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View Full Version : Optimization Build: Battlecat and the Mounted Gish



Dualswinger
2017-11-23, 09:59 AM
You'll all have to forgive me, this is my first ever build so I'm still getting the hand of the interface.

The Paladin astride his mount has been a stable piece of DND imagery for years, but with the release of Xanathar's a few more options have been released for the discerning Cavalier, (like the Cavalier sub-class), but there's one build that I've never seen on the forums and probably for good reason, until now.

The build is primarily focussed around using some method (usually magical secrets) to gain access to a Paladin's mount without taking Paladin levels, then (ab)using the fact that any buff targeted at you also applies to your mount, but let's do this properly.

Attributes:
Strength: If going for a GWM build (and you're looking up optimization for 5e, you will be) then your Strength is obviously going to be a priority otherwise, lob it.

Dexterity: An interesting choice. As a Gish you're already going to be slightly MAD so you may want to suck it up and take the Dex hit. This build uses Medium Armour so anything over 14 would be excessive unless you wanted to make this a Dex build.

Constitution: Slightly more important for this build than most since concentration checks are a thing.

Intelligence: Dump stat. There's literally nothing we need that uses this.

Wisdom: Another stat to consider. If you're going for the slow burn or a high level build and can pick up a class with Heavy Armour proficiency, you could have this raised in lieu of Dexterity.

Charisma: Another Important stat. If you're willing to delay by one/three level to pick up Hexblade this is MANDATORY!



Races:

Ultimately we only want to look at races that Bonuses we're interested in so let's have a look...

Str Build:

Human: Yawn. Yeah, we're MAD and with point buy you can accomplish some interesting things, but ultimately sub-optimal

Variant Human: Gold as usual. ASI's are precious to this build so being able to save one at first level is always awesome.

Mountain Dwarf: A double +2 bonus to two relevant stats again helps with our MAD but not nearly as much as a feat does, though the bonus armour proficiency is helpful if our College doesn't train us.

Dragonborn: Not bad, and if you can accurately guess a recurring damage type for a good resistance (say fire) it will go a long way to making those concentration checks easier.

Half-elf: Always a good pick with their +1 to two stats and boosting our casting. Helps greatly with the MAD and Elven Accuracy is very useful in gaining crits down the line, and with the amount of dice this build rolls, that's more important than ever.

Half-Orc: A guilty pleasure of mine, the extra dice on a crit means that if you crit, you crit HARD, plus you can use a feat to get a mini-smite.

Earth Genasi: Flavour abilities are a little naff but the +2 con +1 Str is always nice

Goliath: Another favoured race, though this one again doesn't have a great deal going for it apart from the +2 Str +1 Con, slightly edges out Genasi due to their once per short rest damage reducer, but not by much.

Aasimar: +2 Charisma gives these guys a place on the list, but a low one. Protector gives us nothing useful, Scourge will hurt our mount and Fallen's damage bonus is lacking.

Triton: +1 to three relevant stats is rare, and we use all three of them, but none of the mounts that we gain are water appropriate. If your DM allows an appropriate mount for the setting, then have fun.

Orc: Strictly Worse Half-Orc. Ignore.


Dex Build:

Human: Yawn. Yeah, we're MAD and with point buy you can accomplish some interesting things, but ultimately sub-optimal

Variant Human: Gold as usual. ASI's are precious to this build so being able to save one at first level is always awesome.

Elves: High and Wood elves boost an unneeded stat, and while Drow give us a Cha boost, sunlight sensitivity as usual rears its ugly head. Depending on how much this can impact your game, this knocks the poor Drow off a good spot once again.

Halfling: All three subraces have something to offer stat wise, but a Deep Gnome's triple Dex increase is a tasty bonus, allowing you to make massive gains through the early levels.

Half-elf: Always a good pick with their +1 to two stats and boosting our casting. Helps greatly with the MAD and Elven Accuracy is very useful in gaining crits down the line, and with the amount of dice this build rolls, that's more important than ever.

Air Genasi: Levitate isn't as useful down the line, so we're just using the stat bonuses.

Tabaxi: Double movement can accomplish some interesting things if your DM rules that sitting in the saddle doesn't count as moving.

Goblin: Disengage or Hide can help during the early levels, but not much else.

Kobold: Grovelling is slightly anathema to the idea of this build, but Pack Tactics can function nicely with your mount during the earlier levels.


Class features.

This is a mono-bard build, at least at first, so let's go down the list.


Ritual Casting:

There are few if any relevant combat buffs that are also ritual based, so this is mostly for flavour or if your character is having a “rest day”. Still allows for some helpful supporting spells down the line when roleplaying


Bardic Inspiration:

Lovely buff to have, and depending on what subclass you end up taking, you'll have a whole suite of options for their use.


Jack of All Trades:

The problem with many Gish builds is that they focus almost exclusively on combat. Well at least you can make an attempt to keep up in any given skill challenge.


Song of Rest:

You're not a class that demands rapid short rests, but if you've got a Warlock in the party, he'll consider you his best friend.


Expertise:

Depending on your build, there's many things you can do with Expertise, but even STR builds can benefit from Stealth bonuses.


Font of Inspiration:

Ok so sometimes you might want to short rest. The power of this feature is mostly dependent upon how often you end up throwing your Bardic candies around.


Countercharm:

Yeah, I mean you COULD be trying to stop the fey enchantress from mind controlling your party's fighter... or you could stab her?


Magical Secrets:

One of the most ripe abilities in the game for exploitation and this build is centred around its use. Ironically when you first get this ability, you can't get the most useful spell for this build, meaning we've gotta wait until 14th level to get the most out of it.


College choices:

College of Lore:

College of Lore, ironically, isn't the worst for this Gish build. In fact I probably would call it the better option during your earlier levels.

Bonus Proficiencies are always fun, meaning you really do become the bard that can do a little of everything.

Cutting Words allows you to use your Bardic Inspiration to reduce incoming damage. Usually it's by a paltry amount but when we're so reliant upon concentration it's not a terrible safety net.

Additional Magical Secrets: Additional before you get your first one? Anyway, this allows us to Find Steed a bit earlier, though only for a Warhorse rather than our Battlecat that we use later. It also allows us to gain access to a few more useful spells at lower level that we might not be normally able to use, such as spiritual weapon. By the time we reach level 14, most of your possible choices from this feature will be obsolete so bear this in mind.

Peerless Skill: Help yourself do a thing! Believe that you are the hype! Not a stellar ability for 14th level truly.


College of Valour:

Bonus Proficiencies: Precious Armour at last. This is a much more general use since Tenser gives us training in all armour, but the question of donning times comes up.

Combat Inspiration: A nice use of the Bardic Inspiration, but not one that strictly helps you alone. Depending on how much goodwill you want to generate with your friends, this one varies.

Extra Attack: Helpful during the downtime between your Tenser's.

Battle Magic: VERY nice when you're not in Tenser mode. You can follow up damaging spells like Steel Wind Strike and still use your combat potential.


College of Glamour:

Mantle of Inspiration: A tiny amount of temp hit points don't usually aid a great deal, and giving up your proficiencies isn't worth it in my opinion.

Enthralling Performance: Mostly a RP ability due to the “cast time”. Can't say it's that relevant to the build.

Mantle of Majesty: Unless specifically built that way, your DC won't be as high as a regular bard caster, so your commanding is unlikely to come to much.

Unbreakable Majesty: The second half isn't great, but the Charisma check is very nice to keep your health high and your concentration intact. I'm not sure if this one ability is worth giving up everything else that you would gain from other colleges though.


College of Swords:

Bonus Proficiencies: Hmmm. Just gaining the scimitar means that you won't be proficient in any GWM legal weapon you use. Buyer beware. Not to say this eliminates the college as an option since Tenser gives you proficiency in all weapons, but just realise that if you find your concentration popped, a change of tool may be required.

Blade Flourish: People rave about this for one reason, the Defensive Flourish, and I can see why. Bonus damage + Bonus AC (not to mention crit potential). That being said, the higher levels focus more on saves and less upon AC, at least as far as the big baddies are concerned.

