5e pike build

For the purposes of this build your optimal options would be to either choose variant human for the feat or half-orc for the additional damage die on critical hits from Savage Attacks and their capacity to not lie-down on the job the first time they take a hard hit thanks to Relentless Endurance.

Ability Score Placement. Next you want a reasonably high dexterity and wisdom. You could invert the numbers if you wanted to be more adept at dexterity saving throws versus wisdom, since dexterity is one of the most targeted spell saving throws, particularly for area of effect spells and this build is going to predispose you toward being near party membersbut on the other hand, failed wisdom saving throws could have you paralyzed, running away from the fight, or even worse, turning all of your combat effectiveness against your own party!

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Lastly placing your intelligence and charisma scores is in part a matter of role-playing and personal preference. There are a handful of monster abilities and spells that target charisma and fewer still that target intelligence, but chiefly among intelligence saving throws are illusion effects. Upon selecting this archetype you get to select 3 maneuvers, are able to choose 6 more as you gain levels, and since as a battlemaster you get the most out of superiority dice, you should strongly consider taking the Martial Adept feat for an additional 2 maneuvers and superiority die.

All told, you will have access to 11 maneuvers to use under a range of circumstances by the time you reach 15th level. Superiority dice are an additional d8 that are typical added to damage rolls, increase to d10 at 10th level, and d12 at 18th level when you use a battlemaster maneuver. The most universally useful maneuvers for this build are going to be trip attack, riposte, and precision attack. And should the -5 penalty from Great Weapon Master cause you to miss, you can always expend a superiority die to roll a d8 or higher with the precision attack maneuver.

Taking the riposte maneuver gives us another way to ensure that we get to use our reaction during the round- someone attacks and misses, you get to make a counterattack on them and add your superiority die to the damage if you hit.

Below is a list of 12 of the best maneuver options for this build and by the time you reach 15th level and take the Martial Adept feat, you will be able to select all but one of them- while being able to spend 7 superiority dice per short rest! Recommended Battlemaster Maneuvers. Trip Attack. Pushing Attack. Disarming Attack. Precision Attack. Goading Attack.

5e pike build

Menacing Attack. Maneuvering Attack.

STRONG Umbral Escalation War Pike Build! - Dauntless Builds

Distracting Strike. Polearm Master and Sentinel are two feats that go hand-and-hand. The last benefit of this feat deprives foes of being able to take the Disengage action against you in combat, which often will cost their action to do.

Great Weapon Master, Polearm Master, and precision attack make for a devastating combination that can regularly have you dealing an additional points of damage per round. Level to Take. Polearm Master. Half-Orc 4th, Human 1st. Half-Orc 6th, Human 4th. Great Weapon Master.

Half-Orc 8th, Human 6th. Resilient: Wisdom. Half-Orc 12th, Human 8th. Martial Adept. Half-Orc 14th, Human 12th. Half-Orc 16th, Human 14th. Ability Score Increase: Strength. Half-Orc 19th, Human 16th and 19th. By the mid tiers of play, your Dungeon Master will have likely noticed how devastating you are to their combat encounters and by this point, the likelihood that foes will have capabilities to turn your prowess for carnage against the party has gone up exponentially. At this point, it might be wise to hedge your bets on this happening by becoming proficient in wisdom saving throws.If the merfolk moves at least 20 feet straight toward a target and then hits it with a pike attack on the same turn, the target takes an extra 7 2d6 piercing damage.

It the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone. The merfolk adds 2 to its AC against one melee attack that would hit it. To do so, the merfolk must see the attacker and be wielding a melee weapon. Trained for combat, this merfolk wields some of the best weaponry that can be made underwater. It even dons unique armor crafted from crustacean shells and fish scales.

Powerful piercing weaponry and a fast swimming speed enable a pikeman to perform a devastating rushing strike — which landfolk might compare to the charging attack of a mounted lancer. Merfolk pikemen are usually found only in merfolk kingdoms that are more organized and technologically advanced than most of their kin.

A pikeman is often one of several merfolk soldiers charged with keeping their people safe from predators, merrowand other threats. Jump to: navigationsearch. The merfolk can breathe air and water.

Views Page Discussion Edit History. Personal tools Talk Contributions Create account Log in. Home of user-generated, homebrew pages!By using our site, you acknowledge that you have read and understand our Cookie PolicyPrivacy Policyand our Terms of Service. Role-playing Games Stack Exchange is a question and answer site for gamemasters and players of tabletop, paper-and-pencil role-playing games.

It only takes a minute to sign up. While researching Talos on the Forgotten Realms Wikia, I read that his favored weapon is a lightning bolt and in a parenthetical it listed spears including Long, Short, Half and normal spears. Looking at the weapons available in the 5e PHB there is a lack of any kind of "spear" except the normal Spear.

