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View Full Version : Optimization 5e need help making a ice martial character



dragsaw
2019-09-25, 10:17 PM
Im trying to come up with some ideas for a ice/winter based martial character. Im thinking Levistus Tiefling or white/silver dragonborn but im not sure on what class i want, i do want to use a big axe and Armor of Agathys so a martial class but none of them really offer me much?
Unfortunately the DM says i cant change spells into cold damage.

Kane0
2019-09-25, 10:25 PM
Elemental Weapon is a 3rd level Paladin spell, does that sound appealing to you?
Levistus tiefling and Silver/White dragonborn are also good options to start with, or perhaps variant human using magic initiate?

Misterwhisper
2019-09-25, 10:35 PM
There is an entire elemental based barbarian subclass, but it is not that great but it has a cold themed option.

Giantkin sorcerer frostgiant is not bad on a mountain dwarf but nomartial cantrip for frost like there is for GFB.

Can’t use a two hander but bladesinger is not horrible.

Warlock has a few frosty options.

Barbarian would be the closest thematically

dragsaw
2019-09-25, 10:40 PM
Yeah barb would have been my pick just the ice one seems kinda underwhelming next to the storm and fire options, i would ask to just make one of them ice but DM said no to doing that with spells so i assume it will be the same with that but i will ask anyway

airless_wing
2019-09-25, 10:41 PM
Storm Herald Tundra barbarian seems to have the spot-on thematics you’re looking for. Its a weaker subclass, but its still playable and flavorfully fun.
It doesnt really let you use AoA, though.

RickAllison
2019-09-25, 10:58 PM
Since you mention Armor of Agathys, let's first look at Warlock options as that is the primary way to get that spell. There are three main ways to be melee-focused as a Warlock. Hexblade is the clearest, an entire subclass about being a warlock with a special weapon. It gives you Elemental Weapon and Cone of Cold, and you could fluff several of the smite spells into appropriate themes, it is a great way to be a martial character while having the magic punch to pull off ice spells, and it means you can focus more of your other resources on fulfilling the ice part of the concept. The second is Bladepact and it stacks with Hexblade. Since this lets you materailize your weapon and even change it (if it's not a specific magic weapon), you can even fluff it as creating the weapons from ice. The final way, and probably the least recommended for this, is Tomepact Shillelagh. It isn't as efficient as Hexblade and i feel like you miss out on some cool flavor options for Bladepact. Plus you don't have the SCAG cantrips that usually make Tomepact melee worth it.

After all that, XGtE gave us the wonderful Tomb of Levistus invocation, which you will likely want. What's more flavorful for a ice-themed person than the ability to protect themselves with the help of ice? It's a great way to avoid damage from a trap, protect yourself from a big attack, and otherwise react when your AoA is down.

GlenSmash!
2019-09-25, 11:08 PM
I think the Tundra is actually the best of the Storm Herald options.

At level 3 desert hurts your allies and sea requires a saving throw, while tundra buffs your allies which is all useful. At level 14 Tundra is the only option that again doesn't require a saving throw. Tundra is in fact the only one I would consider playing.

TheDwarvenNerd
2019-09-26, 02:18 AM
One option for an ice based martial character would be to go into Eldritch Knight. You can pick up a bunch of ice based spells such as: Cantrips: Frostbite, Ray of Frost; 1st: Chromatic Orb, Ice Knife; 2nd: Dragon's Breath, Snilloc's Snowball Swarm; 4th: Ice Storm.

While not as tanky as a Fighter, a Druid might be a good choice. Take the Circle of the Land subclass (Arctic), that gets you a bunch of ice based spells. It just depends on how martial focused you want your character to be. I hope this helps you out.

