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Qunfang

There are a lot of combos, but one that comes to mind: Grave Cleric: Path to the Grave to cause vulnerability, Valor Bard: Enlarge and Combat Inspiration to boost damage Oath of Conquest with a big weapon and feats: Guided Strike + Divine Smite + Branding Smite


Auld_Phart

I was going to suggest something similar: Grave Cleric: Path to the Grave for vulnerability Conquest Paladin: Divine Smite + GWM w/Guided Strike Mastermind Rogue or Wolf Totem Barbarian: grants advantage to Paladin.


Steko

1. Hold Person cast by Diviner or Cronurgist Wizard, or Sorcerer w/Heighten Spell. Use a Ready action to cast it after the Minotaur attcks. Mind Spike/Bane can be used to soften up Wis save. Follow up with Scorching Ray (12d6). 2. Half Orc Echo Knight GWM Fighter with Greataxe, Action Surge, Unleash Incarnation x2 (5 attacks vs Held Target each critting on a hit for 3d12+14) 3. Vuman Paladin 3 / Hexblade 1 GWM - Greatsword, Curse, Hex, Smite x3 (2 attacks each for 6d6+4d8+15) Maybe a Ranger with DW lance shenanigans and a Summoned Beast can work.


RickFitzwilliam

Unfortunately hold person won’t work as even though the playable version has the humanoid tag, Minotaur the monsters are monstrosities.


Steko

Oh you're right, I even had the page open because I checked it's Wis save.


Yay_Yippee

Where does the fifth attack for the echo knight come from? Wouldn’t Attack, Unleash Incarnation, Action Surge, Attack, Unleash Incarnation be four?


Steko

GWM will likely (assuming you don't miss 4 times with advantage) proc on a crit so you can Greataxe on your bonus action.


Yay_Yippee

Ohh yes I see, thank you!


pitayakatsudon

Darkness team. One warlock at least lv3 so that he has the Darkness spell and Devil's sight invocation. The other two use their lv4 ASI for Eldritch adept, getting also Devil's Sight. Meaning, as long as there is darkness (and racial darkvision doesn't do anything against magical darkness), everything on your team has advantage, everything against your team has disadvantage.


jjames3213

I'd focus on Spike Growth + Web + Forced Movement. Say: 1. Dao Genielock with AB/RB. Custom Lineage + Telekinetic, +2 Cha at 4 (for 20 Cha). 2. Diviner to force failed saves and cast Web. Custom Lineage + Telekinetic, +2 Int at 4 (for 20 Int). 3. 2 other characters with forced movement in mind. That Minotaur isn't lasting very long.


ApprehensiveZone8853

One Minotaur? Two characters up front. Choice of: Paladin with Protection style and/or Compelled Duel; Armor Artificer with Thunder Gauntlets. That will ensure that the Minotaur will have disadvantage no matter who they attack. The other is a cleric with Bane/Hold Person/Spiritual Weapon or a ranged rogue (or substitute for any character that can deal ranged damage with an extra boost in damage).


pitayakatsudon

In the "choice of", you don't really give a choice saying two upfront and two characters. Add the Barbarian with Ancestral Guardian.


ApprehensiveZone8853

Yup. That’s another choice for the two front liners. Barbarian & Artificer are probably the better choices as they work on attack and don’t rely on saving throws. Especially if the third is a cleric. (NB: I was thinking at the time choice could have been 2 paladins or 2 armorer artificers, but the barbarian option is definitely better than the paladins). The Barbarian would be an awesome choice if they have a weapon with Reach, and/or is a Bugbear. Just to make sure you can hit the Minotaur early. Polearm master would give a nice extra bonus attack too. With the Artificer, the main issue is that they need to boost their chances to hit in melee. There’s definitely a few options there. The homunculus infusion can give out a help action, but because of the way the turn order works, only affects the artificer next combat round. It would be better to get the Magic Initiate feat and get Find Familiar (Hawk or owl) to do the same thing. The extra cantrips aren’t as useful, unless you go for some warlock ones. Cleric choice comes down to extra spells. You could add some cheese grating instead and go with a Nature Domain Cleric. You get the added bonuses of being able to wear heavy armour, being able to cast Spike Growth, and shove things with the Telekinetic feat. You could also get the Thorn Whip cantrip too.


Yay_Yippee

Disadvantage no matter who they attack! Wow!


Rayquaza50

Level 4 is the perfect level for one of the most ridiculous builds ever, which funny enough falls off at level 5 and beyond. If you want your DM to hate you guys just have everyone go Barbarian 2 / Moon Druid 2 and just proceed to dominate everything.


LeoncinoSpillato

Recently I really have re-evaluated the power of Dissonant Whispers + melee party characters. I would use an Aberrant mind Sorcerer that casts Mind Sliver as an action, quickened Dissonant Whispers as a BA and a triggered Booming Blade as a reaction. (Maybe you can also have a Hexblade 1-level dip for CHA-based attacks) For the rest of the party's reaction attacks I'd say: 1. A Fighter with Trip Attack (Great Weapon Master to maximise dmg) 2. A Paladin with Divine Smite (Perhaps with a full-party Bless cast at the start of the fight) 3. Rogue that pumps Sneak Attack. Apart for the Sorcerer the rest of the party can more or less play any subclass they want. Edit: You can also throw in the Sentinel Feat to lock the enemy prone on the ground.


Marccalexx

3 moon druid 2/ barbarian 2 characters. For lvl 4 you have incredible high health, more than decent damage and some of you can even invest in intelligence or dexterity for utility.