Zaruthustran
The tingling means it’s working!
I've seen a few Barbarian builds exploring TWF and two-handed weapons, but not any with shields. Which surprises me, since a shield-wielding Barbarian is pretty sweet: high AC, high damage, and fun battlefield control. Build below for a Viking-style berserker.
Key Features:
That last bullet is the key, and the impetus for the build: What can I do with Adv on strength checks, in combat? The answer is: shove. The Shield Master feat lets you attempt a shove as a bonus action. This is a Str check vs the target's Str or Dex check--check, not save. If you win, the target is knocked prone or pushed. Attacks on prone targets are made with Advantage, which helps you and your party, and restricts the target's options. This is a fun way to begin your turn in any fight, but it gets very good when you're raging and can make your check with Advantage.
I've played this character at D&D Encounters sessions and it's a lot of fun. Move up, bounce the guy with your shield, then whale on him while he's down.
Human (feat variant, +1 to Str and Dex)
Level 1 (Barbarian 1)
Stats: Str 16 (+3), Dex 14 (+2), Con 16 (+3), Int 8 (-1), W 10 (0), Cha 8 (-1)
AC: 17 (bare-chested + shield)
Prof: +2
Skills Profs: Athletics (Sailor), Intimidation (Barbarian), Perception (Sailor), Survival (Barbarian)
Tool Profs: Navigator's Tools, vehicles (water)
Feat: Shield Master
Special: Rage, Unarmored Defense
ATK/Damage: +5/1d8+3 (1d8+5 raging)
Level 2 (Fighter 1)
Fighting Style: Duelist (+2 dam when wielding one weapon)
Special: Second Wind
ATK/Damage: +5/1d8+5 (1d8+7 raging)
Level 3 (Fighter 2)
Special: Action Surge
Level 4 (Fighter 3)
Battle Master
Maneuvers: Menacing Attack (because Frightened creatures have disadvantage on ability checks, making them easier to shove), Precision Attack (sometimes you NEED to hit), Riposte (off-turn attacks are good)
Level 5 (Fighter 4)
Prof +3
+2 Str
ATK/Damage: +7/1d8+6 (1d8+9 raging)
Level 6 (Fighter 5)
Special: Extra Attack
ATK/Damage: +7/1d8+6 & +7/1d8+6 (1d8+8 & 1d8+8 while raging)
And just keep going Fighter after that. 6th level bump goes to Str to get that to 20, then buff Con for HP + AC.
Key Features:
- High AC and high survivability (saves and HP).
- No need for armor. You're at full AC even if woken at night, at a social setting, or other situation where everyone is out of their armor.
- Decent damage.
- Self-buff and party buff by knocking down foes.
- Battlefield control by shoving foes.
- The usual Rage benefits (+2 dam, DR, adv on Str checks).
That last bullet is the key, and the impetus for the build: What can I do with Adv on strength checks, in combat? The answer is: shove. The Shield Master feat lets you attempt a shove as a bonus action. This is a Str check vs the target's Str or Dex check--check, not save. If you win, the target is knocked prone or pushed. Attacks on prone targets are made with Advantage, which helps you and your party, and restricts the target's options. This is a fun way to begin your turn in any fight, but it gets very good when you're raging and can make your check with Advantage.
I've played this character at D&D Encounters sessions and it's a lot of fun. Move up, bounce the guy with your shield, then whale on him while he's down.
Human (feat variant, +1 to Str and Dex)
Level 1 (Barbarian 1)
Stats: Str 16 (+3), Dex 14 (+2), Con 16 (+3), Int 8 (-1), W 10 (0), Cha 8 (-1)
AC: 17 (bare-chested + shield)
Prof: +2
Skills Profs: Athletics (Sailor), Intimidation (Barbarian), Perception (Sailor), Survival (Barbarian)
Tool Profs: Navigator's Tools, vehicles (water)
Feat: Shield Master
Special: Rage, Unarmored Defense
ATK/Damage: +5/1d8+3 (1d8+5 raging)
Level 2 (Fighter 1)
Fighting Style: Duelist (+2 dam when wielding one weapon)
Special: Second Wind
ATK/Damage: +5/1d8+5 (1d8+7 raging)
Level 3 (Fighter 2)
Special: Action Surge
Level 4 (Fighter 3)
Battle Master
Maneuvers: Menacing Attack (because Frightened creatures have disadvantage on ability checks, making them easier to shove), Precision Attack (sometimes you NEED to hit), Riposte (off-turn attacks are good)
Level 5 (Fighter 4)
Prof +3
+2 Str
ATK/Damage: +7/1d8+6 (1d8+9 raging)
Level 6 (Fighter 5)
Special: Extra Attack
ATK/Damage: +7/1d8+6 & +7/1d8+6 (1d8+8 & 1d8+8 while raging)
And just keep going Fighter after that. 6th level bump goes to Str to get that to 20, then buff Con for HP + AC.
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