Tumgik
#you can be stronger than a ranger by playing just a fighter with the outlander background
dicebound · 8 days
Text
Striker D&D 5e Build
Tumblr media
My Stolas post is making the rounds again, so I thought I'd build Striker for funsies. 1. Lineage - Tiefling (Fierna) Being an imp, Tiefling is an obvious choice for Striker. What sub-lineage you choose varies on what class you end up picking for him. Zariel or Standard Tiefling is the most fitting in my eyes, followed by Fierna Tiefling for the charm and suggestion angles. If you wanted to play up the rattlesnake aspect of Striker's character, you could also go with Yuan-ti.
2. Background - Urban Bounty Hunter So here's the thing, we don't know much about where Striker comes from and why he's the way he is. He seems to be from the Wrath Ring, given his cowboy theming, and has a strong dislike of Nobles. He also takes jobs from just about anyone to do just about anything. I'd say Criminal/Spy, Urban Bounty Hunter or Outlander are your primary thematic options for him given what information we have at this time. I could also see Faction Agent with a specific tie to the Zhentarim in a Forgotten Realms game.
3. Class - Vengeance Paladin So Class is fun, as Striker can do a little bit of everything. He's a highly capable contract killer with a charismatic flair. He fights with guns and whips, rides hell steeds with ease, and even plays the guitar. He also seems to struggle to keep his cool under pressure as of his second and third outings. Because Striker has such a wide array of talents, he could realistically be many classes. Bard, Fighter, Ranger, Rogue, Paladin or Warlock all fit him to one degree or another. I feel stronger about the Martial Classes than I do the spellcasting ones, given we haven't really seen Striker use magic. SO let's break it down. A) Bard Striker is sexy and charming and Bard is the class most known for it's Charisma shenanigans. Their skill monkey nature fits Striker's wide range of capabilities. However, Striker isn't much of a spellcaster and no Bard subclass currently enhances ranged combat. If you want to go this route, go College of Whispers or College of Valor. B) Fighter If your DM allows Guns and Critical Role content from DDB, then Gunslinger Fighter is an easy answer. You really couldn't go wrong with it. If not, Arcane Archer or Battle Master Fighter could also do the trick. Arcane Archer more for it's focus on flashy ranged attacks and Battle Master for being just fucking good. Also Chevalier may be good to represent his ropin' and riding.
C) Ranger So Cowboys just *are* Rangers. They spend time out in nature alongside trusty steeds and stocks of steer. That being said, it's not a popular class in 5e and only Hunter really fits Striker as a character. I also don't know if I'd represent Striker as especially Wise, given his demeanor. D) Rogue He's a criminal who takes jobs with the mafia and assassination contracts against nobles, he's got Rogue energy for sure. Skill monkey also fits well with his wide range of talents. Assassin is a given but also consider Swashbuckler and Scout as subclass options. Swashbuckler for it's Charisma focus and stylin' on the enemy and Scout for it's ranger, outdoorsy flavor. You really can't go wrong with Rogue. E) Paladin This might seem way off base, but I think Paladin has some great potential to represent Striker really well. Charisma based martial class with limited holy power (angelic weapons anyone?). While we don't know the full scope of it, Striker seems to have an ideology that he's intent on carrying out and holds against others. Oath of Conquest, Oath of Vengeance, or Oathbreaker are the stand-outs to me. My only grip is Smite doesn't work on Ranged attacks (though One D&D may fix that) Conquest's battlefield control really fits the fantasy of fighting and winning against multiple people at once, while Vengeance seems to fit his anti-noble ideology.
F) Warlock Finally, we need to pay some lip service to Warlock. Striker is a demon, he usually works for a greater evil (Crimson or Stella for example), and Hexblade may be too good to pass up. Also hey, Eldritch Smite is a thing. I don't see Striker being anything other than Pact of the Blade for this though and He hasn't been shown doing any real spellcasting. It's one of the weaker options in terms of accuracy to the character.
For my purposes, I'm gonna go with Vengeance Paladin but really Assassin Rogue, Hunter Ranger, and Gunslinger Fighter are all excellent options.
4. Stats With +2 Dexterity and +1 Charisma from Tiefling (Origins) and using point buy I would distribute his stats as follows: Str - 14 Dex - 16 Con - 12 Int - 10 Wis - 10 Cha - 14 If not for the Strength requirement of Paladin (minimum 13) I may not have it so high. You could variably give him higher Intelligence or Wisdom but Striker has some butt monkey tendencies after his first outing that make me happy with how I've spread his stats. Alternatively, you swap his Dex and Charisma scores around as well.
5. Skills Skills that make sense for Striker are Athletics, Deception, Intimidation, Persuasion, Stealth, Animal Handling, Survival and Perception. You could also grab Performance for funsies. For my build, I grabbed Athletics and Intimidation from Paladin and Persuasion and Deception from Urban Bounty Hunter.
He also gets some tool proficencies from his background so I grabbed Thieves Tools and a Lute (sweet victory!).
