D&D 5E [5e] The Dreadnought: Mountain Dwarf Battle Master Tank

transtemporal

Explorer
Intro
The Dreadnought is intended as a frontline melee tank that can dish out decent damage, draw attacks from low AC comrades and keep brutes away from your casters. This allows your party to focus on destroying the enemy without having to worry too much about defending.

After some early analysis of encounters and high level monsters, I almost trashed this build to look at something else but after I re-examined the numbers with the below assumptions and given what we know about magic gear in the DMG (confirmed here 18/11/14, thank you
Nikosandros), I was a bit more encouraged and decided to give it a go. I've only played it to 4 so far and its hellafun at this level. I'm pretty happy it'll hold up as we level (although I might tweak it as I go along if my extrapolations turn out to be incorrect).

Assumptions

  • Your DM allows feats in your game. If your DM disallows feats, you may as well stop reading since the build flat-out won't work without them;
  • You will steadily gain magic heavy armor/shield as you advance in level and you will have +3 armor/shield by level 20. If you're playing in a no-magic or very low magic campaign, your AC just won't be viable for a tank past level 12 (or maybe 16 if you can keep up disadvantage on enemies);
  • There is at least one party member that uses a weapon and deals big damage (preferably a rogue) that can take advantage of Commanders Strike. Not mandatory but a very nice and easy source of party DPR that you'd be crazy to give up;
  • You are the only tank in the party. Two party members with a lot of resources in defense is sub-optimal unless your party is particularly large;
  • You like playing team-oriented melee builds. If you'd rather do your own thing or you'd rather hang at the back, this build isn't for you.

Strengths

  • Decent one-handed DPR with superiority dice and burst with Action Surge
  • Excellent AC (27 @ 20 - probably the only build that I'd advocate taking the “Defense” fighting style on)
  • Respectable HP (224 @ 20)
  • Excellent Str, Con saving throws, Dex saves not too bad with Indomitable and Shieldmaster
  • Excellent Initiative (+7)
  • Decent stickiness (Polearm Master with Sentinel is better, but hey)

Weaknesses

  • Non-existent Int, Wis, Cha saving thows
  • Relatively slow and doesn't have any movement mode options at high levels (Stormborn, Avenging Angel, Dragon's Wings etc) that some classes get.
  • Has a respectable HP cushion but doesn't have resistance to damage and doesn't have any significant self-healing. Carry some healing potions.

Note that I've only included abilities in the build that have some effect on combat, so I didn't include Student of War for example.

The Dreadnought


Mountain Dwarf Fighter (Battle Master) 20
Armor Class 27 (plate mail+3, shield+3, class+1)
Hit Points 224 (20d10 Hit Die)
Proficiency Bonus +6
Speed 25 ft. (your speed is not reduced by heavy armor)
Size Medium
Initiative+7
Alignment Whatever strikes your fancy
Languages Common, Dwarvish

Ability Scores
Strength 20 (+5); add proficiency bonus to saves
Dexterity 14 (+2); disadvantage on Stealth*
Constitution 16 (+3); add proficiency bonus to saves
Intelligence 8
Wisdom 12 (+1)
Charisma 10
*Only while wearing plate mail.

Attacks
Melee Attack: Warhammer+3 (+14 to hit; 1d8+8 bludgeoning) x4

Skills
Animal Handling, Athletics, Perception, Survival

Tool Proficiencies
Jeweler's Tools, Leatherworker's Tools, Smith's Tools

Equipment
Platemail+3, shield+3, warhammer+3, plus whatever else takes your fancy.

Race - Mountain Dwarf
Darkvision: You can see in dim light within 60 feet as if it were bright light and in darkness as though it were dim light. When you do so, your vision is in black and white.
Dwarven Resilience: You have advantage on saving throws against poison, and you have resistance against poison damage.

Background- Whatever
Whatever takes your fancy. I took Folk Hero for Animal Handling, survival and leatherworker's tools but it's really a flavor choice. The fighter class already allows you to pick up the two skills you'll end up using the most (Athletics and Perception) and background features aren't designed to give you a hard combat benefit, so go nuts.

Class- Fighter (Battle Master)
Action Surge (2/short rest):On your turn, you can take an additional action.
Battle Master: Superiority Dice (6/shortrest): d12, DC:19, 9 maneuvers

  • Maneuver - Commander's Strike: When you take the attack action, you can forgo one of your attacks, spend a bonus action and spend one SD. One ally who can see or hear you can make one weapon attack as a reaction and add the SD to its damage.
  • Maneuver - Disarming Attack: On a successful weapon attack, target makes a str save or drops one item its holding at its feet. Spend one SD, add to attack dmg.
  • Maneuver - Evasive Footwork: When you move, you spend one SD and add the result to your AC until you stop moving.
  • Maneuver - Goading Attack: On a successful weapon attack, target makes a wis save or takes disadvantage to attack anyone but you until end of your next turn. Spend one SD, add to attack dmg.
  • Maneuver - Maneuvering Attack: On a successful weapon attack, one ally can move half its speed as a reaction without provoking AoO from your target. Spend one SD, add to attack dmg.
  • Maneuver - Menacing Attack: On a successful weapon attack, target makes a wis save or is frightened of you until end of your next turn. Spend one SD, add to attack dmg.
  • Maneuver – Parry: When a creature damages you with a melee attack, you use your reaction and reduce the damage by one SD plus your dex bonus.
  • Maneuver - Pushing Attack: On a successful weapon attack, a large or smaller size target makes a str save or is pushed 15 feet away from you. Spend one SD, add to attack dmg.
  • Maneuver - Riposte: When a creature misses you with a melee attack, you can make a melee attack against it as a reaction. Spend one SD, add to attack dmg.
Extra Attack (3): When you take the attack action, you get 4 attacks.
Feat - Alert

  • You gain +5 to initiative;
  • You can't be surprised while conscious;
  • Other creatures don't gain advantage against you when hidden.
Feat – Lucky

  • You gain 3 luck points/long rest;
  • After you've rolled an attack, ability check or saving throw but before the DM announces success or failure, you can spend one luck point, roll another d20 and choose either result;
  • After an attack has been made against you but before the DM announces success or failure, you can spend one luck point, roll another d20 and choose whether the attack uses your roll or the DMs.
Feat – Sentinel

  • Creatures within 5 feet provoke AoO even when they use Disengage;
  • When a creature within 5 feet makes an attack against anyone but you (and they don't have this feat) you can make a melee attack as a reaction;
  • When you hit a creature with an AoO, the creatures speed becomes 0 for the rest of the turn.
Feat – Shieldmaster

  • You can add your shield bonus to dex saves or other harmful effects that target only you;
  • When you make a dex save against a spell that does half dmg on a successful save, you can use your reaction to take 0 dmg instead;
  • When you take the attack action, you can use your bonus action to shove a creature 5 feet with your shield.
Feat– Tough
You gain level x2 hp, plus 2 per additional level.
Fighting Style – Defense: While you're wearing armor, you gain +1 AC.
Indomitable (3/long rest): When you fail a saving throw, you can make a second roll.
Proficiencies: All armor and shields. Simple and Martial Weapons. Strength, constitution saving throws.
Relentless:If you have no SD when you roll initiative, you gain one SD.
Saving Throws:
Str +11
Dex +2 (+5 with Shieldmaster)
Con +9
Int -1
Wis +1
Cha 0
Second Wind (1/short rest): As a bonus action, you can regain lost hit points equal to 1d10 + your fighter level.
 
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Build Guide

Stats
Str,Con, Dex. Not much more complicated than that. I assumed the standard array. If you're rolling or point buy, use the stat priority on the left.


[TABLE="class: outer_border, width: 577, align: left"][TR][TD="width: 19"]
[/TD][TD="width: 180"]Standard Array[/TD][TD="width: 163"]Starting Stats[/TD][TD="width: 181"]Level 20[/TD][/TR][TR][TD="width: 19"]1[/TD][TD="width: 180"]Str 15[/TD][TD="width: 163"]Str 17[/TD][TD="width: 181"]Str 20[/TD][/TR][TR][TD="width: 19"]3[/TD][TD="width: 180"]Dex 13[/TD][TD="width: 163"]Dex 13[/TD][TD="width: 181"]Dex 14[/TD][/TR][TR][TD="width: 19"]2[/TD][TD="width: 180"]Con 14[/TD][TD="width: 163"]Con 16[/TD][TD="width: 181"]Con 16[/TD][/TR][TR][TD="width: 19"]6[/TD][TD="width: 180"]Int 8[/TD][TD="width: 163"]Int 8[/TD][TD="width: 181"]Int 8[/TD][/TR][TR][TD="width: 19"]4[/TD][TD="width: 180"]Wis 12[/TD][TD="width: 163"]Wis 12[/TD][TD="width: 181"]Wis 12[/TD][/TR][TR][TD="width: 19"]5[/TD][TD="width: 180"]Cha 10[/TD][TD="width: 163"]Cha 10[/TD][TD="width: 181"]Cha 10[/TD][/TR][/TABLE]
Leveling

