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<blockquote data-quote="ClaytonCross" data-source="post: 7481982" data-attributes="member: 6880599"><p><strong>For Strength based (for Quarterstaff) simple proficient weapon proficient builds</strong></p><p></p><p><strong>Human variant with</strong><strong> Moderately Armored Feat</strong> (medium armor, shields, +1 strength or Dexterity) which allows you to use a staff and shield for another +2AC </p><p>(Scale mail 14, +2 dex, +2 shield (+ 6 lbs) = AC18 with 1d6+3 quarterstaff --or-- Scale mail 14, +2 dex = AC16 with 1d8+3 versatile quarterstaff)</p><p>Str:16 Dex:14 Con:14 Int:8 Wis:9 Cha:14 (you can switch Int and Wiz but it doesn't really matter unless you a feat you want and might take that adds +1 to one of those)</p><p><strong>-or-</strong></p><p><strong>Mountain Dwarf </strong>(Medium Armor, Warhammer, and Battle-axe Proficiency)</p><p>(Scale mail 14, +2 dex = AC16 with 1d8+3 versatile quarterstaff...or...Scale mail 14, +2 dex = AC16 with 1d10+3 versatile Warhammer (Because its 2lbs lighter than the battle-axe and quarterstaff)</p><p>Str:17 Dex:14 Con:14 Int:8 Wis:8 Cha:14 (The extra point in strength will increase your carry capacity to help off set the 10lbs of the added weight from medium armor)</p><p></p><p>Of the 2 Human has a better defense (also its what you asked for) and Mountain Dwarf better offense and carrying capacity but would be better off using a Dwarven Warhammer than a staff. However, if you <strong>pick up Polearm master at level 4</strong> giving you something to do with your bonus action after casting hex, then your getting potentially (1d6+3)(1d4)(2d6hex) or (1d8+3)(1d4)(2d6hex) then the Warhammer is not a good choice.</p><p></p><p></p><p><strong>For Dexterity build consideration</strong></p><p></p><p><strong>Human variant with Defensive Duelist </strong>(+2 scaling to +6 to AC as a reaction, Like shield <strong>without spell slot</strong> which is key for a warlock but it doesn't last beyond one attack) </p><p>(Studded Leather 12, +3 dex = AC15 (17 for one attack per round if needed) with 1d4+3 dagger 1d4 off hand dagger +2d6 hex?</p><p>Str:10 Dex:16 <strong>Con:16</strong> Int:8 Wis:8 Cha:14 <--Higher HP than the above builds -or- switch Cha & Con.</p><p>- Upgrade the main hand weapon to a shortsword, scimitar, rapier, or get this... Whip with reach... since your proficient with your pact weapon and its finesse. If you do this stay 20ft from allies so that enemies have to leave your treat to engage allies. This doesn't help after you trigger Defensive Duelist but sometimes your GM will forget you used it and stay to prevent opportunity attacks, but also <strong>defensive duelist triggers ON HIT</strong> so its never wasted on misses, AND more importantly you make a larger area for opportunity attacks so enemies need to make bigger circles to avoid you and head for allies. Not a bad option for a tank. Consider Sentinel with this build since anyone trying to skirt by in whip reach will be stopped in place if hit. This means reactions are at a premium and bonus actions for the dagger off hand attack. That is not a bad thing because many players waste reactions and bonus actions you will be using them constantly. </p><p>- take Duel weilder at level 4 for +1 AC, Base AC16 Defensive duelist AC19</p><p>- Defensive Duelist, At character lvl5 is +3(AC18), lvl9 is +4(AC19), lvl13 is +5(AC20), and lvl17 +6(AC21) making it not as good a shield but scalable so it should never be useless.</p></blockquote><p></p>
[QUOTE="ClaytonCross, post: 7481982, member: 6880599"] [B]For Strength based (for Quarterstaff) simple proficient weapon proficient builds[/B] [B]Human variant with[/B][B] Moderately Armored Feat[/B] (medium armor, shields, +1 strength or Dexterity) which allows you to use a staff and shield for another +2AC (Scale mail 14, +2 dex, +2 shield (+ 6 lbs) = AC18 with 1d6+3 quarterstaff --or-- Scale mail 14, +2 dex = AC16 with 1d8+3 versatile quarterstaff) Str:16 Dex:14 Con:14 Int:8 Wis:9 Cha:14 (you can switch Int and Wiz but it doesn't really matter unless you a feat you want and might take that adds +1 to one of those) [B]-or-[/B] [B]Mountain Dwarf [/B](Medium Armor, Warhammer, and Battle-axe Proficiency) (Scale mail 14, +2 dex = AC16 with 1d8+3 versatile quarterstaff...or...Scale mail 14, +2 dex = AC16 with 1d10+3 versatile Warhammer (Because its 2lbs lighter than the battle-axe and quarterstaff) Str:17 Dex:14 Con:14 Int:8 Wis:8 Cha:14 (The extra point in strength will increase your carry capacity to help off set the 10lbs of the added weight from medium armor) Of the 2 Human has a better defense (also its what you asked for) and Mountain Dwarf better offense and carrying capacity but would be better off using a Dwarven Warhammer than a staff. However, if you [B]pick up Polearm master at level 4[/B] giving you something to do with your bonus action after casting hex, then your getting potentially (1d6+3)(1d4)(2d6hex) or (1d8+3)(1d4)(2d6hex) then the Warhammer is not a good choice. [B]For Dexterity build consideration[/B] [B]Human variant with Defensive Duelist [/B](+2 scaling to +6 to AC as a reaction, Like shield [B]without spell slot[/B] which is key for a warlock but it doesn't last beyond one attack) (Studded Leather 12, +3 dex = AC15 (17 for one attack per round if needed) with 1d4+3 dagger 1d4 off hand dagger +2d6 hex? Str:10 Dex:16 [B]Con:16[/B] Int:8 Wis:8 Cha:14 <--Higher HP than the above builds -or- switch Cha & Con. - Upgrade the main hand weapon to a shortsword, scimitar, rapier, or get this... Whip with reach... since your proficient with your pact weapon and its finesse. If you do this stay 20ft from allies so that enemies have to leave your treat to engage allies. This doesn't help after you trigger Defensive Duelist but sometimes your GM will forget you used it and stay to prevent opportunity attacks, but also [B]defensive duelist triggers ON HIT[/B] so its never wasted on misses, AND more importantly you make a larger area for opportunity attacks so enemies need to make bigger circles to avoid you and head for allies. Not a bad option for a tank. Consider Sentinel with this build since anyone trying to skirt by in whip reach will be stopped in place if hit. This means reactions are at a premium and bonus actions for the dagger off hand attack. That is not a bad thing because many players waste reactions and bonus actions you will be using them constantly. - take Duel weilder at level 4 for +1 AC, Base AC16 Defensive duelist AC19 - Defensive Duelist, At character lvl5 is +3(AC18), lvl9 is +4(AC19), lvl13 is +5(AC20), and lvl17 +6(AC21) making it not as good a shield but scalable so it should never be useless. [/QUOTE]
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