Errors: 10:28 text on screen says two-weapon fighting. But I say you should pick great weapon fighting. Pick great weapon fighting. 11:00 & 11:32 text on screen says resilient (con). What I say is pick Resilient (wis). Pick Resilient (Wis), you already have Con prof. Sneak attack: What I say isn't an error, you do get it but it doesn't work with your weapon. I failed to mention that in the video. What you're really out for there is Cunning action and Assassinate. This Video is Sponsored by Brancalonia: acheronstore.com/rpg-brancalonia/ Here is the Core Bundle I recommend checking out for Brancalonia: acheronstore.com/shop/Brancalonia-Core-Bundle-p632559647 These are the Best Low Fantasy Books I've ever seen for D&D 5e! Thank you very much Acheron Games for sponsoring this video!
If you take archery fighting style and sharpshooter along with the fact your weapon as a giant barbarian has the thrown property you can turn this entire build into a throw build. Since thrown weapons when thrown count as a ranged weapon making a ranged attack roll
@@ivandotson9448So it's kinda dumb, but the third bullet of Sharpshooter that gives you the -5/+10 says "Before you make an attack with a ranged weapon," and Elemental Cleaver just gives the weapon the thrown property instead of turning it into a ranged weapon per se, which means you wouldn't get the extra damage from Sharpshooter unless you threw darts, which are ranged weapons that can be thrown.
If you make or are making a ranged attack, it's a ranged weapon, It isn't specified what is considered a ranged weapon, so technically a thrown weapon counts as melee and ranged. Edit - technically a thrown weapon IS still only a melee weapon, but it's more just up to the DM to decide if it counts as a ranged weapon for thrown weapon attacks.
Small note: where you talk about the first two levels of fighter, you mention taking Great Weapon Fighting, but have up Two Weapon Fighting up on the video. Also first fighter ASI you say Resilient Wisdom, but have Con on the vid.
Fun fact: Favored foe doesn’t conflict with rage because it isn’t a spell, only uses the same concentration rules as spells. And rage specifies that you specifically can’t concentrate on spells, not anything that uses those concentration rules. Edit: the rules in question. When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you *lose your concentration* (as if you were concentrating on a spell). Rage states: If you are able to cast spells, you can't cast them or concentrate on them while raging. (Notably nothing about losing concentration, so favored foe is unaffected as it isn’t as if it’s a spell for this purpose) However this wording is used in concentration rules, so I’m not exclusively nitpicking. Incapacitation or Death: Being incapacitated or killed. *You lose concentration* on a spell if you are incapacitated or if you die. Casting another spell: Casting another spell that requires concentration. *You lose concentration* on a spell if you cast another spell that requires concentration. You can’t concentrate on two spells at once. Therefore, RAW, you don’t have to worry about rage or damage taking away favored foe. Funny tech, but very much RAW and probably not unbalanced tbh.
I believe that there was a Jeremy Crawford tweet saying that this doesn't work RAI when discussing the Trickster Cleric's channel divinity, but I think RAW you're in the right here, can't find the tweet as of right now
I don't think that's correct. Rage says you can't concentrate on spells (if you are able to cast spells, which is why you can concentrate on spells while wildshaped and raging, but that's a story for another day). Favored Foe (FF) says "as if you were concentrating on a spell". It doesn't specify which parts of concentration rules apply to it, so we have to assume that for all intents and purposes concentrating on FF is the same as concentrating on a spell. Thus, you can't concentrate on FF when raging, because FF is a "spell" as far as Rage is concerned.
Personally, if a Barbarian-Paladin is allowed to use Smites while Raging for boatloads of damage, I don't see why I'd disallow a Barbarian-Ranger from using Favored Foe for a single 1d4 (or d6 or d8) per turn. And even if you stick strictly to RAW, you can still _use_ Favored Foe while Raging, you just need to spend another use of it on each turn instead of keeping it up with Concentration.
@@justfrankjustdank2538 the wording as if specifically contradicts it actually being a spell. Rage only disables, concentrating on spells. Edit: and it does specify. It only counts as concentrating if you would lose(not stop) concentration. This is wording only used for casting another spell(and incapacitation and death but who cares) which requires it funnily enough, so that’s only something a ranger would have to worry about since a barb can’t do that anyway.
I really like this approach of showing the different pieces. It conveys more of a "go out and experiment". Of course you can always choose what you want for your own character, but this broad showcase is imo really really helpful to get started with optimizing, because the way the the features fit together is explained.
My favorite Glass Cannon Build is “The Elven Sentinel”. Samurai Fighter 11 + Gloomstalker Ranger 3. Dex +2, Sharpshooter and Elven Accuracy. Turn 1 with 8 attacks with triple advantage is realy nice! The better part is that the nova damage is once per combat / short rest!
I am recently playing back a Barbarian with a pseudo-giant barbarian (made the character with homebrew that works very similarly before the subclass was released), and he is level 6 rn. I could likely make this the next progression for the character, so thank you so much!
Optimizing your martial character by using the Gloom Stalker + Assassin combo is like optimizing your golf swing by replacing your club with a drone that can drop the ball in the hole.
Getting war flashbacks to my DM who never gave us surprise. Even if we literally ambushed the enemy. Everyone was just "ready for a fight" so we never surprised anyone
I once did a similar glass Cannon build, but I had more levels in fighter using echo knight to maximize attacks, 3 gloomstalker, 3 assassin, 3 Barbarian (probably totem subclass is best at 3) also you can multiclass in all of these after 5 lvls of fighter starting with gloom or barb, this does only give you 3 score improvements from fighter lvls but I was using a giant's belt so I did not care, 3 was all I needed for heavy weapon master and lucky/resiliant
I like that you didn't take lvls in Paladin 🐊. Wend i think of nova damage i think of paladin+assassin critical smiting, but that is a 1 or 2 time per day thing, not a consistent reliable damage. And this barb can auto heal, i like it a lot. A half/hill giant that eats berries to heal sounds awesome 👌.
Okay lets provide a backstory for this character. Backstory: Kolgarn The Wise. Kolgarn at a young age was afflicted with a disease. A disease that wiped out most of her tribe, but due to the magic of giants she managed to survive. She spent the rest of her childhood being raised by giants learning their secrets and learning how to fight like them. During thattime she also learnt some runic magic. She used a mixture of runes which she tatooed all over her body and her fighting instincts. Aged 18 her whole body was covered in a tapestry of different tatoos depicting various stories about giants and their history with pictures surrounding each rune. This is where her "rage" comes from. It is a magical ability. This also explains the spells she has from Cleric and Ranger. Also her assassin abilities were also the effects of runes. As she explored the world and went on her travels with a party, she would acquire more magical ink to tatoo more magical runes. Kolgarn may be a magical powerhouse of a warrior, but she still had that afflication. Shortness of breath, vulnerability to various diseases, a fragile body and very low resilence. She is the type of warrior who ends fights quickly because she has to. However every so often there would be foes who would tire her out. She may be the strong bruiser, but her body was made of glass.
I’ve been playing a barbarian with two levels in war magic wizard. The feature the subclass has works very well, even when raging because it increases ac and saving throws considerably with a reaction. The spells are mostly out of combat stuff with magic missile as my only damage spell. It’s very fun to play, and the flavour is awesome.
ah yes, the Bonk Build also it really is staggering how few features martials get at high levels, considering how much casters are gaining with higher level slots. like did they think a slight increase in chances to hit and damage on hit would make up for it?
You could also use darts! That'd open up the option to take sharpshooter, the thrown weapon fighting and archery fighting styles, quick toss, and you could add a little extra damage with sneak attack. It takes fewer feats to come online too, so you could start with another lineage like bugbear to double down on the first-turn nova round. The big problem would be that you'd have to rely on rage to get that dart back, or have an artificer party member that's kind enough to make you a returning dart. Plus, you wouldn't be able to use your bonus action to attack very consistently because you'd have to rely on quick toss while also using your superiority dice for precision attack :/
Gift of the Metallic Dragon is a better fit for barbarians, you get to cast Cure Wounds once/day, which would only be useful outside of raging, but the ghostly wings can be used even while raging & it adds the proficiency bonus to to your AC (proficiency bonus times/day) as a reaction to an attack. It unlike Shield is per attack & does not last until your next turn.
