Originally Posted by Madscientist
Hallo

Thanks to the virus I have lots of time, so I read the players handbook and thought about what char to make.
No, I am not ill, just bored.
While many things are still open, we know
- Max level is 10
- We will get multi classing and feats
- short rest stuff will be per encounter, resting = long rest
- I limit myself to stuff from the players handbook because that will be used for certain

Often my first char is some kind of tank, so I thought: fighter (battle master) 6, wizard or sorcerer 4

race: variant human or something with +2 strengh
stats: main stat is strengh, good con, need 13 int or cha for multi classing
feats: polearm master ( I read it works with quarterstaff/spear + shield), sentinel (bind enemies to you), war caster ( cast with weapon+shield, concentration advantage)
combat style: duellist (should work with weapon+shield)
spells: shield, mirror image, blur
combat maneuvers: riposte, parry, fainting attack
If I use wizard or sorcerer depends on the bloodlines that can be selected, wizard would recover 2 spell slots after each battle at lv10, so I can use blur every fight.

The idea:
- Defense has increasing returns. If you give a char with bad defense a bit more he will still get hit often. If you give a char with high defense a bit more and magic buffs he should be extremely hard to hit. Heavy armor+shield is a good start. Shield spell can give you +5 more ( The handbook does not mention if it stacks with having a shield equipped, but even if it does not stack it is usefull until you have a shield+3.) Blur gives enemies disadvantage, which is +5 on average and a huge reduction of the chance to get crit. It requires concentration, but you are hard to hit, fighters are profient in con and you have advantage. Mirror image can avoid hits too, but I would give blur priority if I cannot have both.
- With polearm master, sentinal and riposte you can attack enemies when they aproach you, when they try to get away from you (including jump/withdraw) and when they miss you. These attack prevent the enemy from moving at all for the next round. I will be hard to hit and I can reduce damage taken with parry.

questions to the experts for the PnP 5E rules:
- Does polearm master mean that you attack with both ends of the weapon with every attack you make, including AoO or riposte? I have read that it works with quarterstaff/spear+shield, but you have no extra reach then.
- How many AoO can you make? Is it per round or per turn?
- Does duellist style add +2damage to both attacks of the weapon if you have polearm master and quarterstaff/spear+shield?

most importent:
Does it make sense to have a specialized tank in the party?
My other chars would be a sniper rogue ( 1 level of fighter for archery style and profiency with longbow/heavy crossbow), a single class cleric (hopefully profient with reach weapons so he can stay behind the tank) and a single class wizard or sorcerer.

If you tell me that having max damage is more useful than a tank, I would use a half orc fighter (champion)/barbarien (berserker) with heavy weapon specialist. More crits, more damage with crits, more attacks when enraged and you attack again if you crit or kill.


If you can get the enemy to attack you, or try to get past you, it makes total sense to have a tank. I ties up the enemy for others to snipe at them, not to mention helping to create advantage for Rogues in the party. As for spears and quarterstaffs not having reach; if you play a Fighter Battle Master, you can take Lunging Attack Maneuver gives you reach for that attack. The Goading Attack Maneuver is good for getting the enemy to attack you, instead of your Rogues and spellcasters. First 2 maneuvers I took on my Spear/ Shield tank build.

Last edited by Merlex; 29/04/20 10:20 PM.