Published: April 28, 2022

Last modified: May 1, 2022

DnD 5E Quick Build Series: Barbarians

This article presents optimized, single-classed Quick Builds for every Primal Path of the Barbarian class in D&D 5E.
The Barbarian is most effectively built as a high-output melee damage build. Barbarians can put out more than enough damage to contribute meaningfully in the vast majority of games by utilizing a combination of the Polearm Master and Great Weapon Master feats. However, being limited to melee is a big drawback, and the Barbarian class scales poorly at higher levels. If your party is entirely ranged or your campaign will go to high levels, you may want to consider a different build, such as a ranged Fighter, which puts out similar damage without these drawbacks. Otherwise, a properly built Barbarian can be a great asset to a party.

Adapting the Builds

If you want to adapt these builds to Variant Human from Custom Lineage, you can usually do so by simply picking +2 Strength instead of Crusher at level 8 and starting with 15+1 STR 15+1 CON 10 WIS. Note that picking a race that does not grant a feat at level 1 will substantially decrease the power of these builds; in such cases pick Great Weapon Master at level 4 and Polearm Master at level 8, but be aware that the build drops one optimization level until you reach level 8. If you have specific adaptation questions, the best place to ask is in our Discord server.

Path of the Ancestral Guardian

Optimization level: mid.
This build makes use of the Polearm Master + Great Weapon Master + Reckless Attack combo with a glaive to deal huge consistent melee damage while protecting allies with its subclass features. Make sure to use the glaive’s reach correctly to maximize the number of opportunity attacks granted through Polearm Master. Note that–like all Barbarians–you will struggle sustaining your hit points throughout a day and are at relevant risk of death if you are the only melee character in your party.

Race: Custom Lineage

Size – Medium.
Feat – Polearm Master.
Variable Trait – Darkvision.

Ability Scores

15+2 STR, 14 DEX, 15 CON, 8 INT, 10 WIS, 8 CHA

Background: Investigator

Background Feature – Researcher.

Proficiency Selections

Skills – Athletics (class), Perception (class), Stealth (background), Insight (background).
Tools – Smith’s tools (background), thieves’ tools (background).
Languages – Common (race), Dwarvish (race; can be any language).

Starting Equipment

From background: magnifying glass (sell this), evidence from a past case (item 47, black thread), common clothes, 10 gp.
From class: glaive (b1), quarterstaff (b2), an explorer’s pack and four javelins.

Purchasing Goals

Sell your superfluous starting items. Get scale mail as soon as possible. Buy a longbow and enough arrows, as well as javelins. After that, allocate your money to half plate. For everything else refer to the mundane item guide.

Level 3

Primal Path – Path of the Ancestral Guardian.
Primal Knowledge (TCoE) – Choose this optional feature. Survival.

Level 4

Ability Score Improvement (Feat) – Great Weapon Master.

Level 6

Spirit Shield – This use of your reaction will outperform the reaction of Polearm Master unless you expect the latter to kill the creature you are attacking; make sure to spend your reaction optimally.

Level 7

Instinctive Pounce (TCoE) – Choose this optional class feature.

Level 8

Ability Score Improvement – +1 STR, +1 CON.

Level 10

Primal Knowledge (TCoE) – Nature.
Consult the Spirits – Make sure to use this feature as much as possible.

Level 12

Ability Score Improvement (Feat) – Resilient (Wis).

Level 14

Vengeful Ancestors – This use of your reaction will consistently outperform the reaction of Polearm Master; make sure to spend your reaction optimally.

Level 16

Ability Score Improvement – +2 STR.

Level 19

Ability Score Improvement (Feat) – Lucky.

Path of the Battlerager (no racial restriction)

Optimization level: mid.
This build makes use of the Polearm Master + Great Weapon Master + Reckless Attack combo with a glaive to deal huge consistent melee damage. Make sure to use the glaive’s reach correctly to maximize the number of opportunity attacks granted through Polearm Master; Crusher will support you in doing this by knocking enemies back 5 feet so you can take a step back and threaten this opportunity attack. Sadly, the bonus action attack granted by Battlerager is not good enough to be worth using, so the bonus action is occupied by Polearm Master instead—if you really love this ability, you are not losing that much power when using it though (but you would still bring Polearm Master for level 1 and 2 as well as its reaction use). Note that–like all Barbarians–you will struggle sustaining your hit points throughout a day and are at relevant risk of death if you are the only melee character in your party.

