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[Guide] Small size Beastmaster
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<blockquote data-quote="LionOfComarre" data-source="post: 6843348" data-attributes="member: 6826935"><p>I feel like I'm missing something obvious, but how are you triggering the sentinel/polearm master como at 10 feet range with a quarterstaff? As far as I can tell, that weapon doesn't have a reach bonus.</p><p></p><p>Edit: I guess you can get around that with lunge attack, though the threads I've checked seem to disagree on if it can be used for attacks of oppurtunity or not. You could get a similar effect by using maneuvering attack to grant a move to your crab when you AoO, [-] moving it back from your now stuck enemy and into a perfect position for an beastial fury crab claw grapple attack.[/-] Never mind crabs don't have reach. Of course, both those options use up your precious superiority dice.</p><p></p><p>Also, as a side note, fighter doesn't grant heavy armor proficiency if you multiclass into it, only if you start as it, which makes it worth considering as a starting point rather than ranger, though this gives you your mount later, and changes one of your save proficiencies from dex to con. The upside is that this gives you access to the protection fighting style, which may be more useful than defence or dueling if you don't have mounted combatant, especially since you can now don heavy armor, thought it does cost your reaction action, so probably not in a polearm master build. I would suggest 4 fighter/16 ranger, to get the maximum of five ASIs, since they seem to be based on class progression rather than character level. Maxed strength seems more useful than one fifth level spell slot, unless you decide to teleport through trees a lot, since the end game spells seem to all be aimed at ranged characters. The only thing I can really think of popping in that spell slot would be a riciulous Absorb Elements, but I feel you have enough slots for that anyway and it's very conditional.</p><p></p><p>If you're not using your bonus actions on shield master anyway, it might be worth looking into taking eldritch knight over battle master, since the weapon bond would allow you to swap between your quarter staff and lance on the fly, or give you an essentially returning thrown melee weapon. (I'd go with the javelin for the better range, since all the other ones do identical damage, unless they're verastile, but your other hand is always holding a shield anyway). Green-Flame Blade and Booming Blade might be worthwhile wizard cantrips, and from the first level spells shield seems to be the most useful one for a tanking build, though it has a somatic component, which means that you can't cast if unless you have a free hand. You could drop your weapon at the end of each turn and then call it back with your bonus action, but that might be a bit too much technical cheese for your DM.</p><p></p><p>Also, enlarging a giant frog wouldn't let it swallow larger enemies, since the abillity specifically states small or smaller. On the other hand, you could reduce a medium target to make it small enough to be swallowed.</p><p></p><p>Other possible mounts not listed in the original post:</p><p>Deer, fast, pretty crappy attack and health. Meh.</p><p>Goat, close the gap and knock prone, not much else going for it.</p><p>Hyena, pack tactics. It's like a worse wolf.</p><p>Vulture, downgrade to the Pterodon, worth keeping in mind if your game doesn't allow dinosaurs.</p><p>Giant Weasel, starting to get to okayish stats, dark visions through beast sense.</p><p>Mastiff, another weaker variant wolf</p><p>Mule, I guess if you wanna carry a lot of stuff, but at that point, why not just buy or rent one rather than using your companion slot?</p><p>Pony, your bog standard small PC mount. Doesn't even have the carrying bonus of the mule.</p><p>Boar, another charger, the Relentless abillity might make it worthwhile for a tanking build if you don't mind shelling out for the armor.</p><p>The last remaining entries that fit the criteria are the swarms of rats, bats or ravens, though I doubt most sane DMs would allow you to have a swarm as your companion, even less so ride it.</p></blockquote><p></p>
[QUOTE="LionOfComarre, post: 6843348, member: 6826935"] I feel like I'm missing something obvious, but how are you triggering the sentinel/polearm master como at 10 feet range with a quarterstaff? As far as I can tell, that weapon doesn't have a reach bonus. Edit: I guess you can get around that with lunge attack, though the threads I've checked seem to disagree on if it can be used for attacks of oppurtunity or not. You could get a similar effect by using maneuvering attack to grant a move to your crab when you AoO, [-] moving it back from your now stuck enemy and into a perfect position for an beastial fury crab claw grapple attack.[/-] Never mind crabs don't have reach. Of course, both those options use up your precious superiority dice. Also, as a side note, fighter doesn't grant heavy armor proficiency if you multiclass into it, only if you start as it, which makes it worth considering as a starting point rather than ranger, though this gives you your mount later, and changes one of your save proficiencies from dex to con. The upside is that this gives you access to the protection fighting style, which may be more useful than defence or dueling if you don't have mounted combatant, especially since you can now don heavy armor, thought it does cost your reaction action, so probably not in a polearm master build. I would suggest 4 fighter/16 ranger, to get the maximum of five ASIs, since they seem to be based on class progression rather than character level. Maxed strength seems more useful than one fifth level spell slot, unless you decide to teleport through trees a lot, since the end game spells seem to all be aimed at ranged characters. The only thing I can really think of popping in that spell slot would be a riciulous Absorb Elements, but I feel you have enough slots for that anyway and it's very conditional. If you're not using your bonus actions on shield master anyway, it might be worth looking into taking eldritch knight over battle master, since the weapon bond would allow you to swap between your quarter staff and lance on the fly, or give you an essentially returning thrown melee weapon. (I'd go with the javelin for the better range, since all the other ones do identical damage, unless they're verastile, but your other hand is always holding a shield anyway). Green-Flame Blade and Booming Blade might be worthwhile wizard cantrips, and from the first level spells shield seems to be the most useful one for a tanking build, though it has a somatic component, which means that you can't cast if unless you have a free hand. You could drop your weapon at the end of each turn and then call it back with your bonus action, but that might be a bit too much technical cheese for your DM. Also, enlarging a giant frog wouldn't let it swallow larger enemies, since the abillity specifically states small or smaller. On the other hand, you could reduce a medium target to make it small enough to be swallowed. Other possible mounts not listed in the original post: Deer, fast, pretty crappy attack and health. Meh. Goat, close the gap and knock prone, not much else going for it. Hyena, pack tactics. It's like a worse wolf. Vulture, downgrade to the Pterodon, worth keeping in mind if your game doesn't allow dinosaurs. Giant Weasel, starting to get to okayish stats, dark visions through beast sense. Mastiff, another weaker variant wolf Mule, I guess if you wanna carry a lot of stuff, but at that point, why not just buy or rent one rather than using your companion slot? Pony, your bog standard small PC mount. Doesn't even have the carrying bonus of the mule. Boar, another charger, the Relentless abillity might make it worthwhile for a tanking build if you don't mind shelling out for the armor. The last remaining entries that fit the criteria are the swarms of rats, bats or ravens, though I doubt most sane DMs would allow you to have a swarm as your companion, even less so ride it. [/QUOTE]
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