5e Polearm Fighter help. Semi-complicated situation

Post/Author/DateTimePost
#1

LuciusOfWherever

Jul 24, 2015 19:55:35

Okay so i need help on how i should furthur develop my charecter, my DM happens to think that if you want to be a frontline class basically everything is inferior to a hunter ranger duel wielder. I want to make a polearm fighter that is capable of keeping up with if not downright surpasses one in combat to show that all classes have might in their own right. our campaign is usually a very high powered campaign, all charecters ability scores come out to 85+ their racial modifiers and my charecter is currently a half-elf ( we are doing an all elven campaign though half-elves are allowed- both other charecters are hunter rangers duel wielding, this campaign is fairly wilderness based. our charecters get max HP as well but so do the Monsters making some creatures some very rough customer, oh for ability score improvement my Dm has kind of Home rules it. you can either take the +@ points, take a feat that improves a score or take a feat that doesnt and improve one score of your choice. anyways i want this charecter to be powerful and able to be on par with them and i want him to be able to take some punishment as well if possible. her is my current layout, i just reached lvl 4 and need help from this point on.

Fighter-Battle Master

Str-18

Dex-16

Con-17

Int-10

Wis-16

Cha-12

Manuevers- Ripose,Feinting attack,Parry

So what ability scores/feat should i take and what should i do at later levels? Thank you for any help you can give me, i feel like a fighter should be able to keep up of all classes and i wanted him to be a bit different than other charecters i've played which is why he uses polearms. thank you again.

#2

FrogReaver

Jul 24, 2015 20:56:40

LuciusOfWherever wrote:
#3

FrogReaver

Jul 24, 2015 21:00:57

Can I ask do you currently have any feats?

(Reply to #3)

LuciusOfWherever

FrogReaver wrote:
(Reply to #4)

FrogReaver

LuciusOfWherever wrote:
#6

FrogReaver

Jul 24, 2015 21:36:33

As it stands I don't think you'll be able to compete with them till about level 7 in damage.

 

But we can try to minimize that gap and make your character better at slightly different things than them.

#7

FrogReaver

Jul 24, 2015 21:40:32

Currently I'm trying to determine if it's better for you to go polearm master or great weapon master for your level 4 feat.  You'll take the other one at level 6.  Take +1 str with them with how your campaign is set up.

 

So first order of business is to determine if we should use polearm master or great weapon master first.

 

We also need to determine which manuever you should focus on.

#8

FrogReaver

Jul 24, 2015 21:55:54

So right now a ranger likely has about +4 dex mod.

 

He will do two attacks 1d8+6 damage.

 

He will have collosus slayer for another 1d8 damage and hunters mark for another 1d6 damage.

 

Assuming a 60% chance to hit the rangers DPR is

 

14 *.6 * 2 + (1-.4^2)*4.5 (Not calculating crits at the moment) 

 

16.8+ 3.78 = 20.58 DPR.  (Again this is without figuring in crits)

 

This also is best case scenario where they always attack an injured enemy and never have to move hunters mark.  Think something like a boss battle.

 

The ranger will also have about 52 hp at level 4 which should be about the same as yours.

#9

FrogReaver

Jul 24, 2015 22:03:47

You will do with a greatsword and nothing else:

 

(8.33+4) * .6 = 7.398

 

Manuevers typically add about 2.25 DPR at this level unless it's something that increases accuracy.

 

So thats a total of a little less than 10 DPR....

 

 

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Polearm Master will give you:

 

(6.3 + 4 + 3 + 4) * .6 = 10.38

 

Add in the 2.25 and thats just a little below 13 DPR.

 

 

However, you also can get reaction attacks when enemies approach you so that part isn't bad.  

 

Honestly I still feel like you are behind using polearm master and great weapon master will likely help less at this point.

 

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Let me see what I think the best path would be.

#10

FrogReaver

Jul 24, 2015 22:08:32

I would recomend taking sentinel and your parry ability.  Keep a greatsword and basically punish enemies for attacking the rangers and reduce damage when they attack you.  That would be my plan for now.  Take the +stat he gives for +1 str.

 

Assuming the DM gives 2 short rests per day as the DMG assumes then you will get 12 superiority dice total on average.  That's 12 parrys.  That's an average damage reduction of about 90 damage with your dex value.  Basically doing that should allow your fighter to take about 3x the hits compared to a ranger.

 

Couple that with sentinel to direct those hits to you and everyone will likely be impressed with the amount of damage you are able to take and focus onto your character.  Use a maul or greatsword for now.

 

 

#11

FrogReaver

Jul 24, 2015 22:13:01

At level 6 I'd conisder polearm master.

 

At level 7 make sure you pick up trip attack.  The other manuever likely won't matter as much since you are in an all melee party.  

 

At level 8 get great weapon master feat and use the -5/+10 often especially with your trip attacks giving you and the rangers advantage.  If you take precision attack at this point it can also help turn any time you are sure you missed by 1 into a hit which is very nice.

#12

transcendantviewer

Jul 25, 2015 1:02:32

This is just my opinion, but I wouldn't recommend trying to show up any class in damage, instead, show them up with what you can do. You're a Fighter. Feats are your deal. You want to be a master of the poled weapons? Grab the Polearm Master feat at level 4, then grab Sentinel at level 6, then do whatever else you'd like with the rest of them, though I'd recommend Tavern Brawler and using Brooms and Mops (Because they're like polearms and are Improvised Weapons) and you'll get to Grapple as a Bonus Action at a 10ft. reach (If you'd like to. It's an option). Plus, if you don't multiclass, you'll have the most attacks per attack action out of the entire party. With your Bonus Action attack granted from Polearm Master, you'll have 5 at level 20. And Action Surge for 9. Go crazy. Hell. Grab Magic Initiate for the Hex Spell. It's free Necrotic Damage and you can even make it harder for targets to get out of your Mop. And, if you're looking for more Maneuvers, grab that feat for an extra die and two more maneuvers. Want to round out a weakness or two? There's a feat to gain Proficiency in a save. Options are what you do best.

(Reply to #8)

Coredump00

FrogReaver wrote:
(Reply to #11)

Coredump00

FrogReaver wrote:
#15

LuciusOfWherever

Jul 25, 2015 5:02:32

okay so i have a bit to respond to.

 

1st- My Dm said he would be fine with that so i can switch ripose/feint for Trip/Precision.

 

2nd- no, he does not use concentration checks

 

3rd- just remembered this, it might be important. i took defense because my DM says you couldn't really be a GWM without the fighting style so if you take a feat like that he gives you its lesser fighting style as well. so this might help me a bit.

 

#16

Yunru

Jul 25, 2015 5:06:26
So Great Weapon Master gives you Great Weapon Fighting? Nice. Take duelist rather than defensive though.
#17

LuciusOfWherever

Jul 25, 2015 5:42:39

Would duelist really be better than a +1AC? i mean it won't apply if i'm using a greatsword/polearm

(Reply to #13)

FrogReaver

Coredump00 wrote:
(Reply to #15)

FrogReaver

LuciusOfWherever wrote:
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FrogReaver

Yunru wrote:
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Coredump00

LuciusOfWherever wrote:
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FrogReaver

Coredump00 wrote: