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2018-09-12, 09:41 AM (ISO 8601)
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- Apr 2015
Re: Making a Fighter who can do everything
To each their own. I don't understand it, but I can certainly try to respect it!
Can I ask where the logic comes from that has you loving versatility but hating the class that was created for exactly that? Not in an aggressive kind of way, I'm genuinely curious and might have a chance to expand my horizons here. Is it the abilities the Bard gets, or the perceived personality that a Bard would have?
How you roleplay a character has, maybe, 10% to do with it's class, if that, and you don't have to use all of the abilities present in a class if you don't find them fun to use.
It's like...If you say you want a cheeseburger, and in my right hand I have a bag with a cheeseburger, fries, and some chicken nuggets and in my left I have uncooked hamburger and a bag of bread why does the left hand look more appealing? If you don't want the fries and nuggets you don't have to eat them, just take the burger. If you decide you want fries later they're there for you. Weird analogy but I think it fits.
I realize that this isn't what you were asking about, so if you don't answer that's ok, but I might be able to learn something here if you do!
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2018-09-12, 10:18 AM (ISO 8601)
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- Apr 2017
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- Chesterfield, MO, USA
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Re: Making a Fighter who can do everything
With one exception, I play AL games only nowdays.
I am the eternal Iconoclast.
Mountain Dwarfs Rock!
Song of Gorm Gulthyn
Blessed be the HAMMER my strength which teaches my hands to war, and my fingers to fight.
Otto von Bismarck Quotes
When you want to fool the world, tell the truth.
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2018-09-12, 10:49 AM (ISO 8601)
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- May 2015
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- Texas
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Re: Making a Fighter who can do everything
Avatar by linklele. How Teleport Worksa. Malifice (paraphrased):
Rulings are not 'House Rules.' Rulings are a DM doing what DMs are supposed to do.
b. greenstone (paraphrased):
Agency means that they {players} control their character's actions; you control the world's reactions to the character's actions.
Second known member of the Greyview Appreciation Society
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2018-09-12, 11:11 AM (ISO 8601)
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- Apr 2017
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Re: Making a Fighter who can do everything
I really just hate the connection with music. I really don't like the flavor at all. I like a lot of their abilities but I'm just not really able to get over the whole musical deal. Every time I play with people they expect you to be a lame musician, I really am just not into their flavor. Another issue I have is whenever I play bard I just end up wishing I was playing a warlock. I don't really have any concrete reasons, they just give me bad vibes I guess.
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2018-09-12, 11:20 AM (ISO 8601)
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- Aug 2011
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- ICU, under a cherry tree.
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Re: Making a Fighter who can do everything
Race - Dwarf (Mark of Warding)
Class - Fighter (Cavalier)
Background (House Agent)
Str 15, Dex 14, Con 12, Int 13, Wis 10, Cha 8
Str 20, Dex 16, Con 14, Int 14, Wis 10, Cha 8
Feats/ASI - Ritual Caster, Greater Dragonmark (Warding), Medium Armor Master, +2 Str, +2 Str, Squat Nimbleness, OPEN ASI
Fighting Style - Defense
AC in Half-Plate w/Shield - 23
Skills - Athletics +11, Survival +6, Investigation +8, Stealth +9, Acrobatics +9, History +8
1. Buff/support
- Marks enemies hit, imposing Disadvantage on attacks vs allies
- Ritual Spells and Spell-like Abilities offer various utilities
2. Do Some sort of spellcasting (Most likely ritual casting because I am not a fan of an Eldritch Knight but maybe someone can change my mind)
Other: Arcane Lock, Knock, Glyph of Warding, Secret Chest 1/Long Rest
3. Smash heads with a Hammer
4. Be able to sneak
(Here's my take.)Castlevania II: Dracula's Curse
Sabian Skellegue, the Unyielding Wrath
IC OOC
Expedition to Castle Ravenloft
Aelki Ruasha, Void Knight of the Star Ocean
IC OOC MAP
Chult Hex Crawl
Ondros, Mazewalker of Ubtao
IC OOC Slide Deck
Retired Characters
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2018-09-12, 11:44 AM (ISO 8601)
- Join Date
- Oct 2015
Re: Making a Fighter who can do everything
I get where your coming from. Here's my take, maybe it'll help you warm up to bards.