Race: Custom Lineage

Size – Medium.
Feat – Polearm Master.
Variable Trait – Darkvision.

Ability Scores

15+2 STR, 14 DEX, 14 CON, 8 INT, 12 WIS, 8 CHA

Background: Investigator

Background Feature – Researcher.

Proficiency Selections

Skills – Athletics (class), Perception (class), Stealth (background), Insight (background).
Tools – Smith’s tools (background), thieves’ tools (background).
Languages – Common (race), Dwarvish (race; can be any language).

Starting Equipment

From background: magnifying glass (sell this), evidence from a past case (item 47, black thread), common clothes, 10 gp.
From class: glaive (b1), quarterstaff (b2), an explorer’s pack and four javelins.

Purchasing Goals

Sell your superfluous starting items. Get scale mail or spiked armor as soon as possible. Buy a longbow and enough arrows, as well as javelins. After that, allocate your money to half plate. For everything else refer to the mundane item guide.

Level 3

Primal Path – Path of the Battlerager.
Primal Knowledge (TCoE) – Choose this optional feature. Survival.

Level 4

Ability Score Improvement (Feat) – Great Weapon Master.

Level 7

Instinctive Pounce (TCoE) – Choose this optional class feature.

Level 8

Ability Score Improvement (Feat) – Crusher. This allows you to knock enemies back with the Polearm Master bonus action, thus allowing you to take a step back and forcing them to provoke an opportunity attack when they try to engage in melee again. Note that this increases your Strength modifier.

Level 10

Primal Knowledge (TCoE) – Nature.

Level 12

Ability Score Improvement (Feat) – Resilient (Wis).

Level 14

Spiked Retribution – This feature actually makes it worth it to downgrade from half plate back to spiked armor.

Level 16

Ability Score Improvement – +2 STR.

Level 19

Ability Score Improvement (Feat) – Lucky.

Path of the Battlerager (Dwarves Only Variant)

Optimization level: mid (lower end).
Great Weapon Master Dwarf Battlerager buys into the story of the subclass while still providing reasonable throughput, though levels 1 and 2 are very weak, and the damage is generally subpar outside of Rage due to the lack of a bonus action attack. Note that–like all Barbarians–you will struggle sustaining your hit points throughout a day and are at relevant risk of death if you are the only melee character in your party.

Race: Mountain Dwarf

Tool Proficiency – Mason’s tools.

Ability Scores

15+2 STR, 14 DEX, 14+2 CON, 8 INT, 12 WIS, 8 CHA

Background: Investigator

Background Feature – Researcher.

Proficiency Selections

Skills – Athletics (class), Perception (class), Stealth (background), Insight (background).
Tools – Smith’s tools (background), thieves’ tools (background).
Languages – Dwarvish (race), Common (race, note that you can use the customization rules from TCoE to replace this with a different, better language, such as Dwarvish).

Starting Equipment

From background: magnifying glass (sell this), evidence from a past case (item 47, black thread), common clothes, 10 gp.
From class: maul (b1), two handaxes (a2), an explorer’s pack and four javelins.

Purchasing Goals

Sell your superfluous starting items. Get spiked armor as soon as possible. Buy a longbow and enough arrows, as well as javelins, and a glaive. For everything else refer to the mundane item guide.

Level 3

Primal Path – Path of the Battlerager.
Primal Knowledge (TCoE) – Choose this optional feature. Survival.

Level 4

Ability Score Improvement (Feat) – Great Weapon Master.

Level 7

Instinctive Pounce (TCoE) – Choose this optional class feature.

Level 8

Ability Score Improvement (Feat) – Crusher. Note that this increases your Strength modifier.

Level 10

Primal Knowledge (TCoE) – Nature.

Level 12

Ability Score Improvement (Feat) – Resilient (Wis).

Level 16

Ability Score Improvement – +2 STR.

Level 19

Ability Score Improvement (Feat) – Lucky.