(1) Mountain Dwarf ability score increases: +2 str, +2 con
(1) Darkvision
(1) Dwarven Resilience
(1) Folk Hero skills (Animal Handling, Survival)
(1) Fighter Proficiencies
(1) Fighter skills (Athletics,Perception)
(1) Fighting Style – Defense
(1) Second Wind (1/short rest)
(2) Action Surge (1/short rest)
(3) Battle Master (4 SD, 3 maneuvers)
(3) Maneuver - Goading Attack
(3) Maneuver - Menacing Attack
(3) Maneuver - Commander's Strike
(4) Ability Score Improvement: +2 Str
(5) Extra Attack (1)
(6) Ability Score Improvement: +1 Str, +Dex
(7) Battle Master (+1 SD, 2 maneuvers)
(7) Maneuver – Parry
(7) Maneuver - Maneuvering Attack
(8) Ability Score Improvement: Feat - Alert
(9) Indomitable (1/long rest)
(10) Battle Master (increase dice, 2 maneuvers)
(10) Maneuver - Evasive Footwork
(10) Maneuver - Riposte
(11) Extra Attack (2)
(12) Ability Score Improvement: Feat – Sentinel
(13) Indomitable (2/long rest)
(14) Ability Score Improvement: Feat – Lucky
(15) Relentless
(15) Battle Master (+1 SD, 2 maneuvers)
(15) Maneuver - Pushing Attack
(15) Maneuver - Disarming Attack
(16) Ability Score Improvement: Feat – Shieldmaster
(17) Action Surge (2/short rest)
(17) Indomitable (3/long rest)
(18) Battle Master (increase dice)
(19) Ability Score Improvement: Feat – Tough
(20) Extra Attack (3)
 
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Commentary

Race
Either dwarf subrace is fine but in the end I went Mountain dwarf since the str bonus allows you to max str and grab important feats earlier. Hill dwarf would be fine to, but it would just take a little longer to peak.

If you want to go another race, Human (variant) is a decent choice for the feat headstart. Half-orc is also a strong choice but fits fighter Champion slightly better than Battle Master for the crit synergy.

Class
Pure fighter since 4 attacks per round and 2 action surges per short rest is awesome. Battle Master since the maneuvers gel nicely with the overall aims of the build.
I looked at a Stout Halfling Bear Barbarian and in some ways a dex Barbarian is better at tanking than the fighter (26 AC or 32 1/round, perma-resistance, advantage on initiative, advantage on dex saves and even better version of Sentinel feat at 14) but since I had to equip a shield and a finesse weapon, its damage wasn't that great.

Ability Score Improvements & Feats

  1. Primary attack stat: max it out as soon as possible. The higher your stat, the shorter fights are. It's as simple as that.
  2. High initiative: Alert. You want to move first in any combat so you can choose where the party fights on the battlefield and so that enemies see and target you first. With the Alert feat, you can still set up the battlefield to your best advantage even if the rest of the party is surprised.
  3. Core tanking feat: Sentinel. Its your go-to aggro attractor and you will attract a lot, so make sure you have some decent heavy armor before you get it!
  4. Crit mitigation: Lucky. Mostly you will use this to mitigate crits, since you will take a lot of hits and a few of them will be crits. Note this feat is basically useless if the DM hides attack rolls and/or hates this feat. If thats the case, chose something else.
  5. Shieldmaster: Combined with Indomitable, you should be able to shrug off lightning bolts and disintegrates. If your DM is nice, he might let you combine the bonus action shield push with the Pushing Attack maneuver.
The other feat in the build is optional. I took Tough because I felt 184 wasn't quite tanky enough but you could easily mix it up with +2 con for extra hp and con save, Martial Adept for the extra superiority dice, Magical Initiate for Hex or Shield of Faith, Mobile for extra movement, Charger to get to baddies quicker or Resilient (int, wis or cha) to mitigate those saves.

Maneuvers
Goading attack – this is your early game aggro attractor. Its not that efficient but hey, its better than nothing. You can actually get a lot of aggro just by being seen first, making a lot of noise and taunting the DMs monsters with RP. I found pointing at the monsters crotch and making a 'small' gesture is an almost universal declaration of war.
Menacing Attack – for monsters with high attack bonus (its basically 4 extra points of AC). Menacing Attack puts the 'Dread' in Dreadnought!
Commanders Strike – if you don't have a rogue or other decent damage dealer in the party I'd swap this for Feinting Attack, but if you do its a ridiculously effective combination.
Parry– better on a dex fighter, but you will want this ahead of getting the Sentinel feat. Just sayin'.
Maneuvering Attack – for rescuing allies who've got themselves in a pickle or in area DoTs, like Wall of Fire etc.
Evasive Footwork – for rescuing allies who've got themselves in a pickle, soak up AoO so they've got a clear path, then use maneuvering attack to get them to safety.
Riposte– pick this up after you gain Sentinel. Now if enemies don't attack you they get hit but if they attack you and miss, they still get hit! Just don't pick this up before you get Sentinel otherwise you'll end up dumping aggro onto your allies.
Disarming Attack – disarm enemies...
Pushing Attack - ...then Push them with your next attack, then move into the square where the weapon is. This is a great combo.

