PDA

View Full Version : Mounted combatant



da newt
2019-12-15, 12:34 PM
How can I build the best mounted PC? I'd like to find good ways to take advantage of the extra mobility. Maybe even small race on something other than a horse. Any class.

Damon_Tor
2019-12-15, 12:41 PM
Probably the best for this is a hard with Find Greater Steed and Tenser's Transformation. A rhinoceros with TT is pretty absurd.

Sorinth
2019-12-15, 01:02 PM
The cheesiest one is going Lightfoot Halfling Beastmaster/Rogue, selecting a flying mount like Vulture and taking Mounted Combatant feat. Use cunning action to hide behind your mount, use Mounted combatant to force attacks to be against you, which since you are hidden are at disadvantage. On your turn use a ranged attacks.

Either that or use a Moon Druid as a mount.


But if you want something a bit more realistic, then going with a small race on a medium mount works well. Using ranged weapons and/or spells. The mobility is there to keep you out of melee range. If you need to stay relatively close to enemies have your mount take the Ready Action: Dash whenever an enemy gets within 10ft of you.

Biggstick
2019-12-16, 05:48 AM
Half Elf Vengeance Paladin.

8
15+1
14+1
8
10
15+2

Level 4 ASI: Elven Accuracy (+1 Charisma)
Level 8 ASI: Mounted Combatant or Resilient Constitution
Level 12 ASI: Mounted Combatant or Resilient Constitution

Personally, I'd recommend going with Resilient Constitution over Mounted Combatant, but to each their own. This is a medium armor wearing build that sits at 16 Dexterity. Oh, I know, the horror, it's a wasted +1 Dexterity bonus for AC. We'll be ok.

This character is built around having a high bonus to saving throws and maintaining concentration on Haste. Through Vengeance Paladin's Oath of Enmity, we can generate advantage for ourselves, thus gaining the Elven Accuracy advantage for our melee (or ranged) attacks. This advantage makes it easier to land critical hits, making it easier to output damage through Divine Smite.

By being a Vengeance Paladin, we'll also have access to a mount whenever we need one. We'll also have access to Misty Step. allowing us to get out of a bad situation should we get caught up. Being Dexterity based means we can pop out a bow and be just as effective from range as our ranged party members.

While it might not be the MOST OPTIMIZED build, it's one that will be quite effective at being a mounted combatant while supporting allies.

da newt
2019-12-16, 10:04 AM
Other than riding a druid, summoned creature, beast master's buddy, or an intelligent willing creature, is there any way to gain a more interesting mount? It seems that RAW limits things.

Ventruenox
2019-12-16, 11:56 AM
Rock Gnome Artificer 8+/War Wizard 2/ Fighter 2

I've been tinkering with this build for a bit of time now, pun intended. The idea with this one is to create a melee support tank with a fair bit of utility. I'll break down level progression up to 12 with choices and reasoning. I won't claim that it is mechanically optimized, since I commit supposedly cardinal sins in delaying of ASIs and the Extra Attack. I think it balances out with uses of the bonus action and the many ways that advantage is generated. This character is also designed with a little bit of DM leeway and a free feat at character creation in mind, as it is for my home table.

The Battle Smith's Steel Defender makes for an ideal mount for a small race for several reasons. You can eventually wear heavy armor and not worry about the movement penalty for a low STR score; you get a whole suite of actions for your Defender to take by using your bonus action (offense, defense, movement, or the almighty Help action); and an amazing reaction to impose disadvantage on one attack for the rider (or another ally within 5'). While it already has amazing repair options, you add to the mount's survivability with the Mounted Combatant feat.

You are primarily a martial character, with much of the Artificer spell list aimed at providing utility and support. Artificer spells worth preparing with regularity: Sanctuary, Cure Wounds, Faerie Fire, Rope Trick, & Enlarge/Reduce.

DM leeway should be inquired for in advance regarding some cantrip choices between levels 4 & 5. You want to keep Mending if possible, which is on both the Artificer and Wizard spell lists. RAW, you can't switch one of your Artificer cantrips when levelling into Wizard, so you may have to go without Mending for one level.



Level
Choices
Reasoning


Rock Gnome
STR: 8
DEX: 14
CON: 15+1: 16
INT: 15+2: 17
WIS:10
CHA: 8
Background: Soldier with modified proficiencies
History
Investigation
Medicine
Perception
Tools: Tinker tools, Tieves Tools, Herbalism kit, Land Vehicles, Alchemy kit, Cartography
*Houserule: free feat at first level - Wonder Maker (https://media.wizards.com/2017/dnd/downloads/RJSJC2017_04UASkillFeats_24v10.pdf) (+1 INT, tinker tool expertise, and ribbon abilities)


1: Artificer 1
Cantrips: Thorn Whip, Mending/Guidance
CON saves, medium armor & shield


2: Artificer 2
Infusions:Enhanced Defense, Enhanced Weapon (or Repeating Shot/Returning Weapon/Enhanced Arcane Focus), Bag of Holding, Wand of Secrets
Self-buffs with equipment


3: Artificer 3
Artificer Specialist: Battle Smith
Here you get your mount and smiths tools. Useful bonus action every turn. Use your INT score for attack/damage


4: Artificer 4
Mounted Combatant feat

See paragraph above regarding cantrips. Mending for Spare the Dying
Redirect any attack against your Defender to your own high AC, then use the Defender's reaction to impose disadvantage on one of those attacks.


5: Wizard 1
Cantrips: Mending, Light, Shocking Grasp
Starting six spells: Find Familiar, Absorb Elements, Tensers Floating Disk, Protection from Good&Evil, Identify
You get spell slots, and a crazy amount of utility with your Familiar (and another source of advantage)


6: Artificer 5

Extra Attack


7: Wizard 2
War Wizard school
Nice AC boosting reaction and add your INT modifier to your initiative


8: Artificer 6
Infusions: Repulsion Shield, Replace offensive Infusion with Radiant Weapon, Replicate Magic Item (whatever party may need)
Additional AC boost, balanced multiclass spell slots, all tool expertise


9: Artificer 7

Flash of Genius


10: Artificer 8
ASI: round out or boost your INT score



11: Fighter 1
Dueling Fighting Style
Heavy armor, Second Wind, bonus to damage


12: Fighter 2

Action Surge


13+: Player's choice. Think about campaign duration.