Extra Attack: Helpful during the downtime between your Tenser's.

Master's Flourish: Always being able to buff your AC by 1d6 every round you can attack is pretty sweet. Despite the name and flavour, I don't see any restriction to using this with your Hand Crossbow.


College of Whispers:

Psychic Blades: Hmmm. It was a nice idea but tying it to uses of inspiration ultimately hurt it somewhat. If you were alone... no I'd still prefer defensive flourish.

Words of Terror: Another mostly RP ability, see Enthralling Performance.

Mantle of Whispers: Very situational, and if you're riding around on your Battlecat then suddenly appearing as some other dude is unlikely to fool many people.

Shadow Lore: See Words of Terror.



Spell selection: Again, only listing the ones I feel are more relevant to the build than any normal Bard.

Cantrips:

True Strike: Slightly better use if you have to wait a round while your partner gets into position. You won't be casting it often, but if you're stuck waiting for something to do it's better than nothing.

Vicious Mockery: Then again, forcing disadvantage on an enemy can also be useful. Depends how high you've built your Charisma.


1st Level:

Cure Wounds: Good to have if you're on your own. If the party has a dedicated healer, then you can skip this.

Tasha's Hideous Laughter: Again, Cha save DC may prohibit you getting as much out of this spell as you may want to.


2nd Level:

Heat Metal: A no save spell that gives armoured enemies disadvantage is an incredible tool to use sometimes. Depends how often you go up against such foes.

Invisibility: An excellent escape tool for you and your mount, you can really set up some surprise ambushes with this if you both are stealthy enough.

See invisibility: Situational, but a lifesaver if you need it. Helpful to have stashed away.


3rd Level:

Nondetection: Helpful if the BBEG thinks to try tracking your mount instead of you? Maybe?

Tongues: Did that horse just talk?

Catnap: Not a buff or damage spell, but it can be useful to recharge those Inspiration dice.


4th Level:

Greater Invisibility: Consider this a proto Tenser due to the bonuses it gives you.


6th Level:

Eyebite: The rulings on this might be a little murky since a target gains protection from the spell “per casting” rather than “per caster”. Still. Having both you and your mount firing off the debuffs could be fun.


7th Level:

Etherealness: While you can take your mount with you, you can get the same effect by just recasting the Find Steed spell once you're at your destination. Not exactly a good return on your slot investment.

Regeneration: The healing is substandard and the “regain 1 hit point” is wasted since the mount fizzles if brought to 0 hit points.


8th Level:

Mind Blank: If you're going up against an army of Mindflayers, laugh at them. Otherwise, avoid.

9th Level:

Foresight: Some redundancy with Tenser's, but that disadvantage on all incoming attacks is helpful if your concentration is broken. The casting time requires you to choose ahead of time whether you want that spell active before a battle begins.


As you can see, not a huge amount of bardic spells truly impact our playstyle. For more powerful buffs and spells, we'll need to look at our Magical Secrets choices.



So what does this all mean when we put it together? Well primarily at 14th level when this build becomes its most powerful, we're looking two primary spells. Find Greater Steed and Tenser's Transformation. This gives us two important things, Extra attack if we didn't already have it, and 2d12 force bonus per damage. Find Greater Steed also allows us to apply this to our mount, and the Sabre-tooth Tiger has an interesting little attack ability none of the other options has. The Tiger is the only mount option that gains a bonus action attack. The others either have a single attack (usually with the option to increase damage) or an existing multi attack. Since the Tiger has no multiattack, it gains Extra Attack from Tenser's, and can still make a possible third attack as well, and each attack counts as a “Weapon Attack” giving it the extra force damage from Tenser's, allowing for some truly ludicrous round to round damage, just from what you can apply to yourself. Other party members hitting you with other buffs such as elemental weapon, shield of faith or haste, allows you to increase your fun or survivability.

Dualswinger
2017-11-23, 10:00 AM
First Guide so apologies for the atrocious formatting and missing content. I'll be editing and adding as and when I can.