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General Tabletop Discussion
Character Builds & Optimization
Please evaluate my fighter build OR: help me fit a square peg in a round hole
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<blockquote data-quote="994125010" data-source="post: 6736487" data-attributes="member: 6801382"><p>17 15 13 12 11 9 <strong>Variant Human</strong> Defender/Fighter</p><p></p><p>I would go with a <strong>Shield and Quarterstaff</strong></p><p><strong></strong></p><p>18 STR 14 DEX 12 CON 15 INT 11 WIS 9 CHA </p><p>OR</p><p>18 STR 14 DEX 12 CON 11 INT 15 WIS 9 CHA (If you don't mind being WIS smart instead of INT smart. This will also help with saving throws more)</p><p></p><p>Wear <strong>medium armour</strong> for an AC of 14 + 2 + 2 (shield) = 18</p><p></p><p>1. Take the <strong>Polearm Mastery</strong> Feat at 1st level (Variant Human)</p><p></p><p>2. Take the <strong>Dueling</strong> > Protector > Defensive Fighting Style</p><p> <em>Dueling adds that +2 to your bonus action attack and opportunity attacks. Isn't it great that a quarterstaff works</em></p><p><em> with the polearm master feat? It's like you're wielding a 1d10 weapon (1d6+2) with a shield.</em></p><p></p><p>3. Become a <strong>Battle Master</strong> at 3rd Level </p><p> <em>Disarm, Goading, Shove, Distracting are probably your best bet for manoeuvers.</em></p><p><em> The first three are good defensive ones to protect your party. Distracting helps their attacks</em></p><p><em> Be aware that your allies will have disadvantage attacking prone enemies so consider that.</em></p><p></p><p>4. <strong>+2 STR</strong> at 4th level</p><p> <em>This is +1 damage to attack and bonus action attack and opportunity attack for a total of +3 per </em></p><p><em> round. It becomes +4 at 5th level compared to not raising it)</em></p><p></p><p>5. Take<strong> Shield Master</strong> at 6th level</p><p> <em>Now you have +4 to DEX saves and Evasion-esque reactions as well as 5+prof Athletics</em></p><p><em> checks to shove</em></p><p><em></em></p><p>6. Take <strong>Martial Adept</strong> at 8th level</p><p> <em>You now have 25% more dice per short rest and probably all the manoeuvers you want.</em></p><p></p><p>After 8th level, unless you really, really, really, like Extra Attack (3), I'd recommend multi-classing into something else.</p><p>The 10th level features for Battle Master is more manoeuvers and d10 SD but you already got some manoeuvers at 8th</p><p>level and an extra die. 9th level Indomitable is just a poor feature honestly.</p><p></p><p>Personally, I'd go with <strong>Rogue 2</strong> instead of taking those levels. With that you get 1d6 Sneak attack (which can apply to</p><p>opportunity attacks as well), Expertise (Athletics so you can really shove when you need to), Cunning Action (for when</p><p>you need to Disengage and shove someone off your wizard). At 11th level, I would continue with Rogue since 2d6 SA</p><p>is nice compensation for not getting that third attack from Fighter (yes it's less than another 1d6 + 7 but the SA can</p><p>be applied to opportunity attacks too).</p><p></p><p>Alternatively, if you know that you'll be going to 11+ levels with this character, consider going with the <strong>Hunter Ranger</strong></p><p>after Fighter 8. You'll probably need to play with the array to allow you to multiclass but going this route would be good</p><p>too as you get:</p><p> 1. Another Fighting Style</p><p> 2. Hunter's Mark (1d6 to your 2-4 attacks each round? yes)</p><p> 3. Horde Breaker giving you a 4th attack for free OR Colossus Slayer giving you 1d8 damage per turn (it's like SA in</p><p> that it works on opportunity attacks.</p><p></p><p>At 12th level, both of these routes will still let you get <strong>Resilient (WIS).</strong></p><p><strong></strong></p><p><strong></strong>If you went with the Rogue route, at 16th level you could still take Observant for a potential 28 Passive Perception if</p><p>you also took Expertise in Perception and used the second Ability Score array I suggested above. (+3 WIS +10 from</p><p>Expertise Perception at 16th level, +5 bonus from Observant Feat and base of 10)</p></blockquote><p></p>
[QUOTE="994125010, post: 6736487, member: 6801382"] 17 15 13 12 11 9 [B]Variant Human[/B] Defender/Fighter I would go with a [B]Shield and Quarterstaff [/B] 18 STR 14 DEX 12 CON 15 INT 11 WIS 9 CHA OR 18 STR 14 DEX 12 CON 11 INT 15 WIS 9 CHA (If you don't mind being WIS smart instead of INT smart. This will also help with saving throws more) Wear [B]medium armour[/B] for an AC of 14 + 2 + 2 (shield) = 18 1. Take the [B]Polearm Mastery[/B] Feat at 1st level (Variant Human) 2. Take the [B]Dueling[/B] > Protector > Defensive Fighting Style [I]Dueling adds that +2 to your bonus action attack and opportunity attacks. Isn't it great that a quarterstaff works with the polearm master feat? It's like you're wielding a 1d10 weapon (1d6+2) with a shield.[/I] 3. Become a [B]Battle Master[/B] at 3rd Level [I]Disarm, Goading, Shove, Distracting are probably your best bet for manoeuvers. The first three are good defensive ones to protect your party. Distracting helps their attacks Be aware that your allies will have disadvantage attacking prone enemies so consider that.[/I] 4. [B]+2 STR[/B] at 4th level [I]This is +1 damage to attack and bonus action attack and opportunity attack for a total of +3 per round. It becomes +4 at 5th level compared to not raising it)[/I] 5. Take[B] Shield Master[/B] at 6th level [I]Now you have +4 to DEX saves and Evasion-esque reactions as well as 5+prof Athletics checks to shove [/I] 6. Take [B]Martial Adept[/B] at 8th level [I]You now have 25% more dice per short rest and probably all the manoeuvers you want.[/I] After 8th level, unless you really, really, really, like Extra Attack (3), I'd recommend multi-classing into something else. The 10th level features for Battle Master is more manoeuvers and d10 SD but you already got some manoeuvers at 8th level and an extra die. 9th level Indomitable is just a poor feature honestly. Personally, I'd go with [B]Rogue 2[/B] instead of taking those levels. With that you get 1d6 Sneak attack (which can apply to opportunity attacks as well), Expertise (Athletics so you can really shove when you need to), Cunning Action (for when you need to Disengage and shove someone off your wizard). At 11th level, I would continue with Rogue since 2d6 SA is nice compensation for not getting that third attack from Fighter (yes it's less than another 1d6 + 7 but the SA can be applied to opportunity attacks too). Alternatively, if you know that you'll be going to 11+ levels with this character, consider going with the [B]Hunter Ranger[/B] after Fighter 8. You'll probably need to play with the array to allow you to multiclass but going this route would be good too as you get: 1. Another Fighting Style 2. Hunter's Mark (1d6 to your 2-4 attacks each round? yes) 3. Horde Breaker giving you a 4th attack for free OR Colossus Slayer giving you 1d8 damage per turn (it's like SA in that it works on opportunity attacks. At 12th level, both of these routes will still let you get [B]Resilient (WIS). [/B]If you went with the Rogue route, at 16th level you could still take Observant for a potential 28 Passive Perception if you also took Expertise in Perception and used the second Ability Score array I suggested above. (+3 WIS +10 from Expertise Perception at 16th level, +5 bonus from Observant Feat and base of 10) [/QUOTE]
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Please evaluate my fighter build OR: help me fit a square peg in a round hole
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