Torched Forever
2015-04-05, 03:48 PM
While glancing at the weapons section I noticed something strange, a weapon that if used right could outdo the infamous Quarterstaff + Shield build. The weapon I noticed was the lance. It is an obvious choice for a horse mounted character but has seemingly little use beyond that. However, if dual wielded the lance has the potential for some frighteningly high damage. Upon realizing this I thought back to the crazy Polearm Master abusing build that had similarly high damage potential. I decided to make a level 4 and level 5 comparison of the two (the lance build requires at least level four to be worthwhile)
NOTE: This assumes the Lancer is mounted
The Builds (level 4)
Stout Halfling Level 4 Fighter
Str 14(+2)
Con 16(+3)
HP: 40 (10+3 + 3(6+3))
AC: 17 (Chainmail + Dual Wielder)
Fighting Style: Two Weapon Fighting
Action Surge
Subclass: Battle Master (Any 3 Maneuvers)
ASI: Dual Wielder
Damage Per Turn
Action: 1d12 + 2 (Average 8.5)
Bonus Action: 1d12 + 2 (Average 8.5)
Total: 6 to 28 (Average 17)
Nova (Once per Long Rest)
Action: 8.5
Bonus Action: 8.5
Surge Action: 8.5
Maneuvers on each Attack: 13.5 (3 x 1d8)
Total: 39 Average
Variant Human Level 2 Fighter Level 2 Paladin
Str: 16 (+3)
Con: 16 (+3)
HP: 40 (10+3 + 3(6+3))
AC: 19 (Chainmail + Shield + Protection)
Feat: Polearm Master
Fighting Style: Dueling
Action Surge
Fighting Style: Protection
Casting
Divine Smite
Damage Per Turn
Action: 1d6 + 3 + 2 (Average 8.5)
Bonus Action: 1d4 + 3 + 2 (Average 7.5)
Total: 12 to 20 (Average 16)
Nova (Once per Long Rest)
Action: 8.5
Bonus Action: 7.5
Surge Action: 8.5
Smites on 2 Attacks: 18 (2 x 2d8)
Total: 42.5
Comparison
QS
+2 AC
+3.5 Nova
+Lay on Hands
+Casting
Lancer
+1 DPR
+Better Crit
+Halfling
+Maneuvers can be split up more
+Maneuver Effects
The Builds (level 5)
Stout Halfling Level 5 Fighter
Str 14(+2)
Con 16(+3)
HP: 49 (10+3 + 4(6+3))
AC: 17 (Chainmail + Dual Wielder)
Fighting Style: Two Weapon Fighting
Action Surge
Subclass: Battle Master (Any 3 Maneuvers)
ASI: Dual Wielder
Extra Attack
Damage Per Turn
Action: 2 x (1d12 + 2) (Average 17)
Bonus Action: 1d12 + 2 (Average 8.5)
Total: 9 to 42 (Average 25.5)
Nova (Once per Long Rest)
Action: 17
Bonus Action: 8.5
Surge Action: 17
Maneuvers on Four Attacks: 18 (4 x 1d8)
Total: 61.5 Average
Variant Human Level 3 Fighter Level 2 Paladin
Str: 16 (+3)
Con: 16 (+3)
HP: 49 (10+3 + 4(6+3))
AC: 19 (Chainmail + Shield + Protection)
Feat: Polearm Master
Fighting Style: Dueling
Action Surge
Subclass: Battle Master
Fighting Style: Protection
Casting
Divine Smite
Damage Per Turn
Action: 1d6 + 3 + 2 (Average 8.5)
Bonus Action: 1d4 + 3 + 2 (Average 7.5)
Total: 12 to 20 (Average 16)
Nova (Once per Long Rest)
Action: 8.5
Bonus Action: 7.5
Surge Action: 8.5
Smites on 2 Attacks: 18 (2 x 2d8)
Maneuvers on Each Attack: 13.5
Total: 47
Comparison
QS
+2 AC
+Lay on Hands
+Casting
Lancer
+14.5 Nova
+9.5 DPR
+Better Crit
+Halfling
Final Piece
The Lancer build doesn't take advantage of RAW, doesn't use variant human, and one last thing.