Would it make sense to trade Ranger 4/5 and Assassin 4 for Barbarian 9? Feral Instinct giving advantage on initiative combos can ensure that Assassinate functions properly, and Brutal Critical can actually add reliable damage with Assassinate, combined with Dread Ambusher and Action Surge to add yet another 2d6 to all six greatsword attacks in the first round. Feral Instinct would also let you move up to 75 feet on your Rage turn instead of 50 feet. As long as you have an ally providing Pass without Trace, I think this would be a solid nova improvement overall.
I've done a very similar Gloomstalker 5/Battlemaster 4/Peace 8/Ass 3 build before. I never really considered Barbarian since it was a Dex half caster-ish build, but honestly Swapping to strength and going harder into the martial instead of Peace cleric casting would be interesting.
It seems like nobody talks about Path of the Ancestral Guardian barb, but it feels like the best (only?) healer in the game and can still go pretty hard in melee range. Sure, they're spell vulnerable, but that's what your friends with Counterspell are for.
UA Wildsoul 6 is insane. It's like printing spell slots. There's no short or long rest component here, just the ability to take punishment without dying. So I'm considering something like UA Wild Soul 6/(Wis) Mutant Blood Hunter with the level 6 ability reskinned as giving an ally a mana potion or a mana injection.
... echo knight on the third level - The barbarian on the 5th: you can make eight attacks in one row... With proper poison feet you can do a planted image with criticals from 3rd level rouge assassin...
I had an idea for a barbarian/rogue build that’s kinda wonky. Be a thri-kreen now you can duel wield a great sword and a short sword. Use reckless to get advantage in order to proc sneak damage from your bonus action attack. It’s wired and probably not optimal but there you go
On the opposing side if you want something that does decent damage but cant’t die. For race either satyr or yuan ti. barb 1, druid 2 (moon), wizard 2 (bladesinger), cleric 1 (peace). From there you can go whatever you want. I like going druid and barb for extra resistances and higher ac/better wildshapes (barb bear totem or beast. Bear makes you resistant af, beast gives you extra damage or even higher ac which works with wildshapes) For background go either wildspacer, strike of the giants, or rune carver. You’ll rarely miss attacks, rarely fail saves against spells if ever, be a massive hp pool, and even in animal form have ridiculous ac. Prioritize dex, int, and con or wis. I prefer con for out of wildshape reasons. dump str and cha. Lets say we’re using point buy. Str-8 Dex-14 Con-14 Int-15 Wis-12 Cha-8 Using tasha’s put all 3 extra points into int to get 18. Most dms will allow ac calculation to stack when it comes to mage armor and unarmored defense. If they do it makes the build stronger. If not it’s perfectly fine. When not in wildshape activate bladesong and cast shield of faith on yourself. your ac becomes 20, with shield as a reaction 25. You can also rage so that you take half damage. When in wildshape the same rules apply. Prior to wildshaping have bs and sof active (you can concentrate on spells while wildshaped), and transform. Your ac is dependent on your wild shape so a few picks are: Brown bear: ac19, hp34 (68 with rage) thick and hits like a truck. Clawfoot: ac21, hp19(38 with rage), pack tactics, really good skill bonuses for a wildshape, pounce and multiattack. Giant hyena: ac20, hp45 (90 with rage), rampage, good damage, no multiattack but good at grappling and other skills. Giant spider: ac20, hp26 (52 with rage), climbing speed, stealthy, web (fucking amazing control ability that pairs well with a barb as its not a spell), and possible poison damage (situational). They’ve also got blindsight (10ft) and darkvision so they pair great with darkness/fogcloud which is what i recommend using the most when not concentrating on sof (or have a buddy cast it). Tiger: ac20, hp37 (74 with rage), pounce for extra attacks on prone targets. I recommend pouncing as much as you can to get them prone, then grapple them or have an ally prone-grapple them. You now always get that extra attack and this means you hit harder. Good skills. Dire wolf: ac20, hp37 (74 with rage), pack tactics, every bite has a chance to prone a target. This is all at level 6. You essentially triple to quadruple your hp, hardly miss or fail saves, can heal yourself in wildshape, and are hard to hit even in wildshape. Depending on the background you chose you either have a much larger healthpool (tough from wildspacer), extra spells that scale and can be casted at their lowest for free (rune shaper from rune carver. this means free armor of agathys, free fog cloud, free comman, and free inflict wounds), or do more damage with extra effects on them (strike of the giants. In wildshape your save dc for these varies based on the form you chose as the save dc = 8+PB+str or con.) Out of wildshape you have so much utility and support and are never ever getting hit especially if you have fog cloud or similar up. In wildshape you’ll never die and hit hard. When you get to the point of having cr2 wildshapes always go giant elk or relic sloth for insane hp and damage.
I should also mention you have to choose either rage or shield of faith unless you have an ally to cast it on you or have something like ring of spell storing for your familiar or buddy equivalent. For feats you can take whatever you want, except you should always take lucky. No other feat compares. I recommend things like sentinel, metamagic adept, taking any of the feats from the backgrounds i mentioned that you didn’t get, or saying fuck feats and go for fighter battle master (natural weapons count as weapon attacks per RAW) Also forgot to mention the strongest strike of the giants choice is cloud strike. Less damage but if they fail the save you become invisible to them until the start of your next turn or if you attack/cast a spell before then. You can then later get guile of the cloud giant, “Increase your Strength, Constitution, or Charisma score by 1, to a maximum of 20. Cloudy Escape. When a creature you can see hits you with an attack roll, you can use your reaction to give yourself resistance to that attack’s damage. You then teleport to an unoccupied space that you can see within 30 feet of yourself. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.”
I'm currently having fun with a Barbarian Rogue Multiclass, but I doubt that there is much room for Fighter and Cleric in that build. But thanks for the great build!
A great thing to remember as a strength-based rogue, or strogue, is that you can absolutely make a Great Weapon Master sneak attack. All you have to do is get a heavy crossbow. It's a two-handed, heavy weapon, and Improvised Weapons lets us use it as a Greatclub, which we're proficient with. Now we're making a melee weapon attack with a heavy, two-handed weapon for GWM, but also attacking USING a ranged weapon, for Sneak Attack. Tada! -5 to hit, reckless attack at advantage, for 1d8+sneak attack+rage damage+strength mod+10. Worst case, DM says if you treat it as a Greatclub, it loses the ranged property for the purpose of the attack, and you have the base damage die be a 1d4 instead. Plus, what's more hilarious than a barbarian realizing that if they pull out a heavy crossbow, the enemy will get in close expecting a ranged attack, only to sucker punch them with this big heavy hunk of wood and metal that takes far too long to shoot for them to worry about when they're mad?
@@alyssa_vatalth Ah dang, you're right. If we try to light it on fire and ask for 1d4 extra damage on a hit, the DM might say the Loading property prevents us from FIRE-ing it more than once on our turn. :P
Honestly going GWM and PM makes the rogue levels mostly dead levels damage wise. If you go PM and Dual wielder then you get 2 rage sneak attacks around. PM gives you an extra AOp trigger when you weild a Weapon that counts but you don't have to attack with the polearm.
@PackTactics I was listening on a public transportation commut and didn't see it. I deleted the first paragraph because it was too confrontational with the pinned comment in mind. But IMO going for Assassinate without also accommodating sneak attack is a bit of a waste unless you build to make your one guaranteed* crit per combat as devastating as possible. (Arguably, if you play at a table that doubles damage instead of dice, then this point is moot) Going for Cunning action is fine. Any extra use for your bonus action is definitely optimal. I was going to suggest monk or goblin as alternatives, but they are straight up antithetical to GWM.
Personally, I'd recommend that if your party can't reliably surprise enemies for whatever reason, the Rogue levels, if kept at all, might be better used with Scout, Swashbuckler, or Thief for the additional mobility, in case you need to skirmish to get around low priority targets and maintain focus fire on bigger threats. Alternatively, if you don't keep the Rogue levels and can spare enough points in Charisma, a little bit of Paladin might be worthwhile so you have something to use your spell slots on while raging. Vengeance is the obvious choice since it also gives you Vow of Enmity, but you can get Advantage so reliably with Barbarians that Watchers might be the superior Oath since its Channel Divinity includes the ability to give yourself advantage on mental saving throws, making you a little more resilient against crowd control.
I would actually suggest Monsters of the Multiverse’s Bugbear for it’s extra 2d6 per attack against creatures that haven’t taken a turn yet and it’s extra reach, though it would delay your feat progression.
How well would a shadow monk (6) rogue combo work? Inquisitive and assassin seem like good subclass options, but I'm not sure how well it would work. I can see there being massive potential with surprise rounds, especially on assassin, as you have the shadow monk teleport, and inquisitive meshes stats well, and provides some unique abilities. I plan on using this multi class in an upcoming campaign, but I do want to know how effective it would be in combat, as the build doesn't really come online until at least level 7, when your taking mostly monk levels after the first rogue level to start.
I personally like to get to level 8 since advantage on initiative at 7 is ok and another ASI is always useful Though I go to 6 first then jump then grab those extra 2 levels.
Honestly, I think I'd rather take the utility of extra cleric levels over the assassin or even maybe the Gloomstalker levels. Giant barbarian has some fun higher level subclass features. Martials do okay on the damage front but access to utility might be even better than 9 levels across 2 disjointed subclasses that don't provide much beyond expertises. 10 Giant Barb, 4 BM fighter, 6 Peace Cleric lets you do damage while having solid utility in and out of combat. Hell, I'd say maybe swap ranger levels for Spores Druid and go 10 Giant/5 Spores/1 Peace/4 BM, become the large angry mushroom man. Still get Spike Growth/PWT and you get a free damage rider on a few attacks with more survivability at the cost of 1 start of the combat attack and a d8. Let your allies give you advantage.
I was thinking you could do 4 barbarian and 6 fighter instead so you can get 3 feats and extra attack Only thing you really lose is barbarian path upgrade so it depends what you go with
It is, so you can't use Sneak Attack with this build in an efficient way at all. The reason behind the Rogue levels is Cunning Action and Assassinate (even though it depends on your teammates to use it, so most of the time there's only 2 Rogue levels actually worth taking). I suspect he just misspoke 😂
The build isn't interested in using sneak attack. It would only be 7 extra damage per round. The rogue levels are for the auto crits on four glaive attacks which are all likely to land, adding 3d10+1d4 or 19 extra damage. You could make a ranged version of this build that would use the sneak attack though, take Crossbow expert and Sharpshooter instead of GWM and PAM, only take two barbarian levels for reckless attack, and spend the extra levels on rogue or ranger. I think this would squeeze some extra damage and accuracy as well as the inherent advantages of fighting at range, but you'd miss out on barbarian subclass features and a little bit of health and the loss of rage damage and the d10 weapon might hurt more than the sneak attack and archery fighting style would add.
@@WolfbloodJakeWilliamsWhat I'm saying is that you don't have any way to make Assassinate work reliably without relying on your team until super late in your career, so for a standalone build I would present it with just Rogue 2 and probably end up as Barb 8/BM 4/Peace 1/Gloom 5/Rogue 2 instead, since otherwise you're assuming a party that is casting PWT for you rather than a self synergy between your features like you could get as Flagship Ranger. And yeah, Sneak Attack is whatever. If you know there's a Druid or Ranger on the party, go for that 3rd lvl though!
