Easy_Lee
2016-08-01, 08:44 PM
Captain America
When Captain America throws his mighty shield, all who choose to oppose his shield must yield.
The Concept
Build a character who is able to beat foes senseless with his shield, throw his shield, stand up to every kind of foe, and keeps the party safe from harm.
Our class of choice is Fighter: Eldritch Knight.
Variant Human Fighter, Point Buy: 16 / 10 / 14 / 16 / 8 / 8
Level
Features & Feats
New Spells
Spell Slots
Strength
1
Fighting Style: Protection
Second Wind
Shield Master
15
2
Action Surge 1
15
3
Eldritch Knight
Weapon Bond
Light, Blade Ward
Shield, Absorb Elements (EE), Protection From Evil and Good
11
15
4
Tavern Brawler
Thunderwave
111
16
5
Extra Attack 1
111
16
6
Heavy Armor Master
111
17
7
War Magic
Shatter
111122
17
8
Athlete
Suggestion
111122
18
9
Indomitable 1
111122
18
10
Eldritch Strike
Gust of Wind
1111222
18
11
Extra Attack 2
Earth Tremor
1111222
18
12
Strength +2
1111222
20
13
Indomitable 2
Dispel Magic
111122233
20
14
Intelligence +2
Haste
111122233
20
15
Arcane Charge
111122233
20
16
Intelligence +2
Remove Curse
1111222333
20
17
Action Surge 2
Indomitable 3
1111222333
20
18
Improved War Magic
1111222333
20
19
Any ASI
Fire Shield
11112223334
20
20
Extra Attack 3
Slow
11112223334
20
Under Improvised Weapons in the PHB: An object that bears no resemblance to a weapon deals 1d4 damage (the DM assigns a damage type appropriate to the object). If a character uses a ranged weapon to make a melee attack, or throws a melee weapon that does not have the thrown property, it also deals 1d4 damage. An improvised thrown weapon has a normal range of 20 feet and a long range of 60 feet.
Under Weapon Bond for Eldritch Knight: At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon.
Q: If you attack with a shield—most likely as an improvised weapon—do you keep the +2 bonus to AC?
A: Attacking with a shield doesn’t deprive you of the bonus to AC.
S: http://dnd.wizards.com/articles/features/rules-answers-november-2015.
Q: Is an improvised weapon a weapon?
A: Yes.
S: It's called an improvised weapon.
Edit:
Q: Can I use a shield with a handle, instead of straps, so I don't need to spend an action to don or doff it?
A: Ask your DM. This is build-crucial.
S: Your DM.
Summary
From Level 4, Captain America can attack with his shield as an improvised weapon and grapple the target with his free hand as a bonus action (Tavern Brawler). He can attack with his shield for at least 1d4 damage depending on the DM. He can shove as a bonus action when he attacks with the shield (Shield Master), and adds his shield's AC bonus when making single-target dexterity saves (if successful, no damage). He can throw the shield and summon it back as a bonus action in the same round, and can't be disarmed of his shield (Weapon Bond). He has a free hand for spell casting and item use, meaning he doesn't need War Magic. He protects his allies from harm with the Protection fighting style and by shoving and grappling foes.
If he so chooses, Captain America can take a mighty leap and land on a foe's back, attacking and grappling that foe in the same round. Ask your DM if it's possible to use you-know-which optional rules from the DMG.
Our boy is becomes exceptionally athletic (Athlete) and durable (Heavy Armor Master) as he grows. Eventually, he'll be able to shove targets up to five times in the same round. In other words, you move.
The spells chosen are the variety that we can imagine Captain America doing by sheer willpower.
Shield: shields against an attack.
Absorb Elements: resists elemental attacks and throws some of them back with his shield.
Protection From Evil and Good: can protect himself and allies from supernatural charms and similar.
Thunderwave: causes a thunder wave by slamming his shield into the ground.
Shatter: can produce noises from his shield which break things and hurt his foes.
Suggestion: he's a legend when it comes to talking people out of making bad decisions.
Gust of Wind: swings his shield and produces a buffet of wind
Earth Tremor: stomps the ground and causes a tremor.
Dispel Magic: magic must yield to his mighty shield.
Haste: he's exceptionally fast and agile.
Remove Curse: even curses must yield to his mighty shield.
Fire Shield: his whole body is wreathed in the fires of justice.
Slow: a mighty swing of his shield disorients his foe, slowing them to a crawl.
Variants
A Paladin may also suit Captain America, as high charisma would make the Paladin more inspiring, and his Vow would make some sense. However, he would be feat-starved unless he rolled very good starting stats, and could not make as many shove attempts with his shield. Most importantly, he'd have to multiclass into Fighter: Eldritch Knight to be able to summon his shield after throwing it. Either that, or ask the DM for a custom spell, feat, or ability.
Captain America could also start as a gnome for resistance to spells and other small-size shenanigans. This will limit his ability to grapple, though.
Edit: Some rogue levels are possible to gain expertise. However, you would have to raise your Dexterity to 13, potentially throwing off the build a bit. You'd also delay your progression, and would get nothing from sneak attack. I'd recommend asking for a custom feat or altering Athlete to grant athletics expertise (instead of its other benefits) sooner than I would take rogue levels on this character.