Gear
Edit: At the time of this writing, the DMG hasn't come out but +3 armor, shield, weapons were confirmed in this thread (18/11/14). I've assumed (at least for the campaign my group is in) that I'll have +3 gear by the time we get to very high levels. Fingers crossed.
Weapons: Any magical one-handed weapon.Throwing weapons. Longbow for very far away targets.
Armor: Any magic plate you can lay your hands on.
Shield: Any magic shield you can your hands on.
Miscellaneous: Anything to help out your movement modes at high levels is useful (like Winged Boots). Anything that can mitigate your terrible Int, Wis, Cha saves will be useful. Anything that grants resistance to damage. Anything that increases damage or AC.

And healing potions, lots of healing potions.
 
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Tactics & Playstyle
You want to find the biggest, nastiest melee creature on the battlefield, get in its face, hit it and stay there until its dead. Then move onto the next biggest. Let your skirmishers and ranged guys take care of casters and skulkers. Your job is to hold the line and prevent the brute melee from getting to your squishies. Once the brutes are dead,go to town on the back lines but make sure you don't leave your squishies exposed.

Your tanking tools are the Sentinel feat, the Goading Attack maneuver,good AC and being the first guy onto the battlefield with the Alert feat. That last one probably sounds silly but the secret to tanking is being the first seen and the first targeted and keeping it that way. Then the battle will naturally congeal around you.

Round-to-round,Goading Attack, Commanders Strike, Riposte and Action Surge are your bread and butter. You get superiority dice and action surge(s) back on a short rest so unless you're in one of those situations where you might not be able to rest, dump 'em on the big bad as quickly as possible.

Once you gain the Sentinel feat, you can probably drop Goading Attack from the rotation and work in Menacing Attack instead. At high levels (especially when fighting CR21+ monsters) you will want to keep disadvantage on your current target any way you can. Without it, even with the best magic gear, you'll be taking quite a few hits.Menacing Attack is great for that if your party has no other way of applying it.

Some advocate using Sentinel with the Dodge action to turtle up but I think this is really missing the point. You need to be enough of a threat that monsters can't afford to ignore you and that one reaction attack per round from Sentinel isn't enough. So don't mess around - the quicker you kill monsters, the less damage you take.

Attack Profile by Level
To be honest, I haven't measured the DPR of this build against similar builds, or proper DPR builds for that matter. I haven't factored in burst from Superiority Dice or Action Surges. I'm assuming the DPR is respectable but not amazing.

[TABLE="class: outer_border, width: 100%"][TR][TD="width: 50"]Level[/TD][TD="width: 258"]Attack Bonus[/TD][TD="width: 243"]Damage w/ attack action[/TD][/TR][TR][TD="width: 50"]1-3[/TD][TD="width: 258"]+5 (prof+2, str+3)[/TD][TD="width: 243"]1d8+3[/TD][/TR][TR][TD="width: 50"]4[/TD][TD="width: 258"]+6 (prof+2, str+4)[/TD][TD="width: 243"]1d8+4[/TD][/TR][TR][TD="width: 50"]5-7[/TD][TD="width: 258"]+8 (prof+3, str+4, +1 weap)[/TD][TD="width: 243"]1d8+5/1d8+5[/TD][/TR][TR][TD="width: 50"]8[/TD][TD="width: 258"]+9 (prof+3, str+5, +1 weap)[/TD][TD="width: 243"]1d8+5/1d8+5[/TD][/TR][TR][TD="width: 50"]9-10[/TD][TD="width: 258"]+11 (prof+4, str+5, +2 weap)[/TD][TD="width: 243"]1d8+7/1d8+7[/TD][/TR][TR][TD="width: 50"]11-12[/TD][TD="width: 258"]+11 (prof+4, str+5, +2 weap)[/TD][TD="width: 243"]1d8+7/1d8+7/1d8+7[/TD][/TR][TR][TD="width: 50"]13-16[/TD][TD="width: 258"]+12 (prof+5, str+5, +2 weap)[/TD][TD="width: 243"]1d8+7/1d8+7/1d8+7[/TD][/TR][TR][TD="width: 50"]17-19[/TD][TD="width: 258"]+14 (prof+6, str+5, +3 weap)[/TD][TD="width: 243"]1d8+8/1d8+8/1d8+8[/TD][/TR][TR][TD="width: 50"]20[/TD][TD="width: 258"]+14 (prof+6, str+5, +3 weap)[/TD][TD="width: 243"]1d8+8/1d8+8/1d8+8/1d8+8[/TD][/TR][/TABLE]Defense Profile by Level
This is not an exhaustive analysis. I simply took a cross-section of monsters with the appropriate CRs and took the attack bonus that seemed representative (dragons seem to be pretty consistent). The trend was pretty obvious though. At the higher monster CRs, even very high AC is not that effective.
Personally, I think you want to mitigate 80% or more of all incoming melee damage to be effective as a tank. The reason for this is that bounded accuracy can make hordes of lower CR monsters deadly, whereas in previous editions, they weren't too much of a threat. As it is,you'll need to keep up disadvantage on monsters past level 14-15 or so as not to become a monster shish-kebab.

