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tigerkirby215 · 4 years ago
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5e Alistar the Minotaur build (League of Legends)
⚠️ WARNING: THE FOLLOWING BUILD USES CONTENT FROM THE MYTHIC ODYSSEYS OF THEROS SOURCEBOOK. DO NOT OPEN IF YOU WISH TO AVOID SPOILERS. ⚠️
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(Artwork by Riot Games)
Wow is Alistar’s champion title really just “the Minotaur?” Like damn I know he’s an old champion but other old champions have titles like “the Dark Child” or “the Frost Archer” or “the Barbarian King.” Calling Alistar “the Minotaur” is like calling Yasuo “the Wind Sword Guy”, or calling Blitzcrank “the Robot”, or calling Amumu “the Sad Mummy.” ...Wait...
GOALS
Pulverize - Alistar’s an old champion with a very simple kit. Hit people, hit them some more, and hit them a third time for good measure.
Trample - The bull has a lot of CC at his disposal with tons of ways to keep enemies at bay.
Triumphant Roar - Ali’s main “supportive” mechanic is the ability to heal himself and his allies in the middle of a teamfight.
RACE
This may be surprising to hear but Alistar is a Minotaur, which is a race in Guildmaster’s Guide to Ravnica but I suppose it got reprinted in Mythic Odysseys of Theros. Your Strength increases by 2 and your Constitution increases by 1. You have Horns that you can use for an unarmed strike that do a d6 piercing damage instead of the bludgeoning damage of a regular punch, and if you dash 20 feet in a straight line you can make an unarmed strike as a bonus action with Goring Rush.
Most notably as a Minotaur you get Hammering Horns: Immediately after you hit a creature with a melee attack on your turn you can use a bonus action to attempt to shove that target with your horns. You can push the target up to 10 feet away from you unless they succeed on a Strength saving throw. The creature can’t be more than one size larger than you and has to be within 5 feet of you.
You can also speak, read, and write both Common and Minotaur, and get your choice of either Intimidation or Persuasion proficiency thanks to Imposing Presence. Of course we’ll be choosing Intimidation but feel free to opt for Persuasion instead if you think it will be more useful.
ABILITY SCORES
15; STRENGTH - You’re a big bad bull whose powers include punching people, headbutting people, and stepping on people... not like that.
14; CONSTITUTION - You’re a tank as well as a support, and Constitution is required for tanking.
13; CHARISMA - You’re a big scary purple monster, and while you could probably convince your DM to be intimidating with Strength Charisma is a requirement to multiclass.
12; DEXTERITY - Not the most in-character since Ali is a slow dude, but DEX is required for AC.
10; WISDOM - You smack people a bunch; you don’t ask them about their feelings. Wisdom could help you with Animal Handling though since you are an animal.
8; INTELLIGENCE - You smack people a bunch you don’t read books.
BACKGROUND
Alistar’s backstory has been through the wringer so many times which is to be expected of an older champion. But apparently now he’s an Outlander seeking vengeance for his tribe? Regardless you get Survival proficiency but I’d actually recommend swapping the Athletics proficiency for Animal Handling since we can’t get it elsewhere, and it makes sense for the cow to be good with animals. You also gain proficiency in an instrument and a language of your choice. Again whenever we make warrior types I always recommend Drums, because I doubt those big hooves can play a lute.
Your background feature Wanderer is kinda like Laberintian Recall from older versions of the Minotaur. You can recall the general layout of the terrain around you, and can find food and water within reason. Alistar’s just generally a cool dude; he seems angry but I don’t doubt he’d be willing to help you out if you got lost in the mountains.
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(Artwork by Riot Games)
THE BUILD
LEVEL 1 - PALADIN 1
Starting off as a Paladin for a variety of reasons. But regardless of the reason you get proficiency in two skills from the Paladin list: take Athletics from your class instead of your background. Any other skill makes sense so pick whatever you think will be useful. (I opted for Insight personally.)
As a Paladin you get Divine Sense, letting you use an action to detect any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You can use this feature a number of times equal to 1 + your Charisma, so twice. For some Relic Shield healing Lay on Hands gives you a healing pool equal to 5 times your Paladin level. You can heal a target you touch for any amount of health as an action, up to the remaining total of your Lay on Hands pool. Alternatively you can spend 5 health to neutralize a poison or disease, because a good support knows when to grab Mikael's!
LEVEL 2 - PALADIN 2
Second level Paladins get a Fighting Style: to remain in-character it would make the most sense to take Unarmed Fighting from the Class Feature Variants UA, but there really isn’t much reason to use your fists over an actual weapon (especially since you have horns) so I’d suggest grabbing Great Weapon Fighting instead. Use a Maul since it’s a heavy weapon that does bludgeoning; so it’s practically like you’re punching them!
You also get Spellcasting as a Paladin: you can prepare a number of spells equal to your Charisma modifier plus half your Paladin level (rounded down) so... not a lot. Bless will let you boost your allies by setting enemies up for them... that’s how I’d flavor it at least. If you want to take things into your own hands Thunderous Smite will let you empowered your next attack to do bonus thunder damage and force the enemy to make a Strength save or be knocked prone. Is your spell save really bad because your Charisma is so low? Yes!
But naturally we’ll be ignoring most of those spells for Divine Smite! When you hit a creature with a melee weapon attack, you can expend one spell slot to deal extra radiant damage in addition to the weapon’s damage. The extra damage is 1d8, plus an additional d8 for the level of the spell you use. So a level 1 spell does 2d8, level 2 does 3d8, and so-on. Additionally if you hit an undead you do an extra d8 of damage! Fight toe-to-toe with Mordekaiser for a battle of the tanks!
LEVEL 3 - PALADIN 3
Third level Paladins get Divine Health, making them immune to disease, which is good because you’re bound to catch a cold by running around shirtless. (Except you should be wearing armor for now.) But more importantly you get to choose your Divine Oath, and I did say we’d be using content from Theros so... Oath of Glory! As a Glory Paladin you get the Guiding Bolt and Heroism spells innately.
You also get two Channel Divinity options: Peerless Athlete will give you Advantage on Strength and Dexterity checks for the next 10 minutes... and I’m obligated to tell you that advantage on Athletics will let you shove people better to try to knock them over. Inspiring Smite however will let you make a Triumphant Roar when you hit an enemy with your Divine Smite. Roll 2d8 and add your Paladin level: you can distribute this pool of temporary hitpoints among your allies however you wish.
LEVEL 4 - PALADIN 4
4th level Paladins get another Ability Score Improvement: I’m going to suggest increasing your Charisma and your Constitution by 1, putting them both at even scores.
With the increase to level and Charisma you can also prepare more Paladin spells: Compelled Duel is a good way to keep foes close and CCed so your allies can fight them, and Cure Wounds is a good way to keep those allies in the fight!
LEVEL 5 - PALADIN 5
Paladins get an Extra Attack at 5th level, letting them attack twice when taking the attack action.
You can also prepare and cast second level spells now: as a Glory Paladin you get Enhance Ability and Magic Weapon innately. Hit hard and resist any incoming damage!
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(Artwork by Riot Games)
LEVEL 6 - