heavy armor build, Sentinel for non-booming blade build, tough, Shield Master, Spell Sniper if I want to go with booming blade (and also want to extend the range to 10 ft with a whip) but don't want to take it earlier in favor of blade ward (primarily for use with war magic) or another utility cantrip. It also allows me to ignore all but total cover. +2 to dex or Wis would be an option here. up to 2nd level wizard evocation or abjuration spell, blindness/deafness and ray of enfeeblement are always prepared (3rd level caster). If I get at least +1 to wisdom, I’ll have another cleric spell to prepare that can be up to 2 level.
8th level Fighter 7 AHP 59, War Magic (This unlocks my ability to attack once in melee while attacking 1 (or 2 creatures within 5 feet of each other that are both within range) with my necromancy cantrips (toll the dead and possibly chill touch).
9th level Cleric 2 AHP 65, Channel Divinity (Turn Undead and Touch of Death). I would begin to prepare gentle repose, spiritual weapon, or warding bond.
10th level Cleric 3 AHP 71, animate dead and vampiric touch are always prepared (5th level caster) and I would begin to prepare spirit guardians.
11 level Cleric 4 AHP 77, ASI, gain the cantrip thaumaturgy if it wasn’t picked up earlier, and prepare an addition cleric spell (perhaps two if the ASI bumps Wisdom) of 3 level or lower.
12 level Cleric 5 AHP 83, Destroy Undead (CR ½ or lower), blight and death ward are always prepared (7 level caster) and an additional cleric spell to prepare of 4 level or lower.
13 level Cleric 6 AHP 89, Inescapable Destruction (allows my necromancy damage to ignore necrotic resistance) and an additional cleric spell to prepare of 4 level or lower.
14 level Cleric 7 AHP 95, antilife shell and cloudkill are always prepared (9 level caster) and an additional cleric spell to prepare of 5 level or lower.
15 level Cleric 8 AHP 101, ASI, Divine Strike, Destroy Undead (CR 1 or lower) and at least 1 additional cleric spell to prepare of 5 level or lower.
16 level Fighter 8 AHP 108, ASI, Wizard spell up to 2 level of any class of magic and leaning towards find familiar, Tenser’s floating disk, misty step, or color spray. I would also consider taking this as soon as 11 level pushing the other cleric levels down a spot. I’m likely to only take Warcaster and one or two other feats, which means that my Wisdom should be at least 18 by now, my melee stat should be at least 16 and probably 18, my constitution could be anywhere from 13-16 depending on what I’ve done with the other stats.
17 level Fighter 9 AHP 115, Indomitable, up to second level wizard evocation or abjuration spell, gain 6 level spell slots OR Cleric 9 AHP 114, prepare an additional cleric spell of 6 level or lower.
18 level Fighter 10 AHP 122, Eldritch Strike, gain an additional wizard cantrip (perhaps mage hand, blade ward, or minor illusion, up to second level wizard evocation or abjuration spell OR Cleric 10 AHP 120, Divine Intervention, Cleric Cantrip, prepare an additional cleric spell of 6 level or lower.
19 level Fighter 11 AHP 129, Extra Attack (2) for 3 melee attacks when my focus needs to be in melee OR Cleric 11 AHP 126, Destroy Undead (CR 2), prepare an additional cleric spell of 7 level or lower.
20 level Fighter 12 AHP 136, ASI, gain a 7 level spell slot (12 level caster) OR Cleric 12 AHP 132, ASI, prepare an additional cleric spell of 7 level or lower as a 14 level caster.
Taking 4 levels of Druid would likely be because I go Loxodon (natural armor) or dwarf (don’t slow when wearing heavy armor with a strength requirement greater than my strength score) and want to have shillelagh so I can use wisdom for my melee stat. The first Druid level would be at 2 or 3 , the 2 would probably be at 4, and then everything else would go as above until 19 and 20 where I would finish Druid. I haven’t put as much thought into the spells for druid, but thunderwave becomes a much better option at Druid 1 than EK*.
For a race, I would want to have the ability to raise at least one of my melee stat, constitution, and wisdom while intelligence wouldn't be a bad option. The fit doesn't have to be ideal, but it does have to give some interesting tanking flavor or otherwise increase my flexibility while attacking. My starting skills are likely to be either History or Insight and Acrobatics/History/Insight (depending on melee stat). I'm thinking Soldier or Mercenary Veteran to get Athletics and Intimidation if strength based and I'm uncertain what background I would have for a dex/wis build.
While checking the races to see what kind of flavor I could get from them, it occurred to me that I could continue to use bows with the war magic/reaper combo after 8th level to get some extra damage in while waiting for them to close. This could be done with a mold earth war magic as well. Would this be too cheesy for a tank to continue to do until the enemies closed? I realize that I would have to stow the bow to draw my weapon and shield, which would mean a wasted turn. I think that would go something like stow bow-free action, equip shield- action, and finally equip weapon- bonus action (weapon bond). Or would I have to drop the bow?
How important is movement speed for tanks? Clearly it's not that important when you can just sit, but how often are you just running around?
What are good abilities/spells to consider for tanks in D&D?
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I'm considering making a Eldritch Knight/death cleric tank. I'm pretty sure that most people will tell me to go Battlemaster for the superiority dice, but hear me out.
Death cleric gets reaper with its bonus necro cantrip (toll the dead) & false life for its first level goodies aside from the normal cleric stuff. 6th level, I get to ignore necrotic damage resistance. 8th level, I get divine strike and the ASIs at 4th and 8th.
EK, I get defensive fighting style and second wind at 1, action surge at 2, 2 wizard cantrips at 3rd level fighter (booming blade for some situational control perhaps or blade ward for some damage resistance, and maybe mold earth for some terraforming control?), plus weapon bond to ensure I don't get disarmed along with Shield and Absorb Elements. Extra attack comes online at 5th for single target goodness, or when other options don't make sense, war magic at 7th to give me flexibility of toll the dead ranged (bonus if there are two side by side and I have reaper online), blade ward, mold earth, or whatever other cantrips I have plus an attack. Through 8th, I've got 3 ASI/feats.
Through 16 levels, I've got a flexible tank who can choose options according to need, misses out on counterspell, haste, an ASI, the 3rd extra attack, 8 average hit points, and a few other things, but gains self heals, spirit guardians, reaper, divine smite, a full caster's complement of 8 levels worth of spell slots and ignores resistance to necrotic damage versus a normal EK. There are several race options that are interesting for the build that could flavor things differently, including Human variant to start with warcaster, sentinel, resilient (con) or something else depending on which class I start with, but could easily be hill dwarf, loxodon, lizardfolk, minotaur, half-orc, or something else. I'm not set on strength (lizardfolk would likely go dex for armor flexibility with natural armor).
The three questions that I have are:
(1) considering that I can get resilient (con or wis), would it be more beneficial to go fighter first for strength & con saves (grabbing resilient (wis) or not) or go cleric first for wisdom & charisma and get resilient (con).
(2) which race does this feel like to you and why?
(3) what would you do with the final four levels:
Edited to eliminate the wall of text that showed up from my phone.
I say you swap the EK for paladin. Improved smite at level 11 stacks with divine strikes. Still gets extra attack and defensive fighting style. More spell slots, and divine smite. Aura of protection to buff all your saves.
I figured this would pop up, or perhaps hexblade. Definitely an avenue I want to try on another character concept. But it becomes a little MAD. I'm thinking perhaps a sorcerer or warlock to pair with paladin but wanted to try this for the moment.
More MAD than the INT based magic of the Eldritch Knight?
To each his own, I just don't think the EK does anything better than a fighter spellcaster multiclass can do. EK does have a better spell selection than paladin at least.
If I'm not targeting anything other than me with it, it doesn't require int to get ek, but getting paladin requires at least 13 strength and charisma, plus wisdom for cleric, and constitution for HP and better concentration checks. EK typically eschews bunches of int anyway and sticks with buffs because of how far behind you are when you get access to everything. Essentially, EK is like a wiz dip for a few cantrips and support magic with better hit die and other fighter benefits. I'd have to look at the straight ek I made, but based on the ek spells known, I'll be stuck with 2nd level spells from it at either 8th or 12th. Admittedly, I could probably leave charisma at 13, focus on strength, con, and wisdom, dump dex and int all the way, and count on either heavy armor or loxodon natural armor for AC along with the shield. Smite works better for damage builds and acts much the same as extra attack for what I'm envisioning, helping the party to burn down a single enemy. I like that option, but DPR is a tertiary concern for me in this concept.
i like the EK better than paladin for what your vision was. As to the race. You're trying to be a tank, and a 1 enemy nuker right? I would consider going the Dex fighter... and making him a Tabaxi while still doing everything you guidelined. The reason I say that is, because you essentially plan to be a tank: You're not planning on moving around much until the enemy you're tanking is wiped out, which you plan on being able to do as well. So, the tabaxi, essentially gives you that Feline agility. where you can essentially "pounce" from enemy to enemy, to be your EK Death Cleric tank guy.
Blank
I'm looking at options to tank where I can also whittle down up to 3 mobs at a time once I've got at least 8 levels (war magic toll the dead at 1 or 2 adjacent enemies within range plus the attack rider, possibly 3 melee attacks with the 11th fighter level if I go fighter 12/cleric 8). I'm not worried about getting kills per se, just about helping the party focus on killing stuff and being flexible while doing it.
I do like the idea of the the Tabaxi being able to "Pounce" and not really being penalized for not moving the round after. That would definitely be a good usage of Feline Agility. A Climbing Speed of 20 from Cat's Claws (the natural weapon clause would be superseded by Weapon Bond for "unarmed strikes", Darkvision to 60 ft, Cat's Talent giving proficiency to Perception and Stealth, which would add to the pouncing theme for start of combat. This would direct to an option of Leather Armor and Long Bow at first level when starting with Fighter, which is how I think that I would go regardless. The Long Bow would give me some good versatility until I go Cleric at 2nd level and give me a long range option for when we're outdoors and I like the idea of a Strength Save over a Charisma Save since I would likely swap Resilient (Con) from a Cleric start to Resilient (Wis) for a Fighter start. The AC would be 15/17 which is reasonable if I got 14 + 2 Dex, only one off of the 16/18 with chain mail.
So far I have: Str 8/10/12/14, Dex 8/10/12/14, Con 13, Int 8/10/12, Wis 15, Cha 8/10/12. In the example of the Tabaxi that someone suggested above, that would translate to 10, 14+2, 13, 12, 15, 8+1==> 10, 16, 13, 12, 15, 9 Str Saves at +2, Dex +3, Con at +3, Int at +1, Wis at +2, Cha at -1
1st level Fighter HP 11 with a 13 in con or 12 with a 15 (from a +1 or +2 con race). Defensive Fighting Style, Second Wind.
2nd level Cleric Average HP 17, gain Cleric Spellcasting, Reaper, cantrips of spare the dying, toll the dead, guidance, and chill touch from reaper so that I have some variety in attack cantrips, but open to changing toll the dead to the reaper cantrip and going with a thaumaturgy earlier than planned. False Life and Ray of Sickness are always prepared as a 1st level Death Domain caster, and I would plan on preparing healing word, bless, and shield of faith for combat spells and Detect Magic as an option for a ritual spell if the party doesn't have access to it.
3rd level Fighter 2 AHP 24, Action Surge
4th level Fighter 3 AHP 31, EK Cantrips: mold the earth, booming blade (mainly for the interaction with warcaster and AoOs) EK Spells: Absorb Elements, Shield, Magic Missile (for guaranteed damage to pick off low HP mobs, but definitely open to other options. Most of my spells on my straight EK wouldn't work as well for this build. Alarm would be an option for utility, as would Protection from Evil and Good or Mage Armor for Dex builds. I might also consider thunderwave, but the DC is not likely to be very high). I am likely to change my preparation of Shield of Faith to Sanctuary at this point since I picked up Shield.
5th level Fighter 4 AHP 38, ASI: Warcaster feat, gain a 1st level wizard evocation or abjuration spell possibly Alarm if I took Magic Missile previously, or one of the other spells that were possibilities at 4 level.
6th level Fighter 5 AHP 45, Extra Attack
7th level Fighter 6 AHP 52, ASI possible candidates are Resilient (Wis) though could be Resilient (Con) for Cleric start, HAM for heavy armor build, Sentinel for non-booming blade build, tough, Shield Master, Spell Sniper if I want to go with booming blade (and also want to extend the range to 10 ft with a whip) but don't want to take it earlier in favor of blade ward (primarily for use with war magic) or another utility cantrip. It also allows me to ignore all but total cover. +2 to dex or Wis would be an option here. up to 2nd level wizard evocation or abjuration spell, blindness/deafness and ray of enfeeblement are always prepared (3rd level caster). If I get at least +1 to wisdom, I’ll have another cleric spell to prepare that can be up to 2 level.
8th level Fighter 7 AHP 59, War Magic (This unlocks my ability to attack once in melee while attacking 1 (or 2 creatures within 5 feet of each other that are both within range) with my necromancy cantrips (toll the dead and possibly chill touch).