Path of the Beast

Optimization level: mid.
This build makes use of the Polearm Master + Great Weapon Master + Reckless Attack combo with a glaive to deal huge consistent melee damage while making use of its Tail feature to sustain its hit points throughout the day. Make sure to use the glaive’s reach correctly to maximize the number of opportunity attacks granted through Polearm Master. Note that–like all Barbarians–you will struggle sustaining your hit points throughout a day and are at relevant risk of death if you are the only melee character in your party, though your tail from Form of the Beast will somewhat mitigate this risk.

Race: Custom Lineage

Size – Medium.
Feat – Polearm Master.
Variable Trait – Darkvision.

Ability Scores

15+2 STR, 14 DEX, 15 CON, 8 INT, 10 WIS, 8 CHA

Background: Investigator

Background Feature – Researcher.

Proficiency Selections

Skills – Athletics (class), Perception (class), Stealth (background), Insight (background).
Tools – Smith’s tools (background), thieves’ tools (background).
Languages – Common (race), Dwarvish (race; can be any language).

Starting Equipment

From background: magnifying glass (sell this), evidence from a past case (item 47, black thread), common clothes, 10 gp.
From class: glaive (b1), quarterstaff (b2), an explorer’s pack and four javelins.

Purchasing Goals

Sell your superfluous starting items. Get scale mail as soon as possible. Buy a longbow and enough arrows, as well as javelins. After that, allocate your money to half plate. For everything else refer to the mundane item guide.

Level 3

Primal Path – Path of the Beast.
Form of the Beast – The vast majority of cases, you will want to go for Tail here while exclusively using it to deflect attacks.
Primal Knowledge (TCoE) – Choose this optional feature. Survival.

Level 4

Ability Score Improvement (Feat) – Great Weapon Master.

Level 7

Instinctive Pounce (TCoE) – Choose this optional class feature.

Level 8

Ability Score Improvement – +1 STR +1 CON.

Level 10

Primal Knowledge (TCoE) – Nature.
Infectious Fury – Try to get all uses of the feature out in a single fight with a single Rage using the Claws option.

Level 12

Ability Score Improvement (Feat) – Resilient (Wis).

Level 16

Ability Score Improvement – +2 STR.

Level 19

Ability Score Improvement (Feat) – Lucky.

Path of the Berserker

Optimization level: mid.
This build makes use of the Polearm Master + Great Weapon Master + Reckless Attack combo with a glaive to deal huge consistent melee damage. Make sure to use the glaive’s reach correctly to maximize the number of opportunity attacks granted through Polearm Master; Crusher will support you in doing this by knocking enemies back 5 feet so you can take a step back and threaten this opportunity attack. Note that–like all Barbarians–you will struggle sustaining your hit points throughout a day and are at relevant risk of death if you are the only melee character in your party.

Race: Custom Lineage

Size – Medium.
Feat – Polearm Master.
Variable Trait – Darkvision.

Ability Scores

15+2 STR, 14 DEX, 14 CON, 8 INT, 8 WIS, 12 CHA

Background: Investigator

Background Feature – Researcher.

Proficiency Selections

Skills – Athletics (class), Perception (class), Stealth (background), Insight (background).
Tools – Smith’s tools (background), thieves’ tools (background).
Languages – Common (race), Dwarvish (race; can be any language).

Starting Equipment

From background: magnifying glass (sell this), evidence from a past case (item 47, black thread), common clothes, 10 gp.
From class: glaive (b1), quarterstaff (b2), an explorer’s pack and four javelins.

Purchasing Goals

Sell your superfluous starting items. Get scale mail as soon as possible, as well as a maul. Buy a longbow and enough arrows, as well as javelins. After that, allocate your money to half plate. For everything else refer to the mundane item guide.

Level 3

Primal Path – Path of the Berserker.
Frenzy – Use this only in super close fights as it is only a marginal upgrade over normal Polearm Master attacks. When you need to aggressively push damage this turn or when you do not expect to get Polearm Master opportunity attacks, use a maul for the increased damage die size.
Primal Knowledge (TCoE) – Choose this optional feature. Survival.

Level 4

Ability Score Improvement (Feat) – Great Weapon Master.