You can flavor it as being quite scholarly, sometimes moreso then wizards. They have mastered the ability to influence the weave by understanding the process behind it rather then memorizing specific rituals. They know how a certain sound or vibration can influence the weave of magic around them and use it to cast spells.
All casters technically play music to cast spells. Each spell requires a certain series of pitches and tones to be cast. Bards just have a higher understanding of how these pitches and tones work.
Having mastered sound to the point of casting spells just hy feeling out how sounds influence the weave, bards are rare. And many have already attained some level of infamy for their performances, or some other great work. They are savants, even at low level.
Lore bards are the most studious of all the bards, easilly rivaling wizards for magical mastery.
My fav. Are Glamour bards, who can imitate fey magic with their performances, practically mind-controlling their spectators. Pretty much all of them are walking sex gods idolized by everyone they meet.Last edited by sophontteks; 2018-09-12 at 11:46 AM.
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2018-09-12, 11:48 AM (ISO 8601)
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- Jul 2017
Re: Making a Fighter who can do everything
I have exactly this same problem with Bards myself. I love them mechanically, but dislike their entertainment angle.
I would rather play them as some kind of generalist adventurer who gas picked up a wide variety of minor talents from the various “primary” adventuring classes.
Like you, I have made various fighter/rogue ritual caster/ type builds just as you are doing here.
I find this thread extremely interesting by the way.
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2018-09-12, 11:50 AM (ISO 8601)
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- Jun 2015
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2018-09-12, 12:06 PM (ISO 8601)
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- Oct 2006
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- Pittsburgh, PA
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Re: Making a Fighter who can do everything
Luckily, Bards only have two abilities linked to music- three tool proficiencies in musical instruments, and instruments as focuses. That's it! That's all! Grab yourself a component pouch and call yourself a Factotum, or a Scoundrel, or an Adventurer, or literally anything else. If someone else criticizes you for how you're playing your character, screw 'em-- your character, your fluff.
Hill Giant Games
I make indie gaming books for you!Spoiler
STaRS: A non-narrativeist, generic rules-light system.
Grod's Guide to Greatness, 2e: A big book of player options for 5e.
Grod's Grimoire of the Grotesque: An even bigger book of variant and expanded rules for 5e.
Giants and Graveyards: My collected 3.5 class fixes and more.
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2018-09-12, 12:38 PM (ISO 8601)
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- Apr 2017
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With one exception, I play AL games only nowdays.
I am the eternal Iconoclast.
Mountain Dwarfs Rock!
Song of Gorm Gulthyn
Blessed be the HAMMER my strength which teaches my hands to war, and my fingers to fight.
Otto von Bismarck Quotes
When you want to fool the world, tell the truth.
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2018-09-12, 11:33 PM (ISO 8601)
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- Jul 2017
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2018-09-13, 12:05 PM (ISO 8601)
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- Apr 2017
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- Somewhere in the USA
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Re: Making a Fighter who can do everything
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2018-09-13, 12:11 PM (ISO 8601)
- Join Date
- Feb 2017
Re: Making a Fighter who can do everything
Get your DM to 'theme' it differently. As long as the mechanics are the same, there's no reason you can't house-rule the fluff around.
Someone wrote up a psionic warrior here using the Paladin as the base, and every bit of it worked, even the turning undead (a burst of energy that harmonizes with living creatures - Undead can't stand it)I swear, 1 handed quarterstaves are 5e's spiked chain. - Rainbownaga
The Warlock is Faust: the Musical: The Class. - toapat
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2018-09-13, 12:33 PM (ISO 8601)
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- Apr 2017
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2018-09-13, 12:56 PM (ISO 8601)
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- Dec 2015
Re: Making a Fighter who can do everything
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2018-09-13, 05:11 PM (ISO 8601)
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- Jun 2014
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- Los Angeles
Re: Making a Fighter who can do everything
I know, I usually reference mid-level Wizards because that's where you stop getting new rituals.
