Zene
2018-02-16, 01:24 AM
I recently played an AL game with a guy who had a very interesting (and seemingly very effective) build. I'd never seen anything like it, but I liked it enough that I really want to play one now. Thought I'd share it here to see what folks thought --he said that was cool with him-- and whether there are any aspects that could be improved.
So this PC was a "support fighter" type character. Apparently he ended up there kind of by accident, but it ended up working well.
For most of levels 1-7, he went straight Ancients Paladin, and just played it like a normal Paladin. At some point he took a Hexblade 1 dip so he could be Cha-SAD.
After Pal 7 / Lock 1, he started picking up Barbarian levels, up to Ancestral Guardian 3. Since he wasn't attacking with strength, reckless attack was useless. But rage resistance made him tankier and made his occasional grapples better; and the AG 3 ability protected his allies, building on what he saw as his party role as a paladin.
And that was when the idea came to him. With his paladin aura, he could hang back and cover the squishies, while using a ranged attack to trigger Ancestral Protectors. And Hexblade let him switch his weapon to hand crossbow, and still attack with Charisma. At that point (Character level 11), he found this "ranged protector" role worked really well. It was weird to not be able to smite, but since his goal was support anyway, he figured no big loss.
So then, as he progressed in Tier 3, he started picking up Fighter levels - for the Archery fighting style, then Action Surge, then Battlemaster Maneuvers. Then he went back to start picking up ASIs. By the time of the session I ran with him, his build was Ancients Pal 8 / Hexblade 1 / AG Barbarian 4 / Battlemaster 3.
His battle tactics typically went like this: Round one, stand near the ranged party members so they get the aura, bonus action rage and fire off a couple shots. The first hit activating Ancestral Protectors (enemy has disadvantage on anyone but him, and if the enemy does hit anyone else, they have resistance to the damage). Sometimes he'd also throw a Menacing Attack on that first shot as well, to keep the enemy at range. Other times, he'd hit a second target with Goading Attack, giving a kind of Ancestral Protectors-lite effect --so tanking two targets at range. In subsequent rounds, he'd just fire away with the crossbow, keeping Ancestral Protectors up and doing damage, but also keeping an eye out for team members that needed heals via Lay on Hands.
I was playing a wizard, and staying in his paladin aura meant I never even came close to missing a Concentration check. Spell damage resistance was awesome, too.
I was amazed at how much he helped out the group. Seemed like a really fun build to play, too. His Cha score and proficiency in Persuasion also made him a party face, playing up the "strategic leader" aspect in roleplay.
He mentioned that with his remaining levels, he was thinking about either going Mastermind 3 (to enable bonus-action Helps, with expertise in Persuasion and a 2d6 damage boost as nice bonuses), or going Bard 3 (so he could pass out inspiration, with expertise and more spell utility as bonuses). I'm thinking Thief 3 or Arcane Trickster 3 might be better than Mastermind for support, as it'd allow him to administer healing potions with his bonus action. Or pick up Fighter 4, so he can grab Inspiring Leader or Combat Superiority.
What do y'all think? Too crazy of a build? Any way it could be improved? I'm tempted to do a similar build, but the fact that it plays completely differently from levels 1-10 vs. 11+ is a little bit daunting.
So this PC was a "support fighter" type character. Apparently he ended up there kind of by accident, but it ended up working well.
For most of levels 1-7, he went straight Ancients Paladin, and just played it like a normal Paladin. At some point he took a Hexblade 1 dip so he could be Cha-SAD.
After Pal 7 / Lock 1, he started picking up Barbarian levels, up to Ancestral Guardian 3. Since he wasn't attacking with strength, reckless attack was useless. But rage resistance made him tankier and made his occasional grapples better; and the AG 3 ability protected his allies, building on what he saw as his party role as a paladin.
And that was when the idea came to him. With his paladin aura, he could hang back and cover the squishies, while using a ranged attack to trigger Ancestral Protectors. And Hexblade let him switch his weapon to hand crossbow, and still attack with Charisma. At that point (Character level 11), he found this "ranged protector" role worked really well. It was weird to not be able to smite, but since his goal was support anyway, he figured no big loss.
So then, as he progressed in Tier 3, he started picking up Fighter levels - for the Archery fighting style, then Action Surge, then Battlemaster Maneuvers. Then he went back to start picking up ASIs. By the time of the session I ran with him, his build was Ancients Pal 8 / Hexblade 1 / AG Barbarian 4 / Battlemaster 3.
His battle tactics typically went like this: Round one, stand near the ranged party members so they get the aura, bonus action rage and fire off a couple shots. The first hit activating Ancestral Protectors (enemy has disadvantage on anyone but him, and if the enemy does hit anyone else, they have resistance to the damage). Sometimes he'd also throw a Menacing Attack on that first shot as well, to keep the enemy at range. Other times, he'd hit a second target with Goading Attack, giving a kind of Ancestral Protectors-lite effect --so tanking two targets at range. In subsequent rounds, he'd just fire away with the crossbow, keeping Ancestral Protectors up and doing damage, but also keeping an eye out for team members that needed heals via Lay on Hands.
I was playing a wizard, and staying in his paladin aura meant I never even came close to missing a Concentration check. Spell damage resistance was awesome, too.
I was amazed at how much he helped out the group. Seemed like a really fun build to play, too. His Cha score and proficiency in Persuasion also made him a party face, playing up the "strategic leader" aspect in roleplay.
He mentioned that with his remaining levels, he was thinking about either going Mastermind 3 (to enable bonus-action Helps, with expertise in Persuasion and a 2d6 damage boost as nice bonuses), or going Bard 3 (so he could pass out inspiration, with expertise and more spell utility as bonuses). I'm thinking Thief 3 or Arcane Trickster 3 might be better than Mastermind for support, as it'd allow him to administer healing potions with his bonus action. Or pick up Fighter 4, so he can grab Inspiring Leader or Combat Superiority.
What do y'all think? Too crazy of a build? Any way it could be improved? I'm tempted to do a similar build, but the fact that it plays completely differently from levels 1-10 vs. 11+ is a little bit daunting.