I love Loxodons, but their so underused. That's why I'm making a build for one.
Race loxodon base scores str 15 dex 10 con 14 int 8 wis 8 cha 15
Level 1-3 bard subclass is whatever you want really doesn't matter but swords is best. (gain proficiency and expertise in athletics, 14 ac, powerful build, and a trunk) Carrying capacity 450, 150 with trunk, athletics +14
level 4-6 paladin glory (divine smite duh but actually not that useful, peerless athlete double carrying capacity and advantage on athletics checks) Carrying capacity 900, 300 with trunk, athletics +14
Final carrying capacity (with all features) 2400, trunk 800, Athletics + 17 plus advantage Final ability scores str 20 dex 10 con 20 int 8 wis 8 cha 15
First turn (if enemies are close together) Use channel divinity and giants might action grapple 2 enemies pin them down, use your last extra attack to unarmed strike one then rinse and repeat every turn. by round 2 you deal 1d8 + 5 + 3d4 +2d6 (1d6 if not swords bard) plus you restrain enemies. And if you have to carry something like a giant boulder or teammate you can. (possible bonus build for 1 minute you can carry a medium creature spellcaster which is carrying a small kobold tank)
I love Loxodons, but their so underused. That's why I'm making a build for one.
Race loxodon base scores str 15 dex 10 con 14 int 8 wis 8 cha 15
Level 1-3 bard subclass is whatever you want really doesn't matter but swords is best. (gain proficiency and expertise in athletics, 14 ac, powerful build, and a trunk) Carrying capacity 450, 150 with trunk, athletics +14
level 4-6 paladin glory (divine smite duh but actually not that useful, peerless athlete double carrying capacity and advantage on athletics checks) Carrying capacity 900, 300 with trunk, athletics +14
level 7-X rune knight fighter ( Huge size, grappler feat, unarmed fighting style, runes, action surge, 2 extra attacks)
Final carrying capacity (with all features) 2400, trunk 800, Athletics + 17 plus advantage Final ability scores str 20 dex 10 con 20 int 8 wis 8 cha 15
First turn (if enemies are close together) Use channel divinity and giants might action grapple 2 enemies pin them down, use your last extra attack to unarmed strike one then rinse and repeat every turn. by round 2 you deal 1d8 + 5 + 3d4 +2d6 (1d6 if not swords bard) plus you restrain enemies. And if you have to carry something like a giant boulder or teammate you can. (possible bonus build for 1 minute you can carry a medium creature spellcaster which is carrying a small kobold tank)