mountain dwarf/barbarian min/max SOLVED AND THANK YOU ALL

Post/Author/DateTimePost
#1

danixxal_DM

Apr 05, 2015 1:40:50

would someone mind helping me get the best minmax for a level 1 dwarven barabrian. i am a mountian dwarf if that hels at all.i basicaly wanna know the best possible damage i can deal to a single target.

 

thanks for you time

#2

Echamil

Apr 05, 2015 6:16:46

With a Sixteen in Strength, while under Rage and rolling a Natural 20, a Mountain Dwarf can do this as a maximum damage at level 1.

 

Greataxe; 1D12 + 1D12 + 3 + 2: 29 on a Crit.

Greatsword; 2D6 + 2D6 + 3 + 2: 29 on a Crit.

Maul; 1D12 + 1D12 + 3 + 2: 29 on a Crit.

 

With a Sixteen in Strength, while under Rage, a Mounain Dwarf can do this maximum damage at level 1.

 

Greataxe; 1D12 + 3 + 2: 17 on a Maximum Roll.

Greatsword; 2D6 +3 + 2: 17 on a Maximum Roll.

Maul; 1D12 + 3 + 2: 17 on a Maximum Roll.

 

With a Sixteen in Strength, a Mountain Dwarf can do this maximum damage at level 1.

 

Greataxe; 1D12 + 3: 15 on a Maximum Roll

Greatsword: 2D6 + 3: 15 on Maximum Roll.

Maul; 1D12 + 3: 15 on a Maximum Roll.

 

You'd be better off going with a Half-Orc and gaining Savage Attack if you want to minmax a barbarian at level one, that or a Human Variant with an appropriate feat. There is a Gentleman's Guide to Barbariasm on the Players Board. It has in-depth information on what is subjectively better for a barbarian who mixmax's.

#3

RKVM

Apr 05, 2015 6:27:14

If you pointbuy you can have a 17 in both STR and CON at level 1 with a 14 DEX and 8's in INT and CHA. This means one less ASI spent maxing STR/CON that you can spend on GWM, Toughness, Tavern Brawler, Durable, etc.

#4

Echamil

Apr 05, 2015 7:41:34

That's IF his DM allows Feats.

Feats is an Opional Rule for the Dungeon Master's Approval.

 

I've played with a few groups that the DM didn't allow Feats or Multiclass.

#5

FunkySpunk

Apr 05, 2015 8:00:53

To answer your question:

 

Pump your STR as high as possible and swing a Greataxe, Greatsword, or Maul. 

 

Rage when you need more damage. 

 

That's how you can maximize damage. 

 

As for stats, I'd recommend maximizing STR/CON, putting a 14 in DEX, an 8 in INT/CHA, and pumping WIS if you can. Failing a WIS save can really hurt you, and/or the party. Plus, perception runs off of WIS, and you should take that skill. 

 

Wear medium armor. Everything else is fluff. 

#6

QwertyAzerty

Apr 05, 2015 10:31:13

Dwarf is probably one the worse good race in the PHB for a barbarian.

 

+2 Con is awesome, best race so far

 

speed of 25 and do not slow down when wearing heavy armor, The slow speed HURT a melee class soooo much, often making you waste a round dashing because you couldn't reach your target witha single move.Then is there many build out there that allow to use heavy armor with low strenght. Yes cleric could go with low dex, low strenght, wear a heavy armor and require that ability, but other then that, a dex fighter, will want a studded leather so he can beneficy from his Dex. Then your a barbarian so you are not even proficient with heavy armor.

 

Darkvision is great, but most race give darkvision now.

Dwarven resilience is great and is the saving grace for the dwarven race.

 

Dwarven combat training, as a barbarian you are already proficient with all martial weapon so you don'T gain anything. The class who would benefit from those weapon proficiencies, usually don't care about weapons (yes some rare weird build that some people want to try (a melee sorcerer without multicalssing for example) can benefit from this, but once against this thread is about a barbarian.

 

Tool proficiency? usefull, if you play your downtime. I've never saw an adventure where the DM ask me if I was proficient with mason tool to rebuild the wall I destroyed.

 

Stonecunning? expertise on history check related to stone work... yeah very usefull when you need to find the answer to the riddle "what was teh name of the dog of the daugther of the neighbor of this wall mason".