[TABLE="class: outer_border, width: 100%, align: left"][TR][TD="width: 8%"]CR[/TD][TD="width: 33%"]AC[/TD][TD="width: 29%"]Monster attack bonuses[/TD][TD="width: 30%"]Chance to miss (%)[/TD][/TR][TR][TD="width: 8%"]1-4[/TD][TD="width: 33%"]22 (plate, shield+1, class+1)[/TD][TD="width: 29%"]+3 to +6[/TD][TD="width: 30%"]90-75%[/TD][/TR][TR][TD="width: 8%"]5-8[/TD][TD="width: 33%"]23 (plate+1, shield +1, class+1)[/TD][TD="width: 29%"]+6 to +8[/TD][TD="width: 30%"]80-70%[/TD][/TR][TR][TD="width: 8%"]9-12[/TD][TD="width: 33%"]24 (plate+2, shield +1, class+1)[/TD][TD="width: 29%"]+8 to +10[/TD][TD="width: 30%"]75-65%[/TD][/TR][TR][TD="width: 8%"]13-16[/TD][TD="width: 33%"]25 (plate+2, shield +2, class+1)[/TD][TD="width: 29%"]+10 to +12[/TD][TD="width: 30%"]70-60%[/TD][/TR][TR][TD="width: 8%"]17-20[/TD][TD="width: 33%"]26 (plate+3, shield +2, class+1)[/TD][TD="width: 29%"]+12 to +15[/TD][TD="width: 30%"]65-50%[/TD][/TR][TR][TD="width: 8%"]21+[/TD][TD="width: 33%"]27 (plate+3, shield +3, class+1)[/TD][TD="width: 29%"]+15 to +18[/TD][TD="width: 30%"]55-40%[/TD][/TR][/TABLE]
 
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Very nice. The layout is excellent.

Might it be worth changing to Dex 8 and taking the Resilient: Dex feat and a further point of Dex? That would really help with breath weapons, lightning bolts, etc. You don't get a Dex penalty to AC in heavy armour and at the worst, you'd be looking at a save of +11 at level 20.
 

It should be pointed out we don't know what magic shields do yet. We haven't seen one and most likely to keep bounded accuracy in check they won't give you any extra AC like in 4th edition.
 

Looking at the build order, if you're wanting a weapon + shield fighter, I suggest taking the Shieldmaster feat at level 4, not level 16.
 

Very nice. The layout is excellent.

Might it be worth changing to Dex 8 and taking the Resilient: Dex feat and a further point of Dex? That would really help with breath weapons, lightning bolts, etc. You don't get a Dex penalty to AC in heavy armour and at the worst, you'd be looking at a save of +11 at level 20.

I could probably just leave the 13 (14 with ability score improvement) and take the resilient: dex feat too. Its not like I need that 13 elsewhere. Lucky and Tough are the most optional feats in the build and I only really put Lucky in there to soak crits, so I might swap it out for that. Thanks for the feedback!
 

It should be pointed out we don't know what magic shields do yet. We haven't seen one and most likely to keep bounded accuracy in check they won't give you any extra AC like in 4th edition.

That's a good point. The only magic shield I've seen so far is the Arrow Attractor one from the Tiamat book and that only adds +1 to ranged attacks.

I do hope thats not the case because if it is, it basically won't be possible to build an AC character worth a damn. Thanks for the feedback!
 

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