6. Spells In my build, he's still a partial spellcaster. Most of his spell slots will go to Smite, but let's take a look anyway. Can't go wrong with the Smite Spells, Bane or Bless, and Heroism or Divine Favor could all be great. He debuffs his enemies or buffs himself and hits you where it hurts. Find Steed/Find Greater Steed seems like a must once you reach high enough level to take it.
7. Feats (Optional) - Skilled (Survival, Animal Handling, Perception) Most people use feats and feats at first level, but they're technically optional. That being said you have a lot of good options. Infernal Constitution from Tiefling could be nice to make Striker just hardier (he takes a lot of punishment in the show). Dual Wielder, Crossbow Expert/Gunner and Sharpshooter/Firearms Specialist are no brainers for a ranged focus character like Striker (varies if you use guns or not). Skilled / Skill Expert to show just how much more talented he is than you. Alert, Mobile, Tough, and War Caster are all easy choices with no real downsides. Mounted Combatant could be fun if you want to focus more on the ropin' and ridin' aspect of Striker's character.
12 notes · View notes
dilftrand-bell · 3 years
Text
what i really want for campaing 3 is to see someone playing a Gloomstalker Ranger, for two reasons:
one, it's actually a pretty good subclass with a bunch of interesting abilities and spells; and
two, i want to see matt's face the first time the ability that makes you invisible to creatures that use darkvision on total darkness gets used :)
23 notes · View notes
grailfinders · 3 years
Text
Fate and Phantasms #202
Tumblr media
(Woof, we were almost a day late. Sorry about that, just got a second job. The first one at Facebook isn't working out that great. Anyway!)
Today on Fate and Phantasms we're getting a little bit beastly with the help of Atalante (Alter)! Move fast, hit hard, and outlast anyone who gets in your way. She's a Beast Barbarian for some beastly armaments and extra mobility, plus a Brute Fighter to hit harder and last longer.
Check out her build breakdown below the cut, or her character sheet over here!
Next up: They say every mentor learns from his students. This next servant really took that lesson to heart.
Race and Background
This Atalante is still a Shifter, but thanks to that beast's hide she's wearing, she's now a Beasthide Shifter, giving her +1 Strength and +2 Constitution (Thanks, Tasha!) She also gets Darkvision, Keen Senses for Perception proficiency, and a Toughness that gives her proficiency with Athletics. The big purpose of the class, however, is Shifting. You can transform into a fuzzier version of yourself for up to a minute once per short rest. Because you're a beasthide, your shift is a bit tougher than most; you gain 1d6+your level+ your constitution modifier temporary hit points, and your AC goes up by 1.
You're also still an Outlander, giving you Survival proficiency to live off of hydras. You would normally get athletics too, but you've got that already, so grab Persuasion instead. You're able to keep Yagas together, that's no small feat.
Ability Scores
You might be a wild animal now, but your speed is still your greatest asset, so your Dexterity should still be pretty high. Second highest now is your Constitution, that hide you've got on is really tough. And distracting, I mean you look like a goddamn Power Rangers villain. You kill things with your bare hands, so your Strength has to be up to snuff too. Your Wisdom is also above average, the Yaga seem to like you fine. This means your Intelligence isn't that great- you're not Chiron's star pupil this time. Finally, dump Charisma. You're a terrible liar, and you're hard to get along with.
Class Levels
Barbarian 1: Starting off as a barbarian makes your AC even better, thanks to Unarmored Defense. Now you can add your constitution and your dexterity modifiers to your AC while unarmored. (I know you technically get armor later, but it completely avoids your vital organs, so I'm not counting it.) You also get Rage, spending a bonus action to make you stronger (advantage on strength saves & checks), tougher (resistance to physical damage) and more brutal (bonus damage from strength-based attacks). Oh right, you also get proficiencies. Strength and Constitution saves, plus Intimidation and Nature skills. You're a scary wild animal, yes you are, yes you are!
Fighter 1: You still need weapons though, and rather than wait for two levels for your subclass, we'll go into Fighter right now for an Unarmed Fighting Style. You can punch people for 1d6 damage (1d8 if you have two hands free), and you can deal damage to grappled creatures if you start your turn holding onto them. You also get a Second Wind, healing yourself as a bonus action.
Barbarian 2: Second level barbs can make Reckless Attacks; you get advantage, your enemies get advantage, everyone wins! Except your enemies, because they'll all be dead before they get a turn. You also get a Danger Sense that gives you advantage on dexterity saves. You're still kind of a cat, I guess.
Barbarian 3: Third level barbarians set down a primal path, and the path of the Beast is for those who want to rip and tear, until the job is done. Right now you get a Form of the Beast when you rage, giving you one of three natural weapons. You can bite, dealing 1d8 piercing damage and regaining HP once per turn if you're bloodied. Otherwise, you can use your Claws to deal 1d6 slashing damage, and you get one extra attack with them per turn. The last one's less in character, but you can still grow a Tail if you want, dealing 1d8 piercing damage on attack, and you can use your reaction to apply a d8 to your AC against an attack that hit you. You also get Primal Knowledge in another barbarian skill. Pick up Animal Handling, it might help with the Yaga.
Barbarian 4: Bump up your Strength for better fighting. Real simple.
