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General Tabletop Discussion
Character Builds & Optimization
Optimizing Volo PC races
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<blockquote data-quote="RCanine" data-source="post: 6939432" data-attributes="member: 85040"><p>I generally like non-obvious builds that optimize for 1-10; not perfectly optimal, but interesting:</p><p></p><p>* Goblin barbarian wielding a lance or rapier + shield when not raging (14/16/16/8/12/8) uses nimble escape to avoid disadvantage from the lance.</p><p>* Hobgoblin rogue with level 1 access to Heavy Crossbow & Whip</p><p>* Yuan-ti Pureblood's Moon druid has a ton of synergy (magic saves, high mental stats for skills, immune to poison)</p><p></p><p>Most of the races follow obvious optimization patterns from existing ones — orc: half orc, kenku: wood elf, etc.</p><p></p><p>Most interesting are possible Aasimar, Triton, Bugbear, Tabaxi and Lizardfolk combos, mostly because they are the most different, design-wise.Of the races, I think Lizardfolk are the most interesting because they like four stats (STR, DEX, CON and WIS), leading to some interesting builds.</p><p></p><p>Of note too are that if you're playing AL, using Volo's as your PHB+1 adds some interesting monsters for companions/wild shape options; of note are Quetzalcoatlus (CR2 flyer), Stench Kow (Darkvision, Resistances, Charge, poison aura), velociraptor (multiattack) and cranium rats (illumination, scrying prevention). For that reason alone I'm making a Goblin Land druid that (mistakenly) thinks she's a Barghest.</p><p></p><p></p><p></p><p>I wouldn't get too excited; all of these abilities <em>explicitly</em> call themselves unarmed strikes, and it's unclear (DM call) whether they synergize or conflict with <em>Martial Arts</em> for monks.</p></blockquote><p></p>
[QUOTE="RCanine, post: 6939432, member: 85040"] I generally like non-obvious builds that optimize for 1-10; not perfectly optimal, but interesting: * Goblin barbarian wielding a lance or rapier + shield when not raging (14/16/16/8/12/8) uses nimble escape to avoid disadvantage from the lance. * Hobgoblin rogue with level 1 access to Heavy Crossbow & Whip * Yuan-ti Pureblood's Moon druid has a ton of synergy (magic saves, high mental stats for skills, immune to poison) Most of the races follow obvious optimization patterns from existing ones — orc: half orc, kenku: wood elf, etc. Most interesting are possible Aasimar, Triton, Bugbear, Tabaxi and Lizardfolk combos, mostly because they are the most different, design-wise.Of the races, I think Lizardfolk are the most interesting because they like four stats (STR, DEX, CON and WIS), leading to some interesting builds. Of note too are that if you're playing AL, using Volo's as your PHB+1 adds some interesting monsters for companions/wild shape options; of note are Quetzalcoatlus (CR2 flyer), Stench Kow (Darkvision, Resistances, Charge, poison aura), velociraptor (multiattack) and cranium rats (illumination, scrying prevention). For that reason alone I'm making a Goblin Land druid that (mistakenly) thinks she's a Barghest. I wouldn't get too excited; all of these abilities [I]explicitly[/I] call themselves unarmed strikes, and it's unclear (DM call) whether they synergize or conflict with [I]Martial Arts[/I] for monks. [/QUOTE]
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