Vogie
2019-09-26, 11:37 AM
Some options:

Paladin 2 (or 5) / Frost Giant Soul Sorcerer X - Armored, augmented AoA, martial weapons. Can Quicken Ice Spells after your attack action. Only go 5 levels into paladin for extra attack.
Tundra Herald Barbarian 3 / non-Fiend Warlock X - Unarmored defense, AoA scales with warlock levels and refreshes on short rest, Tomb of Levistus. Thirsting Blade allows you to pick up Extra attack while still expanding spellcasting progression. If you go Fiend patron on the Warlock side, you could refluff AG Barbarian with a blizzard theme instead. Rage + THP is a really good combo
Hunter Ranger 5 / Arctic Druid X - A bit boring, but gets the job done.
EK Fighter X / War Magic Wizard 2 - War Magic allows you to attack and RoF/Frostbite on the same turn. This build allows you to dump Dex - you get +Int to initiative and augment your Dex Saves with Arcane Deflection, on top of getting ritual casting, more spells & Cantrips

JNAProductions
2019-09-26, 12:10 PM
I would assume the DM doesn't allow homebrew, from your OP, otherwise I'd offer to brew something up.

RickAllison
2019-09-26, 12:15 PM
If you get any fire damage stuff, you can fluff that as freezerburn. Fog Cloud and similar could be “Whiteout” conditions, Grease is a frozen patch of ground, a Druid’s Area Damage is sharp ice crystals, etc. Even when you can’t change damage, refluffing is your friend.

LudicSavant
2019-09-26, 01:32 PM
What level are you?

Hard to give much feedback without knowing any details.

Waazraath
2019-09-26, 01:55 PM
Storm Herald Tundra barbarian seems to have the spot-on thematics you’re looking for. Its a weaker subclass, but its still playable and flavorfully fun.
It doesnt really let you use AoA, though.

Alternate take: Tundra is the strongest theme in the Storm Herald subclass, and pretty good, even comparable with other barbarian subclasses - in the right party though. To start, temporary hp are always nice, but especially for a raging barbarian (effectively, they count double). Even at the beginning, with only 2 hp / round, assuming a 3 round combat, where you go full reckless attack, you prolly get 8-12 damage prevention out of it. And you can do it a few times/day. But even better: your allies profit as well. So in a party with 1) no other source of temp hp and 2) a few other frontliners, this ability can be quite nice.

As for races, Goliath can also work I think (fluff wise, not crunch), as well as Triton (cold resistance) - both work fine with Barbarian.

Misterwhisper
2019-09-26, 02:55 PM
Alternate take: Tundra is the strongest theme in the Storm Herald subclass, and pretty good, even comparable with other barbarian subclasses - in the right party though. To start, temporary hp are always nice, but especially for a raging barbarian (effectively, they count double). Even at the beginning, with only 2 hp / round, assuming a 3 round combat, where you go full reckless attack, you prolly get 8-12 damage prevention out of it. And you can do it a few times/day. But even better: your allies profit as well. So in a party with 1) no other source of temp hp and 2) a few other frontliners, this ability can be quite nice.

As for races, Goliath can also work I think (fluff wise, not crunch), as well as Triton (cold resistance) - both work fine with Barbarian.

Yeah THP on a barbarian are quite nice. A Battlerager looks ok on paper but they are a monster when you actually play one.
- THP every round you reckless attack
- Free Bonus attack with your armor so you can use a big 2 hander.
- Grappling incentive
- Very punishing vs people with lots of attacks in melee

Petrocorus
2019-09-26, 03:37 PM
Does your DM allows UA?

What level do you start at?



- Free Bonus attack with your armor so you can use a big 2 hander.
- Very punishing vs people with lots of attacks in melee

Both conditioned on wearing a sub-par armor, of which you won't find magic version without DM fiat, and that requires you to forgo one of your most iconic class features.

The THP is the only good feature of the Battlerager and it is indeed really good.

RickAllison
2019-09-26, 04:04 PM
Does your DM allows UA?

What level do you start at?



Both conditioned on wearing a sub-par armor, of which you won't find magic version without DM fiat, and that requires you to forgo one of your most iconic class features.

The THP is the only good feature of the Battlerager and it is indeed really good.

Note that the "sub-par armor" is only 1 away from the maximum for that category (while having Stealth disadvantage). It's a hit, but a minor one. And while it's an iconic feature, it's not uncommon for a Barbarian to forgo it anyway, it's just an option. Aside from that, Battleragers also have ready access to a bonus action attack, which is handy for sword-and-board types or really anyone who isn't taking Polearm Master.

