Sentinel and PAM feats are two big ones that work well with strength builds (although PAM is confining). Also several of the battlemaster maneuvers.What tools does 5e offer to improve OAs?
Sentinel and PAM feats are two big ones that work well with strength builds (although PAM is confining). Also several of the battlemaster maneuvers.What tools does 5e offer to improve OAs?
I would not go 20/20...
but a barbarian or ranger can well afford going 20/14, because both use medium armor. In the case of the ranger you probably can't easily afford going strength because you also need Con and Wis...
Except when you aim for a more defensive build without a fast 20, rather concentrating on taking feats like resilient con and combat casting.
Maybe as a Variant Human ranger you could go
16/14/14/8/14/8 and resilient constitution.
That's a long list. Basically anything that enhances damage or accuracy of an attack. Then there's also things like sentinel that stop movement. Or warcaster + booming blade that does absurd damage on a hit if the enemy moves away.What tools does 5e offer to improve OAs?
I have played with the Charger feat and found it ok but not great. I don't find many people that take it though.A javelin throw is a delay of game which slows your closing to the next enemy and is much less effective than your multi attacks this is why having charge be a base maneuver helps by doubling the melee combatants ability to become in threatening reach
A ranged character that has an enemy engage him in melee is also left attacking at disadvantage or taking OA's (barring a few particular abilities). This situation and a melee one needing to move more than his movement to get to the next enemy should roughly cancel each other out.A ranged combatant also does not have to move to get to the next enemy after downing one it can mean a full round of zero offense just moving for the str/melee combatant. A javelin throw is a delay of game which slows your closing to the next enemy and is much less effective than your multi attacks this is why having charge be a base maneuver helps by doubling the melee combatants ability to become in threatening reach ... if you could throw the javelin at the end of the charge for boosted effect even better.
That's not a benefit I would ever cite.The functional frequency of being swallowed by the sandworm seems low.
A difference of 5 isn't going to mean that you hit all your attacks that you would have otherwise have missed either.A difference of 5 does not make you go from first to last... most of the time at least. Also a difference of 5 only allows you to shift your initiative to a better position in 25% of all combats.
We are aware that Fighter capabilities cannot compete against Wizard ones. Yes, if the wizard can throw a fireball, the impact of a fighter is relatively minor. There are a number of threads on this issue already however, and I'm not sure if sidetracking this one will be constructive.It might result in a round of extra attacks. While this is good in a combat against mooks, if you can throw a fireball, the actual impact of a fighter is relative minor. In the best case of a level 20 fighter this is 8 more attacks which is somewhat ok.
A wizard can have that impact with a fireball at level 5 and only if the fighter does not fo in first and stands in the way...
I don't think always is true there. It depends on your parties capabilities, their buffs etc. You may very well want to go before the enemy but after the bless cleric. In which case going 2nd may be preferred.A difference of 5 isn't going to mean that you hit all your attacks that you would have otherwise have missed either.
I'm unsure what the point you're making is? That +5 on a D20 roll isn't automatically going to win? Has anyone suggested it would?
It is always beneficial to go first rather than last in combat. Dex improves your chance to do so.
A decent wizard with mage armor and shield will likely have more AC on a given turn than a fighter (most fighters don't use shield IME). Wizard still is squishy because of the low hp pool.We have to hope that the fighter may be able to do something useful with their action. Maybe the fireball damage isn't quite enough to kill the mooks, and so the damage the fighter did initially means that some die where they wouldn't have. Maybe the fighter's movement into in front of the wizard to defend them meant that the mooks couldn't just rush in and shank the caster.
yup as a feat it sucks mathematics as an everyman ability ( with maneuver and feats being actual buffs of it that can no longer be true)I have played with the Charger feat and found it ok but not great. I don't find many people that take it though.
That time in rounds to get there is halved with a classic chargeI think throwing a Javelin is a great idea, you give up multiattack but it is still an attack and probably better than dashing unless the enemies far enough away it is going to take two turns.
Alot depends here.That time in rounds to get there is halved with a classic charge