It gives +1 Str.iirc heavy armor mastery can also give +1 con. So you get extra hp and damage resuction. That is what I would take.
Tough is best to save low-health classes like sorcerer/wizard where it makes a difference. You already get something like 9 hp per level, an extra 2 won't do much.
Paladinhave no need for warcaster, their holy symbol already covers most of it.
It is still useful for high health classes as you want more health. even if you get 9hp per turn, 11 would be a 20+% increase. It does get you more health faster so in that respect I like it more than +2 con but honestly it's a almost a tie imo.Tough is best to save low-health classes like sorcerer/wizard where it makes a difference. You already get something like 9 hp per level, an extra 2 won't do much.
Paladinhave no need for warcaster, their holy symbol already covers most of it.
Nicely put. Con+2 beats tough hands down.CON +2 gives half of those hp now and half of them later.
Con save to maintain concentration is driven by damage, not hitpoints. Losing temporary hitpoints is taking damage, so the concentration check is still required. The temporary hitpoints don't count towards things like sleep spells, however, as the text clearly states that they are not hitpoints.Someone refresh my memory, temporary HP still count as yours for purposes of being required to make a Con save to maintain concentration, yes? They aren't like the HP of an Abjurer's Arcane Ward?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.