9th level Cleric 2 AHP 65, Channel Divinity (Turn Undead and Touch of Death). I would begin to prepare gentle repose, spiritual weapon, or warding bond.
10th level Cleric 3 AHP 71, animate dead and vampiric touch are always prepared (5th level caster) and I would begin to prepare spirit guardians.
11 level Cleric 4 AHP 77, ASI, gain the cantrip thaumaturgy if it wasn’t picked up earlier, and prepare an addition cleric spell (perhaps two if the ASI bumps Wisdom) of 3 level or lower.
12 level Cleric 5 AHP 83, Destroy Undead (CR ½ or lower), blight and death ward are always prepared (7 level caster) and an additional cleric spell to prepare of 4 level or lower.
13 level Cleric 6 AHP 89, Inescapable Destruction (allows my necromancy damage to ignore necrotic resistance) and an additional cleric spell to prepare of 4 level or lower.
14 level Cleric 7 AHP 95, antilife shell and cloudkill are always prepared (9 level caster) and an additional cleric spell to prepare of 5 level or lower.
15 level Cleric 8 AHP 101, ASI, Divine Strike, Destroy Undead (CR 1 or lower) and at least 1 additional cleric spell to prepare of 5 level or lower.
16 level Fighter 8 AHP 108, ASI, Wizard spell up to 2 level of any class of magic and leaning towards find familiar, Tenser’s floating disk, misty step, or color spray. I would also consider taking this as soon as 11 level pushing the other cleric levels down a spot. I’m likely to only take Warcaster and one or two other feats, which means that my Wisdom should be at least 18 by now, my melee stat should be at least 16 and probably 18, my constitution could be anywhere from 13-16 depending on what I’ve done with the other stats.
17 level Fighter 9 AHP 115, Indomitable, up to second level wizard evocation or abjuration spell, gain 6 level spell slots OR Cleric 9 AHP 114, prepare an additional cleric spell of 6 level or lower.
18 level Fighter 10 AHP 122, Eldritch Strike, gain an additional wizard cantrip (perhaps mage hand, blade ward, or minor illusion, up to second level wizard evocation or abjuration spell OR Cleric 10 AHP 120, Divine Intervention, Cleric Cantrip, prepare an additional cleric spell of 6 level or lower.
19 level Fighter 11 AHP 129, Extra Attack (2) for 3 melee attacks when my focus needs to be in melee OR Cleric 11 AHP 126, Destroy Undead (CR 2), prepare an additional cleric spell of 7 level or lower.
20 level Fighter 12 AHP 136, ASI, gain a 7 level spell slot (12 level caster) OR Cleric 12 AHP 132, ASI, prepare an additional cleric spell of 7 level or lower as a 14 level caster.
Taking 4 levels of Druid would likely be because I go Loxodon (natural armor) or dwarf (don’t slow when wearing heavy armor with a strength requirement greater than my strength score) and want to have shillelagh so I can use wisdom for my melee stat. The first Druid level would be at 2 or 3 , the 2 would probably be at 4, and then everything else would go as above until 19 and 20 where I would finish Druid. I haven’t put as much thought into the spells for druid, but thunderwave becomes a much better option at Druid 1 than EK*.
For a race, I would want to have the ability to raise at least one of my melee stat, constitution, and wisdom while intelligence wouldn't be a bad option. The fit doesn't have to be ideal, but it does have to give some interesting tanking flavor or otherwise increase my flexibility while attacking. My starting skills are likely to be either History or Insight and Acrobatics/History/Insight (depending on melee stat). I'm thinking Soldier or Mercenary Veteran to get Athletics and Intimidation if strength based and I'm uncertain what background I would have for a dex/wis build.
While checking the races to see what kind of flavor I could get from them, it occurred to me that I could continue to use bows with the war magic/reaper combo after 8th level to get some extra damage in while waiting for them to close. This could be done with a mold earth war magic as well. Would this be too cheesy for a tank to continue to do until the enemies closed? I realize that I would have to stow the bow to draw my weapon and shield, which would mean a wasted turn. I think that would go something like stow bow-free action, equip shield- action, and finally equip weapon- bonus action (weapon bond). Or would I have to drop the bow?
How important is movement speed for tanks? Clearly it's not that important when you can just sit, but how often are you just running around?
What are good abilities/spells to consider for tanks in D&D?