I suppose if I wanted to be all-inclusive, I should have said "11th level Wizard" to include Instant Summons. Either way, the point is that Wizards stop getting meaningful updates to their rituals after 5th level spells. Or, to put it another way, all the rituals of a level 20 wizard and all the rituals of a level 11 Wizard is the same thing.Last edited by LudicSavant; 2018-09-13 at 05:31 PM.
Originally Posted by ProsecutorGodot
Nerull | Wee Jas | Olidammara | Erythnul | Hextor | Corellon Larethian | Lolth | The Deep Ones
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2018-09-15, 11:38 AM (ISO 8601)
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Re: Making a Fighter who can do everything
Big issue for me is stepping on other classes abilities or being “second string” to a Bard, Wizard, Cleric, etc., with an ability/skill/Spell that never gets used.
Last edited by ZorroGames; 2018-09-15 at 11:38 AM.
With one exception, I play AL games only nowdays.
I am the eternal Iconoclast.
Mountain Dwarfs Rock!
Song of Gorm Gulthyn
Blessed be the HAMMER my strength which teaches my hands to war, and my fingers to fight.
Otto von Bismarck Quotes
When you want to fool the world, tell the truth.
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2018-09-15, 12:41 PM (ISO 8601)
- Join Date
- Feb 2017
Re: Making a Fighter who can do everything
No, I looked through my saved links and couldn't find it.
But, really, it's storytelling.
Smite = Ki strike
Saving throw aura = aura of mind over matter
Command spell = psychic domination
Special mount = mind-meld with a single creature
You could easily work it up yourself.I swear, 1 handed quarterstaves are 5e's spiked chain. - Rainbownaga
The Warlock is Faust: the Musical: The Class. - toapat
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2018-09-19, 03:48 PM (ISO 8601)
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- Sep 2018
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- The Road Less Traveled.
Re: Making a Fighter who can do everything
A fighter who can do everything? Well, you can make a fighter who can do quite a lot if you want. They get more feats than any other class, and if you’re content letting your fightyness be filled by your class, you can branch out into other things. I think the key would be picking only things that broaden you. So how’s the best way to do that? There are a number of races that broaden your base of skills, a couple of archetypes that do the same or provide a typically non-fighty set of abilities, and non combat oriented feats.
For races, the typical advice for optimization can go out the window; bonuses to traditionally off stats are only going to boost your off focus abilities, which means that just about any race can satisfy the idea of a broader fighter. But for the purposes of this post I’ll be focusing more on the races that literally diversify your skills; any race that gives a bonus skill is a boon. While there are many races that give access to spells, analyzing just tiefling variants would take a lot of effort, so skills it is.
Spoiler: RacesRaces:
PHB
Elf (perception)
V. Human (1 skill, 1 feat)
Half Elf (2 skills)
Half Orc (Intimidate)
Volo’s
Goliath (Athletics)
Kenku (2 from a short list)
Lizardfolk (2 from a short list)
Tabaxi (Perception, Stealth)
Bugbear (Stealth)
Mordenkainen’s
Githyanki (1 skill)
Feats for broadening your fighter simply have to be, you know, feats that aren’t focused on combat. There’s a bunch of them! Some of them are more niche than others, and some will work their way into just about any build that’s trying to go broad. Here’s a few you might consider.
Spoiler: FeatsFeats:
PHB
Alert
Athlete
Actor
Dungeon Delver
Healer
Inspiring Leader
Keen Mind
Linguist
Lucky*
Magic Initiate
Observant
Ritual Caster
Skilled
Skulker
Xanthar’s
Prodigy
The various elf magic ones
*While this one technically doesn’t broaden you, it does make your efforts more reliable, something a non-specialist might want to consider.
And then we get to the archetypes. There are four archetypes that net you a bonus skill; Arcane Archer, Cavalier, Samurai, and Purple Dragon Knight. There is one that gives you spellcasting; Eldritch Knight. There’s probably a case to be made for an archetype that focuses on making a fighter more skill diverse, but it doesn’t really exist yet.
Spoiler: ArchetypesArchetypes
PHB
Eldritch Knight
Xanthar’s
Arcane Archer
Cavalier
Samurai
SCAG
Purple Dragon Knight/Banneret
Regardless, it’s pretty easy to mix and match this stuff into a fairly versatile fighter, but there is going to come a moment where you have to make some hard choices.
