D&D 5E (2014) what would you play?


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With the way AC works, each point is worth more than the last. In a typical fight, that one point of AC might reduce the damage you take by 33 - 50 percent.

I kind of disagree with this assessment. each point of AC is worth the same as the last. Each will only protect a character 5% of the time more than the last. While the higher numbers will protect a character more often than lower numbers, the difference between the 17 and 18 is still just 5% of the time being hit. With a shield, the difference we are talking about is between 19 and 20. Both of those are really high, and a character with either of those numbers can reliably expect to not be hit around half the time.

While I wouldn't hesitate for a strength based fighter to go for the plate, it seems like things might be drifting toward a fighter / thief with lots of skills. A character that starts as a rogue gets all of the skills and expertise at the cost of heavy armor proficiency. So plate would not even be on the table. A fighter / rogue starting as a fighter would get the heavy armor proficiency but miss out on the skills. If the ability score is not having to go into strength, it can prop up other skills.
 

I kind of disagree with this assessment. each point of AC is worth the same as the last. Each will only protect a character 5% of the time more than the last. While the higher numbers will protect a character more often than lower numbers, the difference between the 17 and 18 is still just 5% of the time being hit. With a shield, the difference we are talking about is between 19 and 20. Both of those are really high, and a character with either of those numbers can reliably expect to not be hit around half the time.
It's all relative. Against a reasonable opponent, which can hit you on a 16 or better, pushing that back to a 17 will turn 20% of all hits into misses. If the opponent needs a 17, then pushing it to 18 will reduce the number of hits by 25%.

If you can only count on not being hit around 50% of the time, then something has gone horribly wrong, and you should not engage.
 

A Dex-based character could wear plate if it was made out of mithril (it lets you ignore the Str requirement and the disadvantage on Stealth). Even with your Dex maxed out at 20, plate and a shield still provides the better AC. To whit:

studded leather (12) + shield (2) + 20 Dex (5) = AC 19
plate (18) + shield (2) = AC 20
 

I've been thinking about a mounted ranger build recently that I'd like to try. You start with a gnome or halfling (or any other small race that your DM might allow). Put five levels in beastmaster ranger. A wolf works well for your chosen animal, though anything that is medium would work. Then put your remaining levels into rogue.

Let's start by gearing up that wolf. A set of breastplate barding will grant it 16 AC. Now you get to add your proficiency modifier to that because it is your companion. You could use half plate instead for +1 AC if you are willing to accept disadvantage on stealth. You'll also want a decent saddle for it since you will be riding it more often than not. It will also be adding your proficiency bonus to its attack rolls, damage rolls, and skills. It is trained in perception (+3) so you'll add your proficiency to that and also has keen hearing and smell, making it an excellent scout. It is also trained in stealth (+4) so avoiding detection should be simple. Its attack is +4+prof. to hit, dealing 2d4+2+prof. piercing. It acts on your initiative, can be ordered to move without using any action, and will grant you a speed of 40 (since you are riding it). With pack tactics it gains advantage on all of its attack rolls while you are riding it.


You will be wielding a rapier in one hand and a shield in the other. Grab youself a set of half plate and take the medium armour master feat (+3 from dex instead of +2, no disadvantage on stealth). You should gain 20 AC from this. Defense fighting style from ranger will grant you 21 AC.

Your levels in ranger will give you an extra attack, allowing both you and your wolf to attack each turn. Your levels in rogue will allow you to add your sneak attack every turn, because your wolf counts as "another enemy of the target [that] is within 5 feet of it." You will have nine levels of rogue at fourteenth level, giving you an extra 5d6 damage from sneak attack.

You will have had one ability score increase from ranger and two from rogue. This is plenty to get you 20 Dex and medium armour master, though the mounted combatant feat might be better than capping Dex. It would only have 20 HP afterall. You will get another ability score increase when you hit rogue 10.

I'm sure that there are additional ways to boost its power if I thought more about it.

How awesome would it be to have a halfling on a wolf running down fleeing kobolds?
 