Level 6

Mindless Rage – Note that this feature affords you the luxury to be able to run into the enemies round one before your caster allies cast spells such as hypnotic pattern or fear.

Level 7

Instinctive Pounce (TCoE) – Choose this optional class feature.

Level 8

Ability Score Improvement (Feat) – Crusher. This allows you to knock enemies back with the Polearm Master bonus action, thus allowing you to take a step back and forcing them to provoke an opportunity attack when they try to engage in melee again. Note that this increases your Strength modifier.

Level 10

Primal Knowledge (TCoE) – Nature.
Intimidating Presence – This feature will be incompatible with Rage for a while, but it’ll often allow your party to clear groups of melee reliant enemies more efficiently. Make sure to not walk into melee with melee reliant enemies that you have successfully frightened–as they will be unable to do anything and simply take free damage from ranged attacks.

Level 12

Ability Score Improvement (Feat) – Resilient (Wis). Mindless Rage is good, but it doesn’t provide enough defense to afford us the delay of this feat.

Level 16

Ability Score Improvement – +2 STR.

Level 19

Ability Score Improvement (Feat) – Lucky.

Path of the Storm Herald

Optimization level: mid.
This build makes use of the Polearm Master + Great Weapon Master + Reckless Attack combo with a glaive to deal huge consistent melee damage while occasionally using the Tundra Storm Aura to defend allies. Make sure to use the glaive’s reach correctly to maximize the number of opportunity attacks granted through Polearm Master; Crusher will support you in doing this by knocking enemies back 5 feet so you can take a step back and threaten this opportunity attack. Note that–like all Barbarians–you will struggle sustaining your hit points throughout a day and are at relevant risk of death if you are the only melee character in your party.

Race: Custom Lineage

Size – Medium.
Feat – Polearm Master.
Variable Trait – Darkvision.

Ability Scores

15+2 STR, 14 DEX, 14 CON, 8 INT, 12 WIS, 8 CHA

Background: Investigator

Background Feature – Researcher.

Proficiency Selections

Skills – Athletics (class), Perception (class), Stealth (background), Insight (background).
Tools – Smith’s tools (background), thieves’ tools (background).
Languages – Common (race), Dwarvish (race; can be any language).

Starting Equipment

From background: magnifying glass (sell this), evidence from a past case (item 47, black thread), common clothes, 10 gp.
From class: glaive (b1), quarterstaff (b2), an explorer’s pack and four javelins.

Purchasing Goals

Sell your superfluous starting items. Get scale mail as soon as possible. Buy a longbow and enough arrows, as well as javelins. After that, allocate your money to half plate. For everything else refer to the mundane item guide.

Level 3

Primal Path – Path of the Storm Herald.
Storm Aura – Tundra.
Primal Knowledge (TCoE) – Choose this optional feature. Survival.

Level 4

Ability Score Improvement (Feat) – Great Weapon Master.

Level 7

Instinctive Pounce (TCoE) – Choose this optional class feature.

Level 8

Ability Score Improvement (Feat) – Crusher. This allows you to knock enemies back with the Polearm Master bonus action, thus allowing you to take a step back and forcing them to provoke an opportunity attack when they try to engage in melee again. Note that this increases your Strength modifier.

Level 10

Primal Knowledge (TCoE) – Nature.

Level 12

Ability Score Improvement (Feat) – Resilient (Wis).

Level 16

Ability Score Improvement – +2 STR.

Level 19

Ability Score Improvement (Feat) – Lucky.

Path of the Totem Warrior

Optimization level: mid.
This build makes use of the Polearm Master + Great Weapon Master + Reckless Attack combo with a glaive to deal huge consistent melee damage while not suffering Barbarian’s normal weakness to damage types other than bludgeoning, piercing, and slashing. Make sure to use the glaive’s reach correctly to maximize the number of opportunity attacks granted through Polearm Master; Crusher will support you in doing this by knocking enemies back 5 feet so you can take a step back and threaten this opportunity attack. Note that–like all Barbarians–you will struggle sustaining your hit points throughout a day and are at relevant risk of death if you are the only melee character in your party.

Race: Custom Lineage

Size – Medium.
Feat – Polearm Master.
Variable Trait – Darkvision.