Str or Dex? Dex has more skills associated, and so is likely the more optimal choice. Str does give you heavy lifting capability and athletics that other party members might be skipping out on. Hard choice, regardless, because doing both well is probably going to spread you too thin.
Int, Wis, or Cha? You have to figure out if you’re looking to make a knowing fighter, a noticing fighter, or a commanding fighter. You can probably afford to be focused on one of those to be genuinely good at, but your going to be invested enough in the physical side to force you to pick.
So here’s an example I came up with.
Spoiler: Hitomi SatoHitomi Sato
Half-Elf Fighter (Samurai)
Background: Folk Hero
Str: 11, Dex:16, Con: 12, Int: 8, Wis: 16, Cha: 12
Archery Style (+2 to hit offsets lower stats by a lot.)
Feats: (4)Skilled, (6)Healer, (8)Magic Initiate (Cleric), (12)Prodigy, (14)Ritual Caster(Wizard), (16) Lucky, (19) Elven Accuracy
Skills
2 from Figher: Acrobatics, Perception
2 from Half Elf: Insight, Medicine
2 From Background: Animal Handling, Survival
1 from Samurai:*Persuasion*
3 from Skilled: Stealth, Slight of Hand, Intimidation
1 from Prodigy: Deception
Equipment: Breastplate, Bow, Rapier, Assorted Adventuring Gear
Carrying Capacity: 165lbs
Hitomi Sato is not as good at wrecking face as the legendary murderhobo Beefy McLargeHuge.
But despite her humble roots, she is one of the most reliably effective of the Shogun’s operatives. By level 4, she’s proficient in 10 of the 17 skills. She’s capable of handling situations ranging from combat and war (where Beefy Excels), stealth and subterfuge (which Beefy blunders through), field surgery and diagnosis (Beefy’s more into amputations), to group negotiations (wherein everyone hopes Beefy remains the strong, silent type.) By level 6, she’s capable of keeping the Shogun’s other operatives alive in the field - in a manner that promotes the short rests that keep her at top shape - and frees her companions from expending resources they otherwise might. By level 7, she is amongst the best negotiators in the Shogun’s service thanks to her samurai training and naturally high wisdom and discretion. By level 8, her natural piety manifests in the form of spells (Resistance, Guidance, and Bless) from the Ancestors that help her companions through difficult trials. By level 12, she nets another skill and becomes the foremost negotiator on behalf of the Shogun (expertise in Persuasion). By level 14, her long career and much trial and failure has bestowed upon her the hard won ability to shape spells as a wizard, albeit with none of the alacrity of those who’ve studied their whole lives. Still, the owl familiar has got to come in useful sometimes. By level 16, she has developed a level of reliability which has made her nothing less than the Shogun’s right hand. By 19, her legend as the most competent bowperson in the land is made manifest, as she always hits when it counts. (Throwing lucky and elven accuracy together for the best of 4d20 means that the gods themselves are against her if she misses.)
And that’s her calling card. Getting it done when it counts. She isn’t learned or formally educated, and a trivia show will always be her Achilles heel. But she’s a woman of action from whom little escapes notice. She can wage a war and forge a peace. She can snuff a life or save it.
She can: fight, face, buff, heal, save vs. effects, stealth, and provide general utility spells.
She can’t: know things, teleport, planeshift, jump, blast, handle traps, summon balrogs.
She can do a lot of things, but getting to the point of being able to do a lot of things is a slow, character building process that takes an entire career to get to. Personally, I dig that kind of slow burn character growth.
For a strength based duderino:
Spoiler: Sir Alistair Arundell of BiggleswadeSir Alistair Arundell of Biggleswade
Half-Orc Fighter (Cavalier)
Background: Noble
Str: 16, Dex: 8, Con: 14, Int: 13, Wis: 11, Cha: 14
Defense Style (Not getting hit while maintaining the front line is pretty great)
Feats: (4)Inspiring Leader, (6)Mobility, (8)Prodigy, (12)Ritual Caster (Cleric), (14)Actor, (16)+2 Con, (19)+2 Str
Skills
2 from Fighter: Athletics, Perception
1 From Half Orc: Intimidation
2 from Background: History, Persuasion
1 from Cavalier: Animal Handling
1 from Prodigy: Deception
Equipment: Full Plate, Warhammer, Shield, various adventuring gear.
Sir Alistair Arundell of Biggleswade is likewise not the wrecking ball that is the legendary murderhobo Beefy McLargeHuge. What he’s good at though, is battlefield control, debuffing, and bolstering his allies; those who fight in his service will likely live long lives. At level 4, he’s ensuring his allies are always prepared for battle. At level 6, he’s always where he needs to be on the field to ensure he can defend his charges by giving enemies disadvantage or allies resistance. By level 8, he’s become a natural commander, fully capable in the social arena and masterful (expertise in Intimidate) at using his authority to command action from even the unwilling. At level 12, he becomes something of a spellcaster, able to draw upon a connection to the divine to get a glimpse into the future and to proof his stronghold against attack. (The cleric rituals include Augury, Divination, Commune, and the crazy expensive Forbiddance spells.) By level 14, his fame and notoriety have caused him to travel incognito so many times that he’s become very, very good at it. By late levels, he’s focusing back on the basics of battle fitness, the better to keep his allies alive.
He can: Fight, Tank, Face, Buff, Debuff, Control, Predict, and Know
He can’t: teleport, planeshift, stealth, handle traps, blast, summon balrogs.
Again, it takes time for this broadly effective nobleman to fully manifest.
One last crack at it, because somewhere along the lines I lost sight of the actual requests of the original poster; buff/support, spellcasting, hammersmash, and stealth.
Spoiler: Zrazth the SeekerZrazth the Seeker
Githyanki Fighter (Eldritch Knight)
Background Sage
Str: 16 Dex: 14 Con: 13 Int: 15 Wis: 9 Cha: 8
Dueling (+2 to hammer damage)
Feats: (4)Skilled, (6) War Caster, (8) Skulker, (12) Dungeon Delver, (14) +1 Con/+1Int, (16) +2 Str, (19) +2 Int
Skills:
2 From Fighter: Athletics, Perception
1 From Githyaniki: Stealth
2 From Background: Arcana, History
3 From Skilled: Investigation, Nature, Religion
Equipment: Breastplate, Warhammer, Shield
So Zrazth the Seeker has a few more stat bumps than Hitomi or Alistair. This is largely because he’s already got the spellcasting covered by his archetype and race; no feats need to go towards providing that basic capacity. Likewise, he can rely on his spells to provide the buffing; with eventual access to 4 spells from any school thanks to his archetype, and to two outside the normal EK restrictions thanks to his race. While abjuration does have a several decent buffs, being able to branch out to things like Haste, Find Familiar, and others adds to that. And come on, what’s not to love about a fighter who can cast Counterspell to deny the Archmage that get out of sword range free card? “Planeshift? How’s about a Kneeshift, Halaster!?” “Maze? How’s about I just break your hip instead, Mordenkainen!?” “Power Word: Kill? How’s about Power Word: Hammer Face, Abi-Dalzim?!” It’s not the best catchphrase, but he’s not the most charismatic.
But Zrazth is more than that, too. In my head, Zrazth is looking for the Silver Sword he was supposed to inherit, tracking it down to the world of the prime material you're playing in... but finding it is a hell of a quest that requires endless hours of research of Prime legends and myth to have even a chance of recovery. So by level 4, Zrazth knows virtually everything, a living encyclopedia of phenomenon natural and unnatural. By level 6, he’s learned how to blend his combat prowess and his spellcasting into a perfect unison. By level 8, he’s become great at blending into the background and squinting in dark dungeons. By level 12, he’s become an expert at finding the secret doors and hidden panels that contain the clues to his quest, and at finding and mitigating the traps that often accompany them. After that, his skills required for the quest fully developed, he begins focusing on both his hammer and his magic, knowing he’ll need both to finally grasp the Silver Sword. But until he has it, smashing all the way.
He can: Hammer, Tank, Stealth, Buff, Debuff, Blast, Control, Know Everything, Handle Traps, Brazenly Deny Archmages
He can’t: teleport, planeshift, face, summon balrogs.
Zrazth also sets up a lot faster than the other two, just because he gets total support from his archetype. As a result, it’s just easier to roll with an Eldritch Knight for versatility. And if you aren’t interested in being good at finding secret doors and traps or being proficient in every type of knowledge skill, he can ramp up a little faster still.
But people have been bringing up Bard, which does most of this from level one but better. Bards are a little broken; better casters than sorcerers, potentially better skill monkeys than rogues, optionally super effective in pitched battle, and amazing buffers. About the only thing they don’t have cornered is blasting, so it’s probably easier to make a combat focused bard who’s still good at a variety of things than a generalist fighter. This is partly due to a gap in the way feats are handled; anyone can do what a battlemaster does, but throwing an inspiration dice would violate genre protection? But also, combat oriented feats are a dime a dozen, and you really only need one or two of them to be combat effective. A goliath valor bard can probably keep up with any of these fighters for quite a long time with the right spell selections as a general combatant, and still be great at everything else.
So is it all a wash? Depends on if you want your versatility smooth and easy or gristly and hard earned.Last edited by loki_ragnarock; 2018-09-19 at 04:40 PM.
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2018-09-19, 04:04 PM (ISO 8601)
- Join Date
- Aug 2014
Re: Making a Fighter who can do everything
I'm also not a huge fan of the 'musician adventurer' thing. So I ignored it. I played a valor bard who was just a particularly inspiring military captain with some magical talent. You can also pretty easily play a lore bard as a traveling scholar and never involve music.
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2018-09-19, 04:43 PM (ISO 8601)
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Re: Making a Fighter who can do everything
It is trivially easy to discuss with one's DM the substitution of two of those instruments for other tools (brewer, armorer, thieves, whatever) Keep one instrument for the occasional "I need to chill out and play my kazoo" moments, or "I play the pan pipes to seduce the BBEG's niece ..."
Last edited by KorvinStarmast; 2018-09-19 at 04:43 PM.
Avatar by linklele. How Teleport Worksa. Malifice (paraphrased):
Rulings are not 'House Rules.' Rulings are a DM doing what DMs are supposed to do.
b. greenstone (paraphrased):
Agency means that they {players} control their character's actions; you control the world's reactions to the character's actions.
Second known member of the Greyview Appreciation Society
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2018-09-19, 11:28 PM (ISO 8601)
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2018-09-20, 06:18 PM (ISO 8601)
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- Feb 2017
Re: Making a Fighter who can do everything
This is where that came from, and there's a lot more.
http://mst3k.wikia.com/wiki/Dave_Ryder
Last edited by Beelzebubba; 2018-09-20 at 06:19 PM.
I swear, 1 handed quarterstaves are 5e's spiked chain. - Rainbownaga
The Warlock is Faust: the Musical: The Class. - toapat
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2018-09-21, 12:47 PM (ISO 8601)
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- Vinland
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2018-09-22, 03:57 AM (ISO 8601)
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- Jun 2015
Re: Making a Fighter who can do everything
Well, not that hard.
Archetype choice
- EK: Shield and Absorb Elements help you stay alive (no use being a good support if you're a dead support ;)). Fog Cloud, Comprehend Languages and other are great utilities, but as an EK you're mostly restricted to Abjuration and Evocation, so it's not helping.
- Battlemaster: Evasive Footwork, Commander's Strike and Rally are good support abilities, especially if you want to act as an oft-healer with medicine kit or have a Rogue / Paladin in party.
- Champion brings nothing interesting for you.
- Samurai brings mainly, for you, the Persuasion extra.
Honestly if your party is a 4-man max one, Purple Dragon is the best for you.
The Second Wind feature seems not much but is still a good total amount of HP healed, to be used in or out of combat.
The "Action Surge affects another" is great as long as you have at least one Rogue (Sneak Attack), Ranger (AOE/debuff arrow spells), Paladin (smite, smite spells), Monk (Stunning Strike) or Hexblade Pact Warlock (smite spells, smite Invocation).