Halflings are small so the Lancer can mount an ally. Mounting the party's wood elf rouge means it has a huge mobility advantage, the rouge can use their bonus action to disengage(dodging the disadvantage on adjacent targets effect on the lance), and always has an ally to allow sneak attacking. So in the end the Lancer is more rules friendly, arguably more powerful, and synergizes with the party better.
NOTE: This assumes the Lancer is mounted
The Builds (level 4)
Stout Halfling Level 4 Fighter
Str 14(+2)
Con 16(+3)
HP: 40 (10+3 + 3(6+3))
AC: 17 (Chainmail + Dual Wielder)
Fighting Style: Two Weapon Fighting
Action Surge
Subclass: Battle Master (Any 3 Maneuvers)
ASI: Dual Wielder
Damage Per Turn
Action: 1d12 + 2 (Average 8.5)
Bonus Action: 1d12 + 2 (Average 8.5)
Total: 6 to 28 (Average 17)
Nova (Once per Long Rest)
Action: 8.5
Bonus Action: 8.5
Surge Action: 8.5
Maneuvers on each Attack: 13.5 (3 x 1d8)
Total: 39 Average
Variant Human Level 2 Fighter Level 2 Paladin
Str: 16 (+3)
Con: 16 (+3)
HP: 40 (10+3 + 3(6+3))
AC: 19 (Chainmail + Shield + Protection)
Feat: Polearm Master
Fighting Style: Dueling
Action Surge
Fighting Style: Protection
Casting
Divine Smite
Damage Per Turn
Action: 1d6 + 3 + 2 (Average 8.5)
Bonus Action: 1d4 + 3 + 2 (Average 7.5)
Total: 12 to 20 (Average 16)
Nova (Once per Long Rest)
Action: 8.5
Bonus Action: 7.5
Surge Action: 8.5
Smites on 2 Attacks: 18 (2 x 2d8)
Total: 42.5
Comparison
QS
+2 AC
+3.5 Nova
+Lay on Hands
+Casting
Lancer
+1 DPR
+Better Crit
+Halfling
+Maneuvers can be split up more
+Maneuver Effects
The Builds (level 5)
Stout Halfling Level 5 Fighter
Str 14(+2)
Con 16(+3)
HP: 49 (10+3 + 4(6+3))
AC: 17 (Chainmail + Dual Wielder)
Fighting Style: Two Weapon Fighting
Action Surge
Subclass: Battle Master (Any 3 Maneuvers)
ASI: Dual Wielder
Extra Attack
Damage Per Turn
Action: 2 x (1d12 + 2) (Average 17)
Bonus Action: 1d12 + 2 (Average 8.5)
Total: 9 to 42 (Average 25.5)
Nova (Once per Long Rest)
Action: 17
Bonus Action: 8.5
Surge Action: 17
Maneuvers on Four Attacks: 18 (4 x 1d8)
Total: 61.5 Average
Variant Human Level 3 Fighter Level 2 Paladin
Str: 16 (+3)
Con: 16 (+3)
HP: 49 (10+3 + 4(6+3))
AC: 19 (Chainmail + Shield + Protection)
Feat: Polearm Master
Fighting Style: Dueling
Action Surge
Subclass: Battle Master
Fighting Style: Protection
Casting
Divine Smite
Damage Per Turn
Action: 1d6 + 3 + 2 (Average 8.5)
Bonus Action: 1d4 + 3 + 2 (Average 7.5)
Total: 12 to 20 (Average 16)
Nova (Once per Long Rest)
Action: 8.5
Bonus Action: 7.5
Surge Action: 8.5
Smites on 2 Attacks: 18 (2 x 2d8)
Maneuvers on Each Attack: 13.5
Total: 47
Comparison
QS
+2 AC
+Lay on Hands
+Casting
Lancer
+14.5 Nova
+9.5 DPR
+Better Crit
+Halfling
Final Piece
The Lancer build doesn't take advantage of RAW, doesn't use variant human, and one last thing.
Halflings are small so the Lancer can mount an ally. Mounting the party's wood elf rouge means it has a huge mobility advantage, the rouge can use their bonus action to disengage(dodging the disadvantage on adjacent targets effect on the lance), and always has an ally to allow sneak attacking. So in the end the Lancer is more rules friendly, arguably more powerful, and synergizes with the party better.