I know the information from that wikia isn't 5e but there's no 5e FR source for it yet so I am trying to make do. Now a pike is, in fact, a blade at the end of a long stick making it a type of spear on technicality, but it is not used as a thrown weapon in the game or even IRL, generally. Spears are shorter, lighter and can be thrown. My thought on Talos liking spears is that they are thrown because, presumably, he throws lightning bolts.

However, I have chosen Dragonborn as the race bronze for the lightning breath since I thought it fit the Tempest Cleric well and I imagined this Dragonborn's clan using 2 handed "spears" for fighting.

While this is mostly a RP dilemma I am having tho the extra damage and reach is nice from the pike I am wondering if RAW has any mention on the Pike having "spear" status, i. Unlike the tools and adventuring gear there seems to be a lack of definitions for weapon types.

A pike is not a spear, nor a long spear. Similarly a long spear is not a pike. The weapon you are looking for is therefore not set as an option. However if you look on the side you will see instructions on using katanas. Katanas have the same stats at longswords, yet clearly are not the same weapon. Similarly in the improvised weapon section, it says that a DM can decide that an improvised weapon is the same stats as a preexisting weapon and use it accordingly.

Your best bet is to ask your GM which weapon a long spear is most similar to, and have your dragonborn use a long spear. If your GM isn't sure, I would point out that the spear and trident have the same stats, and that a long spear is more like a pike than a trident in size and would heavily favor the spear using the pike stats with no modifications.

In definition terms: yes, absolutely a pike is a type of spear. If you're just looking at the lore of Talos and what his favoured weapons are, if a longspear counts which are generally not thrown eitherthen a pike probably falls within the set of weapons that count too.

First: The RAW answer with regards to type of weapon you are looking for. I referenced the monk class text for this as a rule since it specifically states that the important part of describing your weapon is functionality and then fitting it to an existing weapon in the table.

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Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain called a nunchaku or a sickle with a shorter, straighter blade called a kama. Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon in chapter 5.

Second: Due to my first point above, it's important to establish what you want to do with your weapon. Do you enjoy the reach and damage of Pike?

Would you prefer the versatility and thrown weapon capability of Spear?Some DMs will even call it overpowered or broken. Is it? Should you play one? Fundamentally, the build takes advantage of a couple different feats to create a fighter that can hit their opponents with reach and stop them from getting any closer.

5e pike build

It gains an additional attack with the backend of your polearm, and you get to trigger your opportunity attack when somebody comes at you rather than waiting until they try to get around you. You can technically run this build with any combination of race and class, but it requires two different feats, so ideally you want to run a human fighter as they gain extra opportunities to take them.

All the build needs is two different feats: Polearm Master, and Sentinel. From the Player's Handbook, when you take the attack action with a glaive, halberd, or quarterstaff, you can use a bonus action to make a melee attack with the other end of the weapon. The damage die is a d4 add attribute modifiers as normal and deals bludgeoning damage.

Otherwise, this attack functions just as if you attacked with the weapon in question. While wielding a glaive, halberd, pike, or quarterstaff, other creatures provoke an opportunity attack from you when they enter your reach. Whenever you hit a creature with an opportunity attack, its speed drops to 0 for the rest of the turn. This stops any movement they may have been taking. Creatures within your reach provoke opportunity attacks even if they took the Disengage action.

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When a creature within your reach makes an attack against a target other than you and that target doesn't have this featyou can use your reaction to make a melee weapon attack against the attacking creature. Note how these two lovely feats interact. Polearm Mastery is allowing you to make your opportunity attack when an enemy enters your reach which is 10 with your brand new polearm and Sentinel stops them in their tracks before they can close the distance. Essentially, just build your fighter how you normally would, and simply select these two feats at your earliest opportunity.

With the simple goal of two feats in mind, for the optimal build of a polearm master, choose the following:. For this version of the build, take the previously mentioned core options for the build and make the following choices:. To set up this completely unfair scenario, take the previously mentioned core options for the build, and make the following choices:.

The aura extends 10 feet from you in every direction, but not through total cover. If a creature is frightened of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your paladin level if it starts its turn there. At 18th level, the range of this aura increases to 30 feet. Even if they do save out of it, you can smack them with your opportunity attack and keep them locked in place with sentinel.

Let's start with the stats for the weapon:

A little fairer than the knight, but still based on creating a 10 aura of pain around you and locking your opponent out of reach. With this you can slash away while your opponent is stuck just ahead of you in a nimbus of electric damage. To set up this storm, take the previously mentioned core options for the build, and make the following choices:. This version has the bonus survivability of a barbarian with an extra damage synergy.

Consider this build if you like the idea of being a living lightning rod. Is the Build Worth Playing?By using our site, you acknowledge that you have read and understand our Cookie PolicyPrivacy Policyand our Terms of Service.