The added proficiency is nice.
The auto Expertise in Persuasion is *very* interesting, especially when you consider you could pair it with a Speak With Animals ritual picked from Ritual Caster feat. :)
And the "have one ally benefit from Indomitable" comes in handy right at the time when AOE targeting physical and mental states alike become common.
To add to that, I'd pick only utility feats with ASI barring one attack stat bump and Resilient: Wisdom.
So...
1. Either Inspiring Leader or Healer, depending on your stats.
2. Ritual Caster:
- Bard if you want a small but useful array of utilty (especially Speak With Animals, Silence, Comprehend Languages, Leomund's Tiny Hut).
- Wizard otherwise (you miss on Speak With Animals and Silence but get basically everything else and much more, especially Phantom Steed and Water Breathing).
- One among Prodigy/Skilled/racial-elf feat depending on your race and taste.
3. Observant and/or Keen Mind (marvelous paired with Comprehend Languages for spying)
My pick: Ritual Caster (Bard is there is nobody with Speak With Animals and Silence, Wizard otherwise), Inspiring Leader, Observant, Keen Mind.
Especially with Bard's Speak With Animals: you can now form a full-fledged animal unit to scout and/or fight unexpected encounters with you, that you can even buff with Inspiring Leader and heal with Second Wind. XD
With Expertise in Persuasion, you should be able to accomplish that unless you basically ask beasts to act as scapegoats. At the very least using them as spies, local guides or transporters should be a breeze.
That, and Silence (sneaking, kidnapping, escaping, murdering... All without a noise ;)) and the fact you still get Comprehend Language, Detect Magic and Leomund's Tiny Hut (101 of party utility) in both cases is what makes me favor Bard over Wizard.
And thanks to Observant + Keen Mind + Comprehend Languages you just have to stand somewhere to basically get any information that could ever be the slightest useful to you. XD
EDIT: oh, by the way: pick Two-Weapon Fighting Style as a Fighter: you will have no other source for bonus action anyways, apart from occasional Second Wind, and you have no interest nor means for GWM either.
This little choice ensures you stay relevant whatever weapon combination you use, without any need for feat.
If you wanted to crank a "combat" feat to round-up the "good at everything" idea, Sharpshooter + dual-wielding FS or Sentinel + sword&board + Protection FS in place of Keen Mind (admitedly this feat, when fully played, can be a huge pain for DM so if one had to jump I'd really suggest this one) would be my suggestions.
EDIT2: by the way (bis repetitae)...
Also I really get that this is suboptimal but every time I play an optimized character
But, even if your assertion was actually true, it's still your game and your friends, so up to you to decide how to play. In that regard...
That comment is uselessly judgemental and passive-aggressive, in addition of inaccurately assessing character concept's strength.
First, not everyone care about optimization, far from that.
Second, considering how well balanced 5e is, and how much latitude DMs have to manage a game, it should not be difficult to adjust so that everyone enjoys it.
Third, having some characters seen as "underpowered" by others may actually spawn interesting interpersonal developments between characters, so there is that too.
Fourth: in the present case, even if he picked no feat, OP's character would still be strong. A bit bland and repetitive maybe (probably?) but strong. Because 5e is made to ensure that. It would suck in many kind of situations, namely all the same situations in which an optimized GWM / Sentinel Fighter would suck at.
The scope of OP just looks in a different kind of optimization, the "versatility" one. :)
The *only* ones that will have *any* legitimacy to say whether OP's character, however way he makes it, is suboptimal... Will actually be himself and his friends around the table.
And *only* once they get around level 7-8 at the very least, and start looking behind them to see all what they went through and reflect on what worked and what sucked.
Yeah, right.
Clearly, the guy that comes up for advice looking for a way to be good at everything (which also means "avoid situations in which I suck so hard I'm useless and a liability), features to buff others and quote Purple Dragon (the one Fighter archetype where everything screams "help others") is only thinking about himself.
...
...
This really seem like a case of "I'm using a random guy as a reflect to project my own flaws". XDLast edited by Citan; 2018-09-22 at 04:31 AM.
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2018-09-23, 01:48 PM (ISO 8601)
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