Barbarian 5: Fifth level barbs get an Extra Attack each attack action, as well as Fast Movement giving you an extra 10' of speed each turn. Turns out, you're fast! Who knew!
Barbarian 6: Sixth level beastbarians find their Bestial Soul, making their rage weapons magical against resistances. Whenever you finish a rest, you can also Self Evolve in one of three ways. You can gain a swiming speed and breathe underwater, a climbing speed that negates the need for climbing checks, or you can add an Athletics check to your jump distance once per turn. Normally, you can make an 8 foot long jump without runnig. Now you can jump a distance between 15' and 34'. It's a pretty good jump boost. The jump is the most in-character, but feel free to evolve whatever you need for the situation.
Barbarian 7: Seventh level barbarians grow even faster, with their Feral Instincts giving them advantage on initiative rolls, and you can ignore a surprise round by raging. Which you'd probably do anyway, so just roll with it. Speaking of raging, when you do so, you can make an Instinctive Pounce to move half your speed as part of the bonus action. You're not as fast as your archer self, but this'll help close the gap.
Fighter 2: Yep, we've got enough primal stuff, time to make it hurt. Bouncing back to fighter now gets you an Action Surge. Once per short rest, you can add an extra action to your turn, no strings attached. Use this to attack and you can hit people four times per turn, or five times with your claws!
Fighter 3: Third level fighters get their martial archetype, and becoming a Brute makes you a bit more heavy-handed. Your Brute Force lets you add a d4 to every damage roll you make with your weapons, and the die grows as you level up. This means your teeth are now arguably as strong as a greatsword.
Fighter 4: Another ASI! Bump up your Strength.
Fighter 5: Unfortunately, the fifth level of fighter gets you absolutely nothing. Extra attack doesn't stack like that. :(
Fighter 6: Use this ASI to grab the Mobile feat, for extra movement and the ability to shut down the attacks of opportunity from anyone you tried to hit this turn. Getting hit is for slow people.
Fighter 7: Seventh level brutes get Brutish Durability, adding a d6 to every save they make, up to and including death saves. If this brings a death save to a total of 20 or higher, you automatically pop back up with 1 HP. Barbarians tend to make the most death saves out of any party member, might as well be good at it.
Fighter 8: Another ASI! Grab the Martial Adept feat for a superiority die (1d6) that you can use to perform one of two Battle Master Maneuvers once per short rest. A big part of this build is adaptability, so the final say in what maneuvers you get is up to you. That being said, I highly recommend Ambush for a boost to stealth and initiative rolls, or Maneuvering Attack for even more mobility. It adds damage to your attack, and you can let one friendly creature (including you) move half its speed without provoking opportunity attacks from the target.
Fighter 9: Now that you're Indomitable, you can re-roll a failed saving throw once per long rest. I know berserkers are glass cannons in FGO, but that's just how they flavor their easily tricked nature, really they're hard as hell to fight, even if you've got fireballs and shit.
Fighter 10: Tenth level brutes get a bigger Brute Force die, now you add 1d6 to every attack, so your hands are as powerful as a greatsword. You also get an Additional Fighting Style, so grab Superior Technique for a second superiority die per rest and a third maneuver of your choice.
Fighter 11: Eleventh level fighters get another Extra Attack, and this one does stack, so you can attack up to 6 times per turn, or 7 with your claws and your action surge.
Fighter 12: Use your last ASI to become Resilient to Dexterity saves. You get +1 dexterity, and proficiency with that kind of save. So yeah, you now have advantage, proficiency, and an extra 1d6 against that fireball. Good luck, spellcasters.
Fighter 13: Our capstone level is a second use of Indomitable per day. Not the flashiest way to end a build, but at least you're not a sorcerer.
Pros and Cons
Pros:
When you want to hurt someone, they really hurt. With four claw attacks and three unarmed attacks, all boosted by rage, maneuvers, and brute force, you can deal 3d8+13d6+42. And those are all with advantage, so you've got a good chance of dealing a crit. Even without that chance, you can still deal over 100 damage in a single turn with average rolls.
You've also got plenty of Mobility to stay on top of your prey, with a base movement of 50' per turn and the ability to jump an absolute minimum of 20', or you can swap in other kinds of movement if you're going to the sea or a cliff face. You've also got several ways to pour more speed in if you need it. You won't be able to win a race against your archer self, but you'll definitely make her work for it.
Your saves are ridiculous, especially your physical ones. You've got proficiency in all three, good scores, an additional 1d6, and your strength and dexterity saves probably have advantage. If people try to get through your hide, they'll find your skin is just as tough, with an AC of 16-17, damage resistance, almost 200 HP, and plenty of ways to heal yourself.
Cons:
If you can't catch up to a person, your range means you're screwed. Your best weapons are all melee range, and you'll just end up chasing them around like a fool. (Technically you can just... pick up a bow and use it, you're a fighter after all, but we're playing to character.)
Despite your save shenanigans, your low charisma means you still might end up getting shunted to another dimension. That would explain how you got to the lostbelt, though....
We spent a whole feat and fighting style on those superiority dice, and to be honest they're probably not worth the effort. Bumping up your strength and picking up the Mariner style would be just as useful, if less customizable.
28 notes · View notes