Benny89
2018-12-20, 08:42 AM
https://i.pinimg.com/236x/d4/bd/62/d4bd62568f393691003952ed2226a806--warriors-game-dynasty-warriors.jpg
Build requirements:
Class: Vengeance Paladin level 7 (for that Relentless Avenger)
Fighting Style: Tunnel Fighter (UA)
Required Feats: PAM, GWM (Sentinel optionally as it block enemies from running into your range again in same turn but if you like to be hard CC tank - go ahead!)
Race: Any really, doesn't matter.
I know not all DMs allow Tunnel Fighter, so this build depends on your DM decision -but when when they do allow it and you are only solo tank of the party (or solo melee front liner) the Vengeance Paladin Relentless Avenger talent + Tunnel Fighter makes one of the most epic fights in 5E while also protecting your whole team with hyper-mobility 360 degrees around them.
It's like mixing Chinese kung-fun master with paladin :D.
Explanation:
Relentless Avenger allows you to move half your speed each time you do opportunity attack without provoking OA from enemies. PAM allows you do do OA whenever somebody steps into your reach. Tunnel Fighter allows you do do OAs without using your reaction.
Now pair that up with Haste on Vengeance Paladin + Glaive/Halberd/Pike and:
Synergy:
You position yourself far in front of your team. Horde is coming at you. You enter defense stance of tunnel fighter. When enemies get into your range- make OAs against all of them. Upon last attack use your Relentless avenger talent to move away from them up to 30 feet away (because with haste you have 60 speed). Best backwards to still keep them between you and your team. Now depends if enemies used their full movement to get to you or not. If not they will try to attack again, getting into your range- you do OAs against them again (since you do not use reaction to do this) and move away from them again, basically dancing around them in deadly polearm dance. Now they wasted all their movement.
Now you can on your turn move to them (you have 60 feet movement range), using your 10 feet weapon range to attack one or two of them (possibly killing them or wounding seriously), then use your rest movement to move back from them and go back to dancing again.
Since Tunnel Fighter stance last until YOUR next turn, it will still be active even if enemies have initiative before you.
Then you can dance like that vs hordes of enemies all the way you want. You can even jump from one to other group of enemies.
You are like one-man 300-Spartans battalion when they defended Thermopylae
If you pair that with Sentinel you are basically a an AOE horde-CC tornado that runs around your team, protecting it from all melee enemies.
Yes, it's super strong, yes, Tunnel Fighter synergy is OP but it's hell of a fun and works superb when you are single front liner.
It also works good vs one strong enemy via kiting or Command (Approach). Not really as good as simple unleashing 5x Smites but still fun to use to mock enemy.
Conclusion:
That synergy makes Vengeance Paladin best melee-horde slaying class in game, overcoming the single biggest weakness of paladin- fight vs hordes. Tons of utility, killing power and fun as it's very unique tank that excels at avoiding and controlling battlefield using hyper-mobility instead of classic hard CC or damage mitigation. It also works on 100% effectiveness from level 7 :).
Sure you are still vulnerable for magic and range attacks but you have Aura of Protection, proficiency in Wisdom saves, 20 AC minimum (Plate + Haste) + Misty Step, advantage on DEX saves and hyper mobility.
If you are against Tunnel Fighter in your game- that is fine, just sharing a fun build :). I wouldn't recommend it if you have other melee fighters in your team as your will make them really underpowered, but if you are solo melee fighter in team- this is really great build to protect your team and fence away hordes.
Build requirements:
Class: Vengeance Paladin level 7 (for that Relentless Avenger)
Fighting Style: Tunnel Fighter (UA)
Required Feats: PAM, GWM (Sentinel optionally as it block enemies from running into your range again in same turn but if you like to be hard CC tank - go ahead!)
Race: Any really, doesn't matter.
I know not all DMs allow Tunnel Fighter, so this build depends on your DM decision -but when when they do allow it and you are only solo tank of the party (or solo melee front liner) the Vengeance Paladin Relentless Avenger talent + Tunnel Fighter makes one of the most epic fights in 5E while also protecting your whole team with hyper-mobility 360 degrees around them.
It's like mixing Chinese kung-fun master with paladin :D.
Explanation:
Relentless Avenger allows you to move half your speed each time you do opportunity attack without provoking OA from enemies. PAM allows you do do OA whenever somebody steps into your reach. Tunnel Fighter allows you do do OAs without using your reaction.
Now pair that up with Haste on Vengeance Paladin + Glaive/Halberd/Pike and:
Synergy:
You position yourself far in front of your team. Horde is coming at you. You enter defense stance of tunnel fighter. When enemies get into your range- make OAs against all of them. Upon last attack use your Relentless avenger talent to move away from them up to 30 feet away (because with haste you have 60 speed). Best backwards to still keep them between you and your team. Now depends if enemies used their full movement to get to you or not. If not they will try to attack again, getting into your range- you do OAs against them again (since you do not use reaction to do this) and move away from them again, basically dancing around them in deadly polearm dance. Now they wasted all their movement.
Now you can on your turn move to them (you have 60 feet movement range), using your 10 feet weapon range to attack one or two of them (possibly killing them or wounding seriously), then use your rest movement to move back from them and go back to dancing again.
Since Tunnel Fighter stance last until YOUR next turn, it will still be active even if enemies have initiative before you.
Then you can dance like that vs hordes of enemies all the way you want. You can even jump from one to other group of enemies.
You are like one-man 300-Spartans battalion when they defended Thermopylae
If you pair that with Sentinel you are basically a an AOE horde-CC tornado that runs around your team, protecting it from all melee enemies.
Yes, it's super strong, yes, Tunnel Fighter synergy is OP but it's hell of a fun and works superb when you are single front liner.
It also works good vs one strong enemy via kiting or Command (Approach). Not really as good as simple unleashing 5x Smites but still fun to use to mock enemy.
Conclusion:
That synergy makes Vengeance Paladin best melee-horde slaying class in game, overcoming the single biggest weakness of paladin- fight vs hordes. Tons of utility, killing power and fun as it's very unique tank that excels at avoiding and controlling battlefield using hyper-mobility instead of classic hard CC or damage mitigation. It also works on 100% effectiveness from level 7 :).
Sure you are still vulnerable for magic and range attacks but you have Aura of Protection, proficiency in Wisdom saves, 20 AC minimum (Plate + Haste) + Misty Step, advantage on DEX saves and hyper mobility.
If you are against Tunnel Fighter in your game- that is fine, just sharing a fun build :). I wouldn't recommend it if you have other melee fighters in your team as your will make them really underpowered, but if you are solo melee fighter in team- this is really great build to protect your team and fence away hordes.