Zardnaar
Legend
The following is a comparatively simple build. Its a tank/defender with a little bit of control. So what's my definition of a practical build?
1. It switches on early. Not level 14 for a 300 damage youtube thumbnail.
2. DM style mostly doesn't matter. As long as they aren't actively screwing you over.
3. Doesn't require excessive multiclassing.
4. Doesn't require excessive powergaming. For example using a great weapon plus great weapon master feat is kind of obvious. Sharpshooter for archer etc.
So nice simple build. Champion fighter sword and board. This is not a most damage build but I want to bring the damage up to something respectable. Doesn't matter if a GWM fighter deals more damage in a white room thats not the goal.
Fighter. In general the 5.5 fighter is great even going into the higher levels. Thanks indomitable. They also get 3 feats by level 8 so can hit 20 strength of dexterity taking feats you want to take anyway. That's practical. Everyone else has to wait to level 12. Game ends level 6? 1 feat and 20 in your prime. Practical.
Champion fighter. Abilities I really care about are remarkable athelete and heroic warrior. Improved critical is nice but its gone from main feature to not quite a ribbon ability. Advantage on initiative rolls. I would heavily consider combining this with the alert origin feat. Heroic warrior you might not make it but combined with other abilities its key for various builds or expanding your defenses namely saving throws. At higher level they start creeping up to 17-27 range.
Weapons. Lots of good options. In a vacuum im going to pick the trident. It has topple. This may be a bad choice depending on magic weapon drops. Plan B is a magic spear or longsword depending on magic item drops. That part will depend on DM style so check about that.
So we are building a tank. Trident and board. Topple requires a con save. The obvious feats to pick with sword and board is shield master. At level 4 take it. We are going to double down on knocking stuff prone. It gives you and your melee allies advantage to hit. Another reason to take the alert origin feat. Shield master is a strength save.
How this works. At level 4 you attack. On a hit con save or be knocked prone. Bonus action shield bash strength save or be knocked prone. You have the option of action surging. With advantage via prone you also crit on 19+. Theres no size requirement on topple or the shield bash.
At level 5 two attacks. That's potentially 3 saving throws. 2 of which can feed your second attack. With a potential 2 more via action surge. Crittng on 19+.
Next relevant thing is level 6. Your second feat. Im looking at the piercer feat. The puncture effect let's you reroll damage. That includes critical hits. On a critical you deal+ 1W damage. Closing the gap on a GWM fighter espicially with the likely advantage granting. They still probably win but you shouldn't be embarrassing yourself.
Level 8 next level that matters. Your final feat that matters. I'm inclined to take Sentinel. A bit of control and defender action. 20 strength. Often an extra attack via reaction. Gives you something to do as well with reaction, bonus action and normal actions.
Level 10 and 11 are great as well. May or may not make it but heroic inspiration every round and 3rd attack.
This build is reasonably simple. Switches on very early I'm happy playing it from level 1. I have also seen it level 4-11 and it works well basically as advertised. Strength and con saves are some of the worst to target but youre throwing out so many knocking prone will happen A lot. That feeds the build. Basic idea more crits and advantage to hit via knocking prone.
The one drawback is the way DMs hand out magic items. Tridents in published adventures are few and far between. 5.5 does have recommendations but DM may not allow them and is under no obligation to provide specific ones. By late Tier 2 a couple of rares, 1 very rare and a few uncommon is along the lines of what you should have. That's could be +1 shield, +2 armor and a vicious weapon (or boring +2). As per usual ask the DM. Even with the most basic items though you should ge around AC 22 or higher and have a +1 weapon at least imho.
1. It switches on early. Not level 14 for a 300 damage youtube thumbnail.
2. DM style mostly doesn't matter. As long as they aren't actively screwing you over.
3. Doesn't require excessive multiclassing.
4. Doesn't require excessive powergaming. For example using a great weapon plus great weapon master feat is kind of obvious. Sharpshooter for archer etc.
So nice simple build. Champion fighter sword and board. This is not a most damage build but I want to bring the damage up to something respectable. Doesn't matter if a GWM fighter deals more damage in a white room thats not the goal.
Fighter. In general the 5.5 fighter is great even going into the higher levels. Thanks indomitable. They also get 3 feats by level 8 so can hit 20 strength of dexterity taking feats you want to take anyway. That's practical. Everyone else has to wait to level 12. Game ends level 6? 1 feat and 20 in your prime. Practical.
Champion fighter. Abilities I really care about are remarkable athelete and heroic warrior. Improved critical is nice but its gone from main feature to not quite a ribbon ability. Advantage on initiative rolls. I would heavily consider combining this with the alert origin feat. Heroic warrior you might not make it but combined with other abilities its key for various builds or expanding your defenses namely saving throws. At higher level they start creeping up to 17-27 range.
Weapons. Lots of good options. In a vacuum im going to pick the trident. It has topple. This may be a bad choice depending on magic weapon drops. Plan B is a magic spear or longsword depending on magic item drops. That part will depend on DM style so check about that.
So we are building a tank. Trident and board. Topple requires a con save. The obvious feats to pick with sword and board is shield master. At level 4 take it. We are going to double down on knocking stuff prone. It gives you and your melee allies advantage to hit. Another reason to take the alert origin feat. Shield master is a strength save.
How this works. At level 4 you attack. On a hit con save or be knocked prone. Bonus action shield bash strength save or be knocked prone. You have the option of action surging. With advantage via prone you also crit on 19+. Theres no size requirement on topple or the shield bash.
At level 5 two attacks. That's potentially 3 saving throws. 2 of which can feed your second attack. With a potential 2 more via action surge. Crittng on 19+.
Next relevant thing is level 6. Your second feat. Im looking at the piercer feat. The puncture effect let's you reroll damage. That includes critical hits. On a critical you deal+ 1W damage. Closing the gap on a GWM fighter espicially with the likely advantage granting. They still probably win but you shouldn't be embarrassing yourself.
Level 8 next level that matters. Your final feat that matters. I'm inclined to take Sentinel. A bit of control and defender action. 20 strength. Often an extra attack via reaction. Gives you something to do as well with reaction, bonus action and normal actions.
Level 10 and 11 are great as well. May or may not make it but heroic inspiration every round and 3rd attack.
This build is reasonably simple. Switches on very early I'm happy playing it from level 1. I have also seen it level 4-11 and it works well basically as advertised. Strength and con saves are some of the worst to target but youre throwing out so many knocking prone will happen A lot. That feeds the build. Basic idea more crits and advantage to hit via knocking prone.
The one drawback is the way DMs hand out magic items. Tridents in published adventures are few and far between. 5.5 does have recommendations but DM may not allow them and is under no obligation to provide specific ones. By late Tier 2 a couple of rares, 1 very rare and a few uncommon is along the lines of what you should have. That's could be +1 shield, +2 armor and a vicious weapon (or boring +2). As per usual ask the DM. Even with the most basic items though you should ge around AC 22 or higher and have a +1 weapon at least imho.