Role-playing Games Stack Exchange is a question and answer site for gamemasters and players of tabletop, paper-and-pencil role-playing games. It only takes a minute to sign up. Also, a lance requires two hands to wield when you aren't mounted. As we can see above, the lance does not have the two handed or versatile properties; one of which is required to benefit from the Great Weapon Fighting fighting style :.

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. You could use Two-Weapon fighting instead if you are mounted and take the Dual Wielder feat, though.

But only while you're mounted ; this weapon's special property states that when you aren't, it "requires two hands to wield". Because of this, Duelingwhich requires that you use the weapon in one hand, can only apply while you are mounted:.

While there may be ways of getting around thisa previous edit suggested you were planning a fighter or paladin, and the linked solutions wouldn't work there. If you're thinking of playing a mounted melee character, the lance gives you reach without the two handed requirement if you're mounted and does more damage than any other weapon with that property d12 is the highest damage dice available for official weapons.

This means if you're playing, say, a mounted fighter, he can wield a d12 weapon in one hand with a shield or secondary weapon in the other if you take the dual wielder feat - Lance doesn't have the light propertywhich is pretty impressive!

So in Summary:. Reach - esp. A free hand if you're mounted meaning a shield or if you take Dual Wielder a second weapon. Imagine 2 lances! However: Within 5 feet attacks are at a disadvantage, so unless you have some way of keeping your foes outside of normal melee range 5 ftif you want the lance as your primary weapon you're going to be either missing a lot more or provoking attacks of opportunity almost every turn, which sucks a fair bit.

This is the price you pay for the above advantages, though Dueling could help offset it if you don't intend to put anything in your other hand. Opportunity attacks could be avoided by using the Mount's limited action, as the mount is the one doing the moving.

Thanks to guildsbounty for pointing that out! In 5e the lance is a martial melee weapon with two properties: reach and special. While it lacks the two-handed property, the specific special rules for the lance state that if used while not mounted it requires two hands to use, so even with the feat it could only be used for two-weapon fighting from horseback. Best case for two-weapon fighting with the lance might be a mounted character not using all their movement, attacking a foe 10 feet away with the lance, then moving the horse within 5 feet to attack using a bonus action with a one-handed melee weapon in their other hand.

The two-weapon fighting rules do not say you cannot move in between the Attack action and the bonus action to attack with the second weapon.

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This would require the Dual Wielder feat, as above. They could use their Hex Warrior feature to allow them to use Charisma when using a lance, whether a regular one or one summoned with the Pact of the Blade feature. If you use a Lance with a Kobold, you can use your lance without disadvantage at close range, since your mount counts as an ally.Darryl, Australia Golden Route of the Nordic Countries, June 2015 We were impressed with how well everything fitted together.

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5e pike build

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Normandy Lad (2) 6. Ready for Action (9) COOL MAVERICK short back-up of four days and won last start at Strathalbyn, genuine contender. ZAAZOE has four placings from five runs this prep and placed last start at Clare, dangerous. NORMANDY LAD 2 wins from three attempts this campaign and two of four wins have come from dry ground, in with a chance.

READY FOR ACTION short back-up of six days and came on to finish midfield last start at Mount Gambier on a soft track, place chance.

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First Reward (4) 5. Planet Voyage (5) 1. Reef's Revenge (9) FIRST REWARD has good early speed and racing back from the city, a winning chance. PLANET VOYAGE 5 from seven wins have been in the dry and generally races near the speed.

EQUIETTO back after 16 week break and resumes well, cannot be ruled out.

How to Make the Ultimate Polearm Fighter | 5e Dungeons & Dragons

REEF'S REVENGE resumes from a 16 week spell and expected to settle on speed, place chance. Daffey Dux (3) 2. Dances On Stars (8) 9. Chu Chu Charlie (6) 6. Costa Lante (5) DAFFEY DUX in strong form with two wins from six attempts this campaign and two from three wins have been in the dry, a winning chance.

DANCES ON STARS 4 of six wins have come from dry ground and could come on strong to threaten, cannot be ruled out. CHU CHU CHARLIE amongst the placegetters last start running third at Hamilton on a soft track and has three placings from five runs this prep, don't treat lightly. COSTA LANTE racing back from the city and all wins have come when faced with dry ground, in with a chance.

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Flow Meter (1) 6. No Fairy (9) 1. Duquessa (3) Hard to see anything upsetting the top two choices. CHENERS short back-up of six days and in strong form with two wins from nine attempts this campaign, a close top pick. FLOW METER short back-up of seven days and drawn perfectly, hard to hold out.

NO FAIRY 4 from five wins have been in the dry and running 7.

5e pike build

DUQUESSA 4 from eight wins have been in the dry and racing back from metro track, don't treat lightly. Cavalry Gold (6) 2. Gold Seal (5) 1. Gangster's Run (3) Scratched 12. Jarrvis (9) CAVALRY GOLD comes back to race at a country level and won once this prep at Strathalbyn three runs back, well placed.


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