Ability Scores

15+2 STR, 14 DEX, 14 CON, 8 INT, 12 WIS, 8 CHA

Background: Investigator

Background Feature – Researcher.

Proficiency Selections

Skills – Athletics (class), Perception (class), Stealth (background), Insight (background).
Tools – Smith’s tools (background), thieves’ tools (background).
Languages – Common (race), Dwarvish (race; can be any language).

Starting Equipment

From background: magnifying glass (sell this), evidence from a past case (item 47, black thread), common clothes, 10 gp.
From class: glaive (b1), quarterstaff (b2), an explorer’s pack and four javelins.

Purchasing Goals

Sell your superfluous starting items. Get scale mail as soon as possible. Buy a longbow and enough arrows, as well as javelins. After that, allocate your money to half plate. For everything else refer to the mundane item guide.

Level 3

Primal Path – Path of the Totem Warrior.
Totem Spirit – Bear. Note that this build is optimal for any totem.
Spirit Seeker – You might elect to choose the Uthgardt Tree Ghost Totem variant from the Sword Coast Adventurer’s Guide here, allowing you to cast speak with plants in place of the normal rituals. Do this if you do not expect to get any mileage out of speak with animals.
Primal Knowledge (TCoE) – Choose this optional feature. Survival.

Level 4

Ability Score Improvement (Feat) – Great Weapon Master.

Level 6

Aspect of the Beast – Bear. Note that you can pick a different aspect here if it suits your campaign and that you can pick two different animals at level 3 and 6–so for example you could pick Bear at level 3 and Elk at level 6.

Level 7

Instinctive Pounce (TCoE) – Choose this optional class feature.

Level 8

Ability Score Improvement (Feat) – Crusher. This allows you to knock enemies back with the Polearm Master bonus action, thus allowing you to take a step back and forcing them to provoke an opportunity attack when they try to engage in melee again. Note that this increases your Strength modifier.

Level 10

Primal Knowledge (TCoE) – Nature.

Level 12

Ability Score Improvement (Feat) – Resilient (Wis).

Level 14

Totemic Attunement – Eagle. Note that you can pick a different animal than you picked at previous levels, which is definitely something you want to do here if you lack magic that lets you fly at this point.

Level 16

Ability Score Improvement – +2 STR.

Level 19

Ability Score Improvement (Feat) – Lucky.

Path of the Zealot

Optimization level: mid.
This build makes use of the Polearm Master + Great Weapon Master + Reckless Attack combo with a glaive to deal huge consistent melee damage. Make sure to use the glaive’s reach correctly to maximize the number of opportunity attacks granted through Polearm Master; Crusher will support you in doing this by knocking enemies back 5 feet so you can take a step back and threaten this opportunity attack. Note that–like all Barbarians–you will struggle sustaining your hit points throughout a day and are at relevant risk of death if you are the only melee character in your party. For a similar build that has more strategy explanation and is Variant Human instead, check out our Basic Build Series: Barbarian.

Race: Custom Lineage

Size – Medium.
Feat – Polearm Master.
Variable Trait – Darkvision.

Ability Scores

15+2 STR, 14 DEX, 14 CON, 8 INT, 12 WIS, 8 CHA

Background: Investigator

Background Feature – Researcher.

Proficiency Selections

Skills – Athletics (class), Perception (class), Stealth (background), Insight (background).
Tools – Smith’s tools (background), thieves’ tools (background).
Languages – Common (race), Dwarvish (race; can be any language).

Starting Equipment

From background: magnifying glass (sell this), evidence from a past case (item 47, black thread), common clothes, 10 gp.
From class: glaive (b1), quarterstaff (b2), an explorer’s pack and four javelins.

Purchasing Goals

Sell your superfluous starting items. Get scale mail as soon as possible. Buy a longbow and enough arrows, as well as javelins. After that, allocate your money to half plate. Make sure to own healing potions by level 14, your life quite literally depends on it. For everything else refer to the mundane item guide.

Level 3

Primal Path – Path of the Zealot.
Primal Knowledge (TCoE) – Choose this optional feature. Survival.

Level 4

Ability Score Improvement (Feat) – Great Weapon Master.

