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Help me tank Storm Kings' Thunder!
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<blockquote data-quote="Blue" data-source="post: 7226489" data-attributes="member: 20564"><p>5e has less options to force engagement than 3.5, but if you are engaged with an opponent they do often just stay engaged. They will suck an OA to move away, and have disadvantage if they make a ranged attack while in melee. So while it isn't as easy as 3.5, ignore the people who say there is no way to do it in 5e - the rules clearly do give some support, just not at 3.5 or 4e levels. Also they only get 1 rock attack vs. multiple melee attacks, so if you engage a giant and it throws a single rock at disadvantage you've gotten a really big DPR dip from it anyway, consider your job well done.</p><p></p><p>Giants have a high to hit but until later levels a generally low AC. (Note: trying not to spoil about other foes, but you've already made a deduction that "Storm King's Thunder" has giants and I'll run with that. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> ) For hitting hard (which isn't what you asked about), multiple attacks and Great Weapon Mastery go well together. I mention this because giants are big bags of HPs and casters will more likely be involved in battlefield control then expending all of their slots carving through that so that will fall on the weapon wielders.</p><p></p><p>Because Giants hit often no matter what, the barbarian's resistance while raging is very useful to staying up. This does make choosing which encounters to rage an important task, especially at lower levels before you have a lot of them.</p><p></p><p>After STR, I'd put CON well above DEX. Both for HPs and healing HD, but also because it's sometimes a better move to let the giants close first and then go engage, instead of moving forward and hoping the giant will engage you. But DEX will help your AC and so much else that it's still probably worth a good score. Luckily you rolled phenomenally so you can go for high scores in all of them.</p><p></p><p>Giants do so much expected damage in melee each round that the Battlerager subclass's temp HPs isn't worthwhile. That's better for long combats of attrition. Totem seems to be the strongest pick.</p><p></p><p>vHuman is good and lets you start with a feat. With 17, 16, 15 as your high rolls you could also benefit from a +2/+1 race if you wanted 18, 18, 15 instead of 18, 16, 16 to start. I wouldn't worry about it too much, as long as it's somewhat aligned ygo for race features. Half-orc has a bunch that work well with a barbarian as well and you could pick up a feat at 4th instead of an ASI. Are you starting at 1st?</p></blockquote><p></p>
[QUOTE="Blue, post: 7226489, member: 20564"] 5e has less options to force engagement than 3.5, but if you are engaged with an opponent they do often just stay engaged. They will suck an OA to move away, and have disadvantage if they make a ranged attack while in melee. So while it isn't as easy as 3.5, ignore the people who say there is no way to do it in 5e - the rules clearly do give some support, just not at 3.5 or 4e levels. Also they only get 1 rock attack vs. multiple melee attacks, so if you engage a giant and it throws a single rock at disadvantage you've gotten a really big DPR dip from it anyway, consider your job well done. Giants have a high to hit but until later levels a generally low AC. (Note: trying not to spoil about other foes, but you've already made a deduction that "Storm King's Thunder" has giants and I'll run with that. :) ) For hitting hard (which isn't what you asked about), multiple attacks and Great Weapon Mastery go well together. I mention this because giants are big bags of HPs and casters will more likely be involved in battlefield control then expending all of their slots carving through that so that will fall on the weapon wielders. Because Giants hit often no matter what, the barbarian's resistance while raging is very useful to staying up. This does make choosing which encounters to rage an important task, especially at lower levels before you have a lot of them. After STR, I'd put CON well above DEX. Both for HPs and healing HD, but also because it's sometimes a better move to let the giants close first and then go engage, instead of moving forward and hoping the giant will engage you. But DEX will help your AC and so much else that it's still probably worth a good score. Luckily you rolled phenomenally so you can go for high scores in all of them. Giants do so much expected damage in melee each round that the Battlerager subclass's temp HPs isn't worthwhile. That's better for long combats of attrition. Totem seems to be the strongest pick. vHuman is good and lets you start with a feat. With 17, 16, 15 as your high rolls you could also benefit from a +2/+1 race if you wanted 18, 18, 15 instead of 18, 16, 16 to start. I wouldn't worry about it too much, as long as it's somewhat aligned ygo for race features. Half-orc has a bunch that work well with a barbarian as well and you could pick up a feat at 4th instead of an ASI. Are you starting at 1st? [/QUOTE]
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