You are certainly limited to DM fiat when it comes to magic items, but that's the case for ALL magic items. If your DM doesn't work with a player on making sure they are getting useful magic items, it's probably a good idea to look for a new one anyway. Even something as simple as "can I stick metal barbs on the armor we just got to convert it to spiked armor?"

Misterwhisper
2019-09-26, 07:56 PM
Note that the "sub-par armor" is only 1 away from the maximum for that category (while having Stealth disadvantage). It's a hit, but a minor one. And while it's an iconic feature, it's not uncommon for a Barbarian to forgo it anyway, it's just an option. Aside from that, Battleragers also have ready access to a bonus action attack, which is handy for sword-and-board types or really anyone who isn't taking Polearm Master.

You are certainly limited to DM fiat when it comes to magic items, but that's the case for ALL magic items. If your DM doesn't work with a player on making sure they are getting useful magic items, it's probably a good idea to look for a new one anyway. Even something as simple as "can I stick metal barbs on the armor we just got to convert it to spiked armor?"

The bonus action dash is a nice extra too.

We had one in our group. The no action everyone that hits you in melee takes 3 damage a hit is great against multiattackers.

Petrocorus
2019-09-26, 09:43 PM
Note that the "sub-par armor" is only 1 away from the maximum for that category (while having Stealth disadvantage). It's a hit, but a minor one.

Compared to other armors of this category, you have 1 less point of AC, or 1 more disadvantage to Stealth.
It is a minor hit, indeed, but still a hit.

So you have a class feature that hit you AC.
For benefits that are quite relatives.



And while it's an iconic feature, it's not uncommon for a Barbarian to forgo it anyway, it's just an option.

It is an option, and many Barbarians don't use it. Going for armor prevent you from having to invest a lot of ASI into Dex or Con.

But Battlerager forces you to forgo this option. You forgo your subclass features if you do not forgo that core class feature.
Is this how subclasses are supposed to work?




Aside from that, Battleragers also have ready access to a bonus action attack, which is handy for sword-and-board types or really anyone who isn't taking Polearm Master.

Or Dual Wielder.

Bonus action attacks are good, for sure. But, usually, the whole point of going S&B is to have a better AC. And you're still forced to use an armor that's not the best one possible. You are literally forbidden to use the best armors available with your proficiencies and to max out your AC.

And that remains true whatever is your level, your wealth, or your stats.



You are certainly limited to DM fiat when it comes to magic items, but that's the case for ALL magic items. If your DM doesn't work with a player on making sure they are getting useful magic items, it's probably a good idea to look for a new one anyway. Even something as simple as "can I stick metal barbs on the armor we just got to convert it to spiked armor?"
I agree with you on this.
But DM fiat is fiat, you cannot be certain of it. And by judging from what i read on this board, not all DM are fair, balanced or comprehensive. And that without counting the low-magic campaigns.

If Spiked Armor were not a specific type of armor, but an option that could be added on existing armor, that would have solved a lot of this issues. If it were.

Fnissalot
2019-09-27, 02:30 AM
Storm herald(both desert and sea) provide ways of dealing damage without attack rolls and saves. Even if it is low, the reliability of it is great at lower levels when playing in small groups. The swinginess of the d20 rolls can be lethal at the first levels and 10 feet is short enough that you play around it with a reach weapon in a smaller party. The UA Spore druid got nerfed for having a way to deal poison damage without any save or attack roll.

Battlerager gives a bonus action attack to barbarian, who don't get fighting styles, you can do it while wielding a maul or a longsword and shield, and it does not take a feat. The bonus action attack is a huge damage boost at levels 3-4, and you can add your rage damage to the attack.

OP, if you are allowed to use homebrew I have a winter/cold/hibernation themed monk lying around somewhere. It has not been tested but I could add it here if you are interested.

GlenSmash!
2019-09-27, 11:38 AM
i think it would have been much cooler if Battlerager spikes were just on chains and could be added to the character whatever armor they are wearing or indeed even none at all.

That and making the grapple damage scale would make it really stand out to me.

