![]() Thus, you get an extra attack from the feat, for nearly the same amount of damage, stacking about three modifiers, and still have a shield for additional AC. Couple that with the fact that the Quarterstaff is one-handed and the Polearm Master feat doesn't require wielding the weapon with two hands for its benefit, and you can stack Duelist for even more damage, not to mention that you can wield a shield with it. Divine Smite can deal a decent amount of damage per hit, even though the weapon's damage is reduced one die size. Stack damage modifiers, and you get to deal quite a bit of damage.įor example: a Paladin wielding a Quarterstaff, using either Divine Favor, Elemental Weapons or Hunter's Mark (for +1d4 to +1d8 extra damage per blow) and with Imp. Don't know exactly how it mingles with Sentinel, but the idea is that anyone (not just Fighters, Paladins, Rangers, Barbarians, War Clerics and Blade Pact Warlocks) can wield a Quarterstaff (IIRC) and get Polearm Master. Perhaps it's the other benefit from Polearm Master, which allows you to make an additional attack with a Quarterstaff as a bonus action, though the damage deals 1d4 damage. Normally it'd screw you on your unarmed strikes, but with polearm master you can just use your quarterstaff there. Being able to boost wisdom ahead of dexterity is quite a large advantage in your setup. But as it stands, wisdom and dex are equally good for armour and saves - but wisdom also affects cleric abilities, spellcasting and monk ability DCs. There's also Magic Weapon (2nd lvl wizard/paladin spell) which is even better.If you could easily get them both to 20 and didn't need any other, that would be the case. ![]() Making it magical is sometimes beneficial, but not worth dipping Druid or wasting a feat for. The way AoO's work in this edition reach weapons are actually the wort at using them, reach weapons work much better on characters that want to stay behind the lines and this combo is all about being in the front and keeping the enemy close.Ĭorrect me if I am wrong but that is what I think from all the posts about it I've seen. So with this combo you are very sticky to at least one opponent and can stop them from getting away from you. If you use the reach weapon then they have a 10' "save zone" around you that the enemy can maneuver in and get to whoever you are protecting. (Wood Elf, so he'll also have a longbow and maybe a scimitar for slashing dmg)I believe the point is to lock down the enemy permanently with that combo. There's also Magic Weapon (2nd lvl wizard/paladin spell) which is even better.įYI-I'm trying to understand this stuff because I'm thinking of making my first 5e character a Monk/Cleric with a quarterstaff - mix of melee, ranged, control, and combat medic. The quarterstaff is already a d8 naturally when you use both hands, which I have no reason no to do. (Remember, Monks can uniquely use Dex for quarterstaffs.) Getting to use Wis instead of Dex is of no benefit. If I'm playing a Monk/Cleric, my Dex will be at least as good as my Wis (primary stats #1 and #2). The spell ends if you cast it again or if you let go of the weapon" The weapon also becom es magical, if it isn’t already. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. "The wood of a club or quarterstaff you are holding is imbued with nature’s power. You won't regret it.I'm confused why you think that's great. Take a level of druid or take the magic initiate feat, stack wisdom and take shillelagh. (Wood Elf, so he'll also have a longbow and maybe a scimitar for slashing dmg)
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