 

Then mountain dwarf: +2 strenght is awesome, great stat for a barbarian

Dwarven Armor training: see the weapon training. as a barbarian you are already proficient with those, and the class who are not shoudn't care about armor (I know a lot of wizard are going to flame me saying that armor wizard is great, but I still prefer my gnome wizard with 16 Intellect actually able to use his spell properly, and between mage armor and mirro image, and staying AWAY from the frontline (by using those long range spell for example) running around with a half plate sound a lot less usefull then the +2 Intellect from teh gnome (and the advantage on Int/Wis/Cha check, and the other cool bonus gnome get, Dex or Constitution bonus, extra cantrip, advantage on hide check, mechanical toys mimicing prestidigitation cantrip etc...

 

So if you want to maximize, go Half-Orc. If you want to play mountain dwarf, have fun, but be knowledgeable that the half orc is the most optimized choice, then variant human is the second best choice, then Mountain dwarf and goliath are equally as bad good choices.

 

Then for a barbarian, greatsword will give you on average more damage then a greataxe/maul. The maul will give you more damage on skeletons. Greataxe will give you more damage if you plan on multiclassing fighter champion and focus on critical damage, around level 17 greataxe will do slightly more damage on average, but you can chance between greatsword, great axe adn maul at any time, since you no longer get feat per individual weapon, your weapon feat are by groups of weapon (so you take great weapon master and it effect ALL heavy weapon).

 

So max your strenght, then take great weapon master (if you can multiclass go get 3 level of fighter, for great weapon fighitng style, action surge and the choice between crit on a 19 or battle maneuvers (ignore the Eldritch knight, shield is super cool, but you cannot cast it while raging. you might want to take your 4th fighter level, just so you don't loose a feat.

 

Then once you got 20 strenght, great weapon master, start boosting your Constitution or if you decide to fight with a polearm, (glaive and halbert are also heavy weapon) then take polearm master.

 

Some people will tell you to take great weapon master first, so if you find gauntlet of ogre power ot belt of giant strenght, you won't have waste a feat to duplicate the item, but this will depend on your DM and on your group.

 

 

(Reply to #6)

FunkySpunk

QwertyAzerty wrote:
#8

sotp_seamus

Apr 06, 2015 19:50:09

As far as weapons go, I'd take a Maul. The rationale is this:

 

The maul is a better weapon vs. a greataxe because 2d6 is statistically better than 1d12. If you hit, before STR bonus, you're guaranteed a minimum of 2 damage, where the greataxe's minimum is 1. The average of 1d12 is 6.5, the the average of 2d6 is 7 [2x3.5]. If you crit, before STR bonus, your minimum damage is 4 vs. the greataxe's 2. Here's the breakdown (assuming a STR of 16):

 

                                        Maul          Greataxe

Minimum Damage:         5                     4

Average Damage:          10                   9.5

 

Add on to that Rage, and the nu,bers start to add up.

#9

Patron1972

Apr 07, 2015 14:31:53

sotp_seamus wrote:
#10

DaomSlayer

Apr 08, 2015 11:38:38

Actually when you add static mods like rage and magic bonuses, the difference between 2d6 and 1d12 get less and less important. Except for crits, as people have noticed. Your maths will change at level 5 when you get that second attack, and whether you decide to take polearm master before great weapon master. Polearm master is a natural fit for a dwarf due to the reach, and it being heavy (which stacks with GWM). Not to mention granting up to two extra attacks per round, which with rage is a ton of chances to crit. I'd take polearm master at level 4 then great weapon at 8, after your prof bonus and magic item to hit bonuses offset the -5 to hit penalty more.

 

If you want to min max a barbarian, take your chances and roll for stats. Getting that 18 Str at level 1 is a big deal because it means less vying for feat slots at level 4 and 8 (for the two feats I mentioned). Then your dex and con scores will determine if you will be wearing medium armor or light or no armor. Keep a shield around to do exploring in "defense" mode. You have shield prof, use it. If you get surprise attacked, you aren't raging and that extra AC from the shield will be beneficial. Then you can drop the shield or just keep fighting that combat with it on, depending on the combat (e.g. if you decide to rage or not). Even dual wielders should consider switching between offense and defense mode (until they get Dual Wielder feat). 

 

The dwarf's 25 speed becomes less of an issue when you get Fast Movement. 35 is decent. Polearm's reach also helps a lot. Polearm master on a barbarian is just all kinds of OP I think. Up to 4 attacks at level 5. Perfect for min-maxing.

(Reply to #7)

QwertyAzerty

FunkySpunk wrote:
#12

FunkySpunk

Apr 08, 2015 14:26:16

QwertyAzerty wrote: