Foxhound438
2016-08-07, 11:47 PM
So I've basically figured out what I want to do with my next character if I can use UA material, as shown below...
Kyris- Minotaur Eldritch Knight
starting stats: 16/8/14/16/10/8
Kit: shield, chain mail, javelins for the first two levels, and of course your horns. Pick defense fighting style, as it's the only one that benefits you when you're primarily goring things with your horns.
The gimmick: hold a thing prone while also having a shield, and later on some tricks.
other things that play into this: At level 3 I get cantrips, including create bonfire. free past the action to cast it, and I can hold my enemy in the fire for added damage. At level 4 I pick up shield master, so my turn one can be grab thing->bonus action knock prone. The minotaur's horns by all technical measures gives you advantage to shove them, even with a shield, but if my DM decides it doesn't apply there it's honestly fine. Action surge lets me go bonfire-grab-shove in one turn. Level 5 lets me also get a horn attack in there, and multiple attacks at advantage on subsequent turns is pretty good. Level 7 I can pick up enlarge to grapple huge targets, so very few things escape my gimmick now.
Past that, probably eventually get war caster, max out str and int, and probably grab resilient wis at some point.
There ends up being some overlap on action economy, but I feel that for the most part I can pretty effectively fill out my actions and concentration. Extra points if I can get this character all the way to level 19, and I can use storm sphere to replace bonfire once per day, which is slightly better in many areas.
Any thoughts? spell suggestions?
Kyris- Minotaur Eldritch Knight
starting stats: 16/8/14/16/10/8
Kit: shield, chain mail, javelins for the first two levels, and of course your horns. Pick defense fighting style, as it's the only one that benefits you when you're primarily goring things with your horns.
The gimmick: hold a thing prone while also having a shield, and later on some tricks.
other things that play into this: At level 3 I get cantrips, including create bonfire. free past the action to cast it, and I can hold my enemy in the fire for added damage. At level 4 I pick up shield master, so my turn one can be grab thing->bonus action knock prone. The minotaur's horns by all technical measures gives you advantage to shove them, even with a shield, but if my DM decides it doesn't apply there it's honestly fine. Action surge lets me go bonfire-grab-shove in one turn. Level 5 lets me also get a horn attack in there, and multiple attacks at advantage on subsequent turns is pretty good. Level 7 I can pick up enlarge to grapple huge targets, so very few things escape my gimmick now.
Past that, probably eventually get war caster, max out str and int, and probably grab resilient wis at some point.
There ends up being some overlap on action economy, but I feel that for the most part I can pretty effectively fill out my actions and concentration. Extra points if I can get this character all the way to level 19, and I can use storm sphere to replace bonfire once per day, which is slightly better in many areas.
Any thoughts? spell suggestions?