Just get a heavy crossbow, then make an Improvised Attack in melee with it. BAM, two-handed melee weapon you're proficient with, but it's USING a weapon that HAS the Ranged property. -5 to hit, reckless attack for advantage and sneak attack, deals 1d4+strength mod+rage damage+sneak attack+10. (1d8 by using it as a Greatclub if your DM allows it to still be treated as having the Ranged property if you do that. But that's a bit more squinty.) Then drop it, pull out your real weapon, Extra Attack, and that procs your PAM bonus action attack.
Can you do a short on a version that dips for shield? I'm trying to figure out the stats/feats for it and man its weird. You can start 12 wisdom because you're gonna take resilient wisdom before cleric/ranger. But I can't figure out how to get 13 dex and 13 cha without lowering constitution below 14. The best I can come up with is 16/14/12/8/12/13 or 16/13/13/8/13/13. Seems really weird to sacrifice a +1 to con and HP during early levels just for shield in the later levels. It's not like there's a good half feat for con and you probably want feats or +2 str before +2 con or +1 con,+1 dex. Rage fiend seems like a way better build to grab Shield on (5 barb/1 sorc/14 fiend warlock).
I was working on a barb glass cannon for a one shot lol when I saw this. Right now im thinking trying to do a mounted Giant Barb with a lance, so no GWM and no PAM, but im thinking of starting with an oversized lance and just always reckless attacking. With 6 barb lvls, that's a 3d12 + 1d6 + 2 + Str weapon in rage, with 20ft reach thanks to bugbear, plus a BA attack with Dual Wielder that only does 3d12+2. The question is, is this a good idea, or is a mounted giant barb a bad idea, and i should just go grounded? And if i go grounded, would it be worth keeping the lance, or should i rid myself of a bit of dmage for PAM? If it's oversized, I won't benefit much from GWM, so that's the other thing. Do i not oversize the base halberd then to use GWM instead? And do i pick up Echo Knight for more coverage thanks to the absurd range?
There's plenty of violent Warriors who fight for peace. That's like the ultimate goal for majority of adventuring parties. Like for example: wanting Strahd dead. If you kill Strahd, a lot of good things happen.
@@PackTactics You might be able to spend some things if you drop rogue/ranger and grab hexblade/divine soul/paladin, if you pick up Lucky you can turn disadvantage into super advantage, then grab champion instead, but it would be weird, more resource intensive and the damage would be overall lower on average even though your peaks might be a little bigger some times, maybe pick up more sorc levels so you can build bigger spell slots, but you might also need to take martial adept but your ASI would be suffering. Might be viable if the DM does 2 combat days with a short rest in the middle, otherwise I can't see you doing anything but throwing your glaive while standing on the back lines on combat 3+.
@@chiepah2 I think if you go for eldritch smite then that will do more for the build than going Paladin. You also have 3rd level pact slots for counterspell. If you go 5th level divine soul instead you get Spirit guardians and that can be pretty crazy for this build.
Could someone please explain why its optimal to pick "two-weapon fighting" instead of "great weapon fighting" with our fighter levels Edited because of spelling
Kobold, do you have any video covering/talking about green flame blade or booming blade? I dont think they're super great but i would like to see you talking about them and making some fun builds with a bit of optimization
The problem with those is that they don't work with Extra Attack, so you need something like Bladesinger that lets you replace an attack with a cantrip. Then we're probably mostly doing the Bladesinger stuff, since we're in melee now. But if you're interested in what a Bladesinger optimizing those cantrips could do, check out Kolby's Bladesinger 3.0 (The Flamesinger) build. (d4: D&D Deep Dive and Pack Tactics have done content together and promoted each other, so I assume it's okay to mention them here!) It does some interesting things like bouncing green flame blade off of yourself to hit them, too, and then using absorb elements as a reaction on your own fire damage. Probably only mid-op, but still a cool build if that's your jam or you can't run high-op at your table.
Very nice build. Obviously very similar to the Flagship ranger. Dont know how great the 3 levels in rogue are here though, considering that you never get to sneak attack using a polearm. But i dont know what would level instead. Neither paladin nor more levels in barbarian seem inviting.
