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General Tabletop Discussion
Character Builds & Optimization
Variant Human Battlemaster/War Cleric Optimization
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<blockquote data-quote="Dain Slatton" data-source="post: 7244780" data-attributes="member: 6911405"><p>This is what I decided based on creating synergy and getting the most out of class features, rather than stacking redundant bonus actions. What I wound up with is a Cleric that can hang in melee and dish out some significant damage with their weapon. Pretty good AC between heavy armor and spells and can heal themselves as needed.</p><p></p><p>The build will eventually be Battlemaster Fighter 3/War Cleric 17. Something to note is that this character does particularly well with Advantage, so it's a good idea go for that Inspiration when playing it.</p><p></p><p><strong>Starting Out</strong></p><p>Race: Variant Human</p><p></p><p>Class: Fighter 1</p><p></p><p>Attributes: Str 16, Dex 8, Con 14, Int 8, Wis 16, Cha 10 (Point Buy)</p><p></p><p>Feats: Great Weapon Master</p><p></p><p>Fighting Style: Great Weapon Fighting</p><p></p><p>Skills: Perception, Insight, Athletics, Intimidation, Persuasion</p><p></p><p><strong>Progression</strong></p><p><strong></strong>1: It's all about getting those saving throws. Gotta go Fighter 1. Great Weapon Fighting style is very powerful with a 2d6 damage weapon such as Maul or Greatsword. We'll be out-damaging most characters right out of the gate. Bonus self-healing feature with Second Wind.</p><p></p><p>1/5: After we take that first level of fighter, we need to go Cleric for at least 4 levels for the Warcaster feat. Probably 5 levels though for those two 3rd level spells. This gets us all kinds of other great stuff, including our main source of multiple attacks for the build and our AC boosting spells. We can now channel divinity to make sure our big damage attacks hit too.</p><p></p><p>3/5: Maneuvers are going to be the next thing probably, but we actually get good stuff like Action Surge for our effort too. Maneuvers: Riposte for reaction-based extra attacks, Precision Attack to make more big damage attacks hit, and probably Goading Attack for the battlefield control.</p><p></p><p>3/17: Ride it out with Cleric. Some of our War Domain abilities will help out quite a bit and it's all about those spells that enhance and sustain us in battle. Ability Score increases at 11, 15, and 19. Con+2, Wis+2, Str+2 in that order probably. We need that hitpoint and save increase from Constitution. Wisdom increases our pool of multiple attacks and is our spellcasting attribute. To be effective at high levels, we should increase it at least once. Strength to keep up on damage and to take advantage of the fact that we are attacking in melee 2-3 times a round fairly consistently between War Priest, Action Surge, Great Weapon Master and Riposte. A handful of them will be Great Weapon Master power attacks using Guided Strike and/or Precision Attack to make sure they hit. We also get Divine Strike, which gives those attacks we make on our turn an extra 2d8 damage.</p></blockquote><p></p>
[QUOTE="Dain Slatton, post: 7244780, member: 6911405"] This is what I decided based on creating synergy and getting the most out of class features, rather than stacking redundant bonus actions. What I wound up with is a Cleric that can hang in melee and dish out some significant damage with their weapon. Pretty good AC between heavy armor and spells and can heal themselves as needed. The build will eventually be Battlemaster Fighter 3/War Cleric 17. Something to note is that this character does particularly well with Advantage, so it's a good idea go for that Inspiration when playing it. [B]Starting Out[/B] Race: Variant Human Class: Fighter 1 Attributes: Str 16, Dex 8, Con 14, Int 8, Wis 16, Cha 10 (Point Buy) Feats: Great Weapon Master Fighting Style: Great Weapon Fighting Skills: Perception, Insight, Athletics, Intimidation, Persuasion [B]Progression [/B]1: It's all about getting those saving throws. Gotta go Fighter 1. Great Weapon Fighting style is very powerful with a 2d6 damage weapon such as Maul or Greatsword. We'll be out-damaging most characters right out of the gate. Bonus self-healing feature with Second Wind. 1/5: After we take that first level of fighter, we need to go Cleric for at least 4 levels for the Warcaster feat. Probably 5 levels though for those two 3rd level spells. This gets us all kinds of other great stuff, including our main source of multiple attacks for the build and our AC boosting spells. We can now channel divinity to make sure our big damage attacks hit too. 3/5: Maneuvers are going to be the next thing probably, but we actually get good stuff like Action Surge for our effort too. Maneuvers: Riposte for reaction-based extra attacks, Precision Attack to make more big damage attacks hit, and probably Goading Attack for the battlefield control. 3/17: Ride it out with Cleric. Some of our War Domain abilities will help out quite a bit and it's all about those spells that enhance and sustain us in battle. Ability Score increases at 11, 15, and 19. Con+2, Wis+2, Str+2 in that order probably. We need that hitpoint and save increase from Constitution. Wisdom increases our pool of multiple attacks and is our spellcasting attribute. To be effective at high levels, we should increase it at least once. Strength to keep up on damage and to take advantage of the fact that we are attacking in melee 2-3 times a round fairly consistently between War Priest, Action Surge, Great Weapon Master and Riposte. A handful of them will be Great Weapon Master power attacks using Guided Strike and/or Precision Attack to make sure they hit. We also get Divine Strike, which gives those attacks we make on our turn an extra 2d8 damage. [/QUOTE]
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