When Captain America throws his mighty shield, all who choose to oppose his shield must yield.
The Concept
Build a character who is able to beat foes senseless with his shield, throw his shield, stand up to every kind of foe, and keeps the party safe from harm.
Our class of choice is Fighter: Eldritch Knight.
Variant Human Fighter, Point Buy: 16 / 10 / 14 / 16 / 8 / 8
Level
Features & Feats
New Spells
Spell Slots
Strength
1
Fighting Style: Protection
Second Wind
Shield Master
15
2
Action Surge 1
15
3
Eldritch Knight
Weapon Bond
Light, Blade Ward
Shield, Absorb Elements (EE), Protection From Evil and Good
11
15
4
Tavern Brawler
Thunderwave
111
16
5
Extra Attack 1
111
16
6
Heavy Armor Master
111
17
7
War Magic
Shatter
111122
17
8
Athlete
Suggestion
111122
18
9
Indomitable 1
111122
18
10
Eldritch Strike
Gust of Wind
1111222
18
11
Extra Attack 2
Earth Tremor
1111222
18
12
Strength +2
1111222
20
13
Indomitable 2
Dispel Magic
111122233
20
14
Intelligence +2
Haste
111122233
20
15
Arcane Charge
111122233
20
16
Intelligence +2
Remove Curse
1111222333
20
17
Action Surge 2
Indomitable 3
1111222333
20
18
Improved War Magic
1111222333
20
19
Any ASI
Fire Shield
11112223334
20
20
Extra Attack 3
Slow
11112223334
20
Under Improvised Weapons in the PHB: An object that bears no resemblance to a weapon deals 1d4 damage (the DM assigns a damage type appropriate to the object). If a character uses a ranged weapon to make a melee attack, or throws a melee weapon that does not have the thrown property, it also deals 1d4 damage. An improvised thrown weapon has a normal range of 20 feet and a long range of 60 feet.
Under Weapon Bond for Eldritch Knight: At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon.
Q: If you attack with a shield—most likely as an improvised weapon—do you keep the +2 bonus to AC?
A: Attacking with a shield doesn’t deprive you of the bonus to AC.
S: http://dnd.wizards.com/articles/features/rules-answers-november-2015.
Q: Is an improvised weapon a weapon?
A: Yes.
S: It's called an improvised weapon.
Edit:
Q: Can I use a shield with a handle, instead of straps, so I don't need to spend an action to don or doff it?
A: Ask your DM. This is build-crucial.
S: Your DM.
Summary
From Level 4, Captain America can attack with his shield as an improvised weapon and grapple the target with his free hand as a bonus action (Tavern Brawler). He can attack with his shield for at least 1d4 damage depending on the DM. He can shove as a bonus action when he attacks with the shield (Shield Master), and adds his shield's AC bonus when making single-target dexterity saves (if successful, no damage). He can throw the shield and summon it back as a bonus action in the same round, and can't be disarmed of his shield (Weapon Bond). He has a free hand for spell casting and item use, meaning he doesn't need War Magic. He protects his allies from harm with the Protection fighting style and by shoving and grappling foes.
If he so chooses, Captain America can take a mighty leap and land on a foe's back, attacking and grappling that foe in the same round. Ask your DM if it's possible to use you-know-which optional rules from the DMG.
Our boy is becomes exceptionally athletic (Athlete) and durable (Heavy Armor Master) as he grows. Eventually, he'll be able to shove targets up to five times in the same round. In other words, you move.
The spells chosen are the variety that we can imagine Captain America doing by sheer willpower.
Shield: shields against an attack.
Absorb Elements: resists elemental attacks and throws some of them back with his shield.
Protection From Evil and Good: can protect himself and allies from supernatural charms and similar.
Thunderwave: causes a thunder wave by slamming his shield into the ground.
Shatter: can produce noises from his shield which break things and hurt his foes.
Suggestion: he's a legend when it comes to talking people out of making bad decisions.
Gust of Wind: swings his shield and produces a buffet of wind
Earth Tremor: stomps the ground and causes a tremor.
Dispel Magic: magic must yield to his mighty shield.
Haste: he's exceptionally fast and agile.
Remove Curse: even curses must yield to his mighty shield.
Fire Shield: his whole body is wreathed in the fires of justice.
Slow: a mighty swing of his shield disorients his foe, slowing them to a crawl.
Variants
A Paladin may also suit Captain America, as high charisma would make the Paladin more inspiring, and his Vow would make some sense. However, he would be feat-starved unless he rolled very good starting stats, and could not make as many shove attempts with his shield. Most importantly, he'd have to multiclass into Fighter: Eldritch Knight to be able to summon his shield after throwing it. Either that, or ask the DM for a custom spell, feat, or ability.
Captain America could also start as a gnome for resistance to spells and other small-size shenanigans. This will limit his ability to grapple, though.
Edit: Some rogue levels are possible to gain expertise. However, you would have to raise your Dexterity to 13, potentially throwing off the build a bit. You'd also delay your progression, and would get nothing from sneak attack. I'd recommend asking for a custom feat or altering Athlete to grant athletics expertise (instead of its other benefits) sooner than I would take rogue levels on this character.