Misterwhisper
2019-09-27, 12:51 PM
i think it would have been much cooler if Battlerager spikes were just on chains and could be added to the character whatever armor they are wearing or indeed even none at all.

That and making the grapple damage scale would make it really stand out to me.

The reactive damage from being hit in melee has been a major help in lots of fights.

It has caused critters or NPCs with multi attacks to almost kill themselves.

I have seen a fighter NPC take 15 damage from it in one turn thanks to action surge, or a monk taking quite a bit as well from flurrying.

The lowered AC is not a big deal, if they are melee, trading hits will happen most of the time, you will get THP from using Reckless Attack, and they take damage from hitting you.

GlenSmash!
2019-09-27, 01:02 PM
The reactive damage from being hit in melee has been a major help in lots of fights.

It has caused critters or NPCs with multi attacks to almost kill themselves.

I have seen a fighter NPC take 15 damage from it in one turn thanks to action surge, or a monk taking quite a bit as well from flurrying.

The lowered AC is not a big deal, if they are melee, trading hits will happen most of the time, you will get THP from using Reckless Attack, and they take damage from hitting you.

I agree on all points. I do wish the reactive damage scaled too but I just prefer scaling damage to static damage. Overall that's a minor quibble.

And Low AC doesn't matter much on a Barbarian anyway. If you Reckless attack, you accept you are going to get hit.

The THP every round is honestly so good. I'd max Con on a Battlerager before strength every time just for that reason (which is kind of why I wish the features would work with Unarmored Defense, but that's another minor quibble). With 20 con you are effectively getting 10HP every round than to Resistance from Rage.

Then Spiked Retribution makes Battleragers by far the best equipped Barbarians to deal with Hordes. My favorite way to make a Battlerager is actually to take GWM since I'm going to be Recklessly attacking every chance I get anyway I might as well get the most out of -5/+10 at the same time.

Edit: I forgot to mention Dash. Extra movement is great on a Barbarian. Running out of Rage because you can't get to the next foe to attack them sucks. It's also great for grappling and moving a grappled target around. I've always thought Eagle Totem was underrated and it's just as useful on the Battlerager.

Petrocorus
2019-09-27, 01:52 PM
The THP every round is honestly so good. I'd max Con on a Battlerager before strength every time just for that reason (which is kind of why I wish the features would work with Unarmored Defense, but that's another minor quibble).

It does, level 6 and level 10 features don't require the use of spiked armor.



With 20 con you are effectively getting 10HP every round than to Resistance from Rage.

That's were i don't follow.
My understanding is that you gain your THP once per turn when you decide to use reckless attack. Since the effect of reckless attack last for the whole round.

Misterwhisper
2019-09-27, 02:02 PM
It does, level 6 and level 10 features don't require the use of spiked armor.


That's were i don't follow.
My understanding is that you gain your THP once per turn when you decide to use reckless attack. Since the effect of reckless attack last for the whole round.

He means each round you get your con bonus in THP, which with resistance is essentially 10 per round.

It gives them crazy good lasting power.
Combined with retributive damage while raging, means they are great in battles of attrition.

Hands free bonus attack
Recharging THP every round
Bonus Dash
Retribution damage if hit in melee

There are some classes they could almost kill just by standing there.

Petrocorus
2019-09-27, 02:21 PM
He means each round you get your con bonus in THP, which with resistance is essentially 10 per round.

Oh.... OK
This makes more sense.

To be honest the recharging THP is very good.

Crgaston
2019-09-28, 04:45 AM
Oath of Conquest Paladin gets Armor of Agathys, which is not that amazing on a straight Paladin because of the slowness with which it scales for them. You could combine that with White or Silver Dragon Sorcerer to get some more elemental spells and higher level slots to burn on AoA.

Also RickAllison has it nailed with his Warlock suggestions.

Contrast
2019-09-28, 05:32 AM
Depending how martial you want your martial character I'm currently playing a strength based throwing weapon artificer who has so far spent most of his spell slots on Arcane Weapon. Artificers are fluffed to keep their stuff mechanical rather than magical if you want to.

I'm not super convinced it'll pan out well long term but its working just about ok so far.