@@AtelierGod We are considering 4 levels of rogue against 2 in fighter and 2 in barb. So its either the rogue Chassis + 1 ASI + Assasinate Vs Brutal critical, which is sadly very bad + 2 ASI
I'm playing a Ranger and I'll pick Gloomstalker, for my first level I picked Stealth as my expertise, I want a stealth/control style of play, what multicalss should I pick Battle Master or Assassin Rogue? Both look so good
I want to surpise foes and end then in the first turn, Gloomstalker and Assassin Rogue can easily do this, but Fighter with another Fighting Style and Action surge is also great
Personally, I'd recommend Battle Master over Assassin unless your DM is very forgiving about running Surprise. Basically, if they run Surprise RAW, Assassin is really inconsistent. The way Surprise works, everyone still rolls Initiative as normal, but anyone who is Surprised has the Surprised condition, which removes their ability to move or take actions or reactions until the end of their first turn. So, if you Surprise an enemy, but then roll lower Initiative than your target, Assassin gives you absolutely nothing. No advantage on your attack roll, because your target technically took a turn in combat, even if they couldn't move or take actions during it. And no automatic critical hit, since the Surprised condition automatically clears itself at the end of their turn. It's the reason the last Rogue playtest completely redid Assassinate. They keep the advantage on attacks against enemies in the first round that haven't taken a turn, but did away with the automatic critical hit in favor of A) advantage on initiative rolls, and B) extra damage equal to your Rogue level on anyone hit by your Sneak Attack in the first round. Less flashy, but *significantly* more reliable.
I've basically the same thing but; 3 Bear Totem Barbarian (Incredible sustain) 3 Soulknife Rogue (Extra dmg for sneak + skill rerolls + range option) 3 Gloomstlaker Ranger (Additional attack + Long strider) And planning to go 3 Psi Warrior Fighter for the theme. Obviously battlemaster would be better but role playing is roleplaying.
Wait what? How do you get extra attack and pass without trace? 3 levels in ranger won't give you either, and you didn't have 5 levels in any martial class
I think the one problem with multiclassing Rogue with this build is that you don't benefit from Sneak Attack at all. Sneak attack reads: "Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon." Finesse being the key thing here. There are no weapons which have both Heavy and Finesse, so Sneak Attack is incompatible with Great Weapon Master. It's still a very minor thing in the scheme of things though, considering the build mainly picks up Rogue for Assassinate anyways, but don't go counting on getting those extra d6 on your big crit opener turn, or ever, for that matter.
A battlemaster can take the Quick Toss maneuver : to throw daggers as a bonus action, trigger the sneak attack and also trigger the rage damage thanks to giant barbarian. But there is a choice to do : the bonus action from PaM with Great Weapon Master or the Quick toss attack with sneak attack ?
You can hit someone with a heavy crossbow as an improv weapon. It still counts as a ranged weapon, as well as a melee attack with a heavy weapon, allowing you to combine great weapon master and sharpshooter, as well as the rogue bonus . Take levels in warlock to cast hold creature if you want to hit.
You need to re-read the giant barbarian features. All of your heavy weapons are now thrown "ranged" weapons now. Dosen't need to be finesse if it's ranged.
@@Steele00 Actually, wouldn't an attack made with a thrown weapon not be a ranged weapon attack, and thus not work with Great Weapon Master? Great Weapon Master reads "Before you make a melee attack with a heavy weapon that you are proficient with...", and when Jeremy Crawford was asked about melee weapon attacks in 2016, the question and answer were as follows: "(question)What does “melee weapon attack” mean: a melee attack with a weapon or an attack with a melee weapon?(answer) It means a melee attack with a weapon.", so Great Weapon Master should not work with a thrown weapon.
@@kahunab7400 If you use a ranged weapon as an improvised weapon, it no longer is a ranged weapon. It's an improvised weapon attack. It can benefit from neither Great Weapon Master nor Sharpshooter.