I would definitely go with Eldritch Knight, especially given your party's lack of a true melee or arcane caster. As for feats, there are a lot of great choices for that build, but if you're looking for out of combat utility, you can't go wrong with Ritual Caster. At that level your DM should let you start with a book with a lot of great choices.
 

I may steal that halfling/wolf rider idea. Seems super fun!

I would make a dex based range fighter. Only fight toe to toe when need, and still own them when you do.
 

If you don't like Fighters you could play an Abjurer Wizard, they can be very tanky, especially at higher levels. Trust me on that. If you wanted to be ridiculous you could even pick up a level of Fighter (or go Multiclass Fighter 11/Abjurer) and run around in plate, you don't *need* the strength to use it. You will likely end up with the best AC in the game (due to shield spell, which recharges your arcane ward), and probably the most "Effective" HP due your arcane ward. At level 14, spells won't dent you much, you have lots of utility with ritual casting, and you have a familiar which will annoy the hell out of your DM. :)

To me though it sounds like you *want* to play a Valour Bard, or perhaps an Eldritch Knight with good feat/skill variety. I think an Abjurer / Fighter multiclass though will make a better tank than an Eldritch Knight, while an EK makes a better offensive Fighter due to more action surges and extra attacks at level 20.

Now having said all that, if you do go Paladin, the others in the group will soon learn to respect you once your aura saves them time and time again. ;) Paladins are great for resisting saving throws, but don't have any special inherent tankiness that makes them great melee tanks. When the damage is piled onto them, they can drop pretty fast. Barbarians make the best pure tanks.
 

PG 164 PHB: You don't get the starting skills or any starting anything unless listed under the proficiencies table. And bard gives 1 skill (not the starting 4) when MC'ed into.
Lore bards get three more skill proficiencies, so MCing into that subclass would net me 4 new skills.

I would make a dex based range fighter. Only fight toe to toe when need, and still own them when you do.
This is more or less my previous PC. I'd prefer to give melee a go this time, although I'm still thinking Dex might be the way to go rather than Strength.

I would definitely go with Eldritch Knight, especially given your party's lack of a true melee or arcane caster. As for feats, there are a lot of great choices for that build, but if you're looking for out of combat utility, you can't go wrong with Ritual Caster. At that level your DM should let you start with a book with a lot of great choices.
The wizard and cleric have the ritual casting stitched up pretty well between the two of them. Not much point in me going that route.

If you don't like Fighters you could play an Abjurer Wizard, they can be very tanky, especially at higher levels. Trust me on that. If you wanted to be ridiculous you could even pick up a level of Fighter (or go Multiclass Fighter 11/Abjurer) and run around in plate, you don't *need* the strength to use it. You will likely end up with the best AC in the game (due to shield spell, which recharges your arcane ward), and probably the most "Effective" HP due your arcane ward. At level 14, spells won't dent you much, you have lots of utility with ritual casting, and you have a familiar which will annoy the hell out of your DM. :)
I've looked at the abjurer before. Arcane Ward is too fiddly for my tastes, I think. Thanks for the suggestion, though.

To me though it sounds like you *want* to play a Valour Bard, or perhaps an Eldritch Knight with good feat/skill variety. I think an Abjurer / Fighter multiclass though will make a better tank than an Eldritch Knight, while an EK makes a better offensive Fighter due to more action surges and extra attacks at level 20.
I like the lore bard better than the valor bard, to be honest.

Now having said all that, if you do go Paladin, the others in the group will soon learn to respect you once your aura saves them time and time again. ;) Paladins are great for resisting saving throws, but don't have any special inherent tankiness that makes them great melee tanks. When the damage is piled onto them, they can drop pretty fast. Barbarians make the best pure tanks.
I was actually thinking more of a 4e-style defender than a pure tank. I think the other guys in the group would appreciate a character who can help them out via things like Inspiring Leader, Bardic Inspiration/Cutting Words, paladin auras, and the like.


EDIT: While I do like the eldritch knight, I'm just finding myself wanting to try out the paladin more at this point in time. Maybe it's because Age of Worms is an undead-themed campaign? I dunno. It just seems more appealing at this time. It's nice to see that I seem to be on the right track going for a defender/tank type of character for this party, though.
 
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