Level 7

Instinctive Pounce (TCoE) – Choose this optional class feature.

Level 8

Ability Score Improvement (Feat) – Crusher. This allows you to knock enemies back with the Polearm Master bonus action, thus allowing you to take a step back and forcing them to provoke an opportunity attack when they try to engage in melee again. Note that this increases your Strength modifier.

Level 10

Primal Knowledge (TCoE) – Nature.

Level 12

Ability Score Improvement (Feat) – Resilient (Wis).

Level 14

Rage Beyond Death – If your Rage is about to end at zero hit points, drink a healing potion that you have bought beforehand.

Level 16

Ability Score Improvement – +2 STR.

Level 19

Ability Score Improvement (Feat) – Lucky.

Path of Wild Magic

Optimization level: mid.
This build makes use of the Polearm Master + Great Weapon Master + Reckless Attack combo with a glaive to deal huge consistent melee damage. Make sure to use the glaive’s reach correctly to maximize the number of opportunity attacks granted through Polearm Master; Crusher will support you in doing this by knocking enemies back 5 feet so you can take a step back and threaten this opportunity attack. Note that–like all Barbarians–you will struggle sustaining your hit points throughout a day and are at relevant risk of death if you are the only melee character in your party.

Race: Custom Lineage

Size – Medium.
Feat – Polearm Master.
Variable Trait – Darkvision.

Ability Scores

15+2 STR, 14 DEX, 14 CON, 8 INT, 12 WIS, 8 CHA

Background: Investigator

Background Feature – Researcher.

Proficiency Selections

Skills – Athletics (class), Perception (class), Stealth (background), Insight (background).
Tools – Smith’s tools (background), thieves’ tools (background).
Languages – Common (race), Dwarvish (race; can be any language).

Starting Equipment

From background: magnifying glass (sell this), evidence from a past case (item 47, black thread), common clothes, 10 gp.
From class: glaive (b1), quarterstaff (b2), an explorer’s pack and four javelins.

Purchasing Goals

Sell your superfluous starting items. Get scale mail as soon as possible. Buy a longbow and enough arrows, as well as javelins. After that, allocate your money to half plate. For everything else refer to the mundane item guide.

Level 3

Primal Path – Path of Wild Magic.
Primal Knowledge (TCoE) – Choose this optional feature. Survival.

Level 4

Ability Score Improvement (Feat) – Great Weapon Master.

Level 6

Bolstering Magic – Usually you’ll use this on yourself, but if your teammates have a build using Sharpshooter, Great Weapon Master, or with optimized spells (like the casters in our Basic Builds series) they make for good targets as well. Note that you do not have to spend the d3 on initiative, so try to see what your allies rolled before rolling the d3 such that you take your turn after your party’s casters put down area of effect spells in round one.

Level 7

Instinctive Pounce (TCoE) – Choose this optional class feature.

Level 8

Ability Score Improvement (Feat) – Crusher. This allows you to knock enemies back with the Polearm Master bonus action, thus allowing you to take a step back and forcing them to provoke an opportunity attack when they try to engage in melee again. Note that this increases your Strength modifier.

Level 10

Primal Knowledge (TCoE) – Nature.

Level 12

Ability Score Improvement (Feat) – Resilient (Wis).

Level 16

Ability Score Improvement – +2 STR.

Level 19

Ability Score Improvement (Feat) – Lucky.

14 Replies to “DnD 5E Quick Build Series: Barbarians”

  1. Oh wow. I thought we would get 1 quick build per class, not ALL of them. Nice work and thank you very much for your hard work as always.

  2. Hi,

    Why did you decide not to go Crusher with the Ancestral Guardian and Beast only?

    Why did you go with 12 Charisma on the Berserker?

    1. 1) We take Crusher in general so the bonus action attack from PAM allows us to push enemies back, allowing us to back up and more reliably use the reaction attack from PAM. Ancestral Guardian and Beast Barbarian have better reactions in Spirit Shield and Tail, respectively.

      2) For the level 10 feature, it’s super slight and campaign dependent when determining if that’s better or worse than +2 to WIS. To be honest, if having 2 lower WIS on a barbarian is of critical importance, something is going wrong in your party.

      1. Great, that makes sense. I threw all these subclasses into an excel chart to compare any differences in the decisions making and there really weren’t many (a) race on the Battle Rager (b) 8th level feat corresponding with the odd numbers on the starting ability scores and (c) the charisma on the berserker

        I see the barbarian class as the simplest, so I imagine the complexity will just increase from here.

    1. Sentinel is worse than PAM and GWM (without which you just do not have the damage to justify existing), so the earliest point you’d consider Sentinel is level 8, but around that time Sentinel will be falling off in terms of power due to monsters becoming bigger and gaining 10ft reach, as well as getting abilities of some sort (otherwise spell casters are just winning the game by repeatedly casting Web without even needing higher level spells and you won’t actually need an optimization guide for that game). It’s also highly questionable that it’s more effective than the damage increase Crusher provides; also Crusher can be used to deny attacks to a similar or greater amount than Sentinel can in many situations by knocking people back and then walking away.

      1. An interesting philosophy… Do you really play a melee martial to be bringing the damage for your team though? Better to leave that to others like the casters, or at least a ranged martial. Melee martials should offer some utility IMO… PAM/Sentinel is some pretty insane stopping power.

        1. Unfortunately you can only halt a single enemy at a time with PAM Sentinel about two thirds of the time (since you can’t use Reckless Attack on opportunity attacks) and by the time you get it, it’s not infrequent to meet Large or larger melee combatants who have the reach to hit you regardless. Not to mention that in general, you absolutely should try to cover multiple things as there’s very little incentive or opportunity to fixate onto a particular thing in 5e.

          1. I’m really not sure about these arguments. The 65% chance to hit applies more or less to save chances as well, so therefore we shouldn’t cast spells either (?).

            If the creature can hit the martial but is stopped from rushing to hit the concentrating caster, the martial is doing its job.

            Agreed though that it is only stopping a single enemy at a time, and that the martial should diversify. I imagine they are also grappling at least one enemy while doing this, and may have tagged another with a “taunt” effect (e.g. Ancestral barb).

            Bear in mind that the martial also only needs to target the ~1/3 of creatures that succeeded on their saving throws. There should not be so many to stop.

  3. Am I missing something? I could pick up Sentinel at level 8, wield a glaive (1d10), and stop an enemy at 10 feet. Or I pick up Crusher, wield a quarterstaff (1d6 or 1d8), and wait for enemies to get within 5 feet before pushing them back 5 feet. Around level 8 monsters are becoming bigger and gaining 10ft reach, so Crusher might not even trigger. The quarterstaff also misses out on the GWM -5 to hit, +10 damage. Seems like a big sacrifice to maybe push someone once per round and gain +1 to Str or Con.

    1. Polearm Master:
      > When you take the Attack action and attack with only a glaive, halberd, quarterstaff, or spear, you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals bludgeoning damage.

      You are still using a glaive. Take the Attack action and follow that up with a bonus action attack that deals bludgeoning damage (and you can apply the -5/+10 to this), which qualifies for Crusher, and potentially get the pushback here.

      At TTB we don’t rate Sentinel as highly as other some other places, mainly because we don’t view locking down a single enemy’s movement as that valuable when there are a variety of spells that can do it to multiple targets and we rated the additional benefits of Crusher (being able to push enemies into persistent AoE or control areas like web or spirit guardians or what have you and 18 Str at level 8) as being slightly preferable, but Sentinel is certainly a viable choice at level 8 as well. As long as your subclass isn’t heavy on reaction usage (Ancestral Guardian for example) then Sentinel is a more defensive option to take over Crusher (due to not having 18 Str and the other benefits mentioned above).

      So you could take Sentinel at 8, forgo Crusher entirely, adjust your point buy accordingly (13 Wis instead) and round off more nicely with Resilient (Wis) at 12, but you would be at 16 Str. A tradeoff of offense for defense that we didn’t opt for but is certainly more than playable.

      1. Oops. I misread it last night and thought the build was trying to use PAM to get a reaction when an enemy comes in range and Crusher to push back during the reaction. Now that I understand Crusher is used on your turn (and not the reaction) this make much more sense. Thanks.

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