Not really. Not without using limited resources.
A Bladesinger at 9th level with a rapier is doing abase 4d8+2xdex (28) using booming blade and extra attack or 5d8+2dex+int (35.5) using GFB.
And dying if someone makes them do a con save vs high damage, or just...rolls high. BSs are really fun, but to keep them alive in the front lines generally requires help from the team or multi-classing.
A fighter or Barbarian with GWM wielding a longsword in 1 hand is doing 2d8+2str (19). A Barbarian is doing another 8 (27) if he is in rage.
Okay. That's plenty to eat a decent chunk of even a beefy enemy's HP every round, and then enemies have advantage on attacks against the Barbarian.
Let the Bladesinger never get hit by casting shield or absorb elements every round. Great! My "I like to challenge my PCs" grin gets wider with every spell slot spent staying alive in a situation they could have just played a beefier Gish to survive in. Gonna be fun watching them twitch when the non-combat parts of the adventure set up choice after choice where they really want to cast spells, followed by another tough fight. Meanwhile, the Barbarian has spent a few HD and a Rage when that second fight starts.
Now both of them have subclasses that boost that over the base noted, but the most powerful damage boosts come from battlemaster and are limited use. The Barbarian is also getting hit a lot more even if he does not use reckless attack.
No more than most melee characters. If the team is facing a really tough enemy that hits a lot for solid damage, the Barbarian can put a shield on. But also I've never seen a Barbarian with low AC.
Also you need to use an action to don or doff a shield. So it is not free in combat (admitedly niether is casting a defensive spell on the first turn).
Everyone has to make action economy decisions. This doesn't particularly change anything about the comparison.
Yes it does. Shield is going to prevent a minimum of 1 hit every time it is cast. I said it was about 20hps per casting in tier 2 (CR5-CR8). From the DMG CR5 should haverage 22-28 dpr, CR8 should average 51-56 DPR. Now that is per turn, not per attack. Per attack is going to be lower because many of those have multiattack, but I am confident in that tier it is saving on average 20 points or better per casting.
That is white room math that doesn't actually reflect the game at the table. Shield doesn't have an HP value, even at a given tier. Just the assumption of such a tiny CR range for a tier of leveling makes the math next to useless for anything but broad comparative math to understand how the system generally works. It doesn't actually tell you what will happen at the table.
But really, that CR range. I just....dude, no. Everything from CR 1 or even lower, to CR 10 or even higher, depending on party composition, numbers, skill level, campaign style (in some campaigns, I will throw somewhere from most to more than the recommended daily XP budget into 1-2 fights, while in others I'll spread it over 3-5 fights, but in all of them the party is going to have to use resources outside of combat), magic items (in a high magic item campaign like my current Eberron campaign, I have to put most of the daily xp budget into one fight, with some backup options to turn the heat up, in order to actually challenge the 6 PC party), and other factors.
In some fights, the Bladesinger will have an easier time using their resources offensively and standing up in melee, while in others they're gonna get hit or have to use shield any time my behir rolls a 10, so...they're gonna let the fighter or Barbarian stand in front of it and keep it's attention. Why woudln't they? To prove a point? They gonna burn through half their slots in one fight without doing anything to anyone with them to prove a point? They can literally still be a swashbuckling swordmaster without tanking.
Reckless attack is awful of you are trying to tank,
LOL yikes. You playing a different game, or what?
but a Barbarian wielding a pole arm with reckless attack is very effective if he has a character like a bladesinger engaged to keep the enemies from attacking him.
LOLOL the Barbarian with a greatsword with reckless attack is also very effective, and the polearm barbarian would rather have a paladin or fighter keeping the enemy off him. Of course, the bladesinger probably has 10 or 12 strength, so all the enemy has to do is shove him.
I agree about making enemies "care" but a hit with booming blade does damage if the enemy moves move without using her reaction at all and if the bladesinger is a human with warcaster she can choose hit the enemy with it again.
Human with warcaster is pretty rarified to use to try to prove a general point. Most players don't even take feats until their 3rd ASI or later, if at all.
Making enemies care is...one of the primary pillars of tanking. It's absolutely central to the strategy. That's why people complain that there is was basically no tanking except for sword and board battlemasters and polearm+sentinel builds in the PHB, and even they are so damn limited by having only one reaction. It's damn hard to set up a situation where it sucks for the enemy to attack someone other than you, or punish them for it (more than once per round).
I absolutely agree though a DM is going to try to attack others, just like they are going to try to do if the tank is a high-AC fighter or cleric. The DM won't do that if your "tank" is a 16AC Barbarian using reckless attack. In that case they are going to attack the Barbarian.
Yes, making the Barbarian the better tank. Because the Barbarian will most likely survive that, and healing on the Barbarian is effectively doubled when they're raging.
A tank is a character that stands in the front of melee and absorbs attacks so squishier strikers or controllers like barbarians, Rogues and other caster and can move hit enemies of their choice for powerful damage or debilitating spells.
LOL squishier strikers or controllers like barbarians. Oof.
A tank does basically 3 things.
- Get physically in the way, and stay there
- Make themselves a better target than other party members
- Make themselves "sticky" or otherwise difficult to get around or ignore
The best games for playing a tank are ones that have mechanics that let you create lose/lose scenarios for enemies, where attacking you and staying put is the least terrible choice out of terrible choices for most enemies in a given fight. 5e is definitely not a great game for playing a tank, though later subclasses for the tank-friendly classes have helped a bit.
Having a bag of hps is one way to tank, but not the most effective way and is generally inferior to using a high AC and other methods to absorb damage.
This is simply false. High AC is a severely limited way to tank. Low HP tanks are very difficult to make effective compared to high HP tanks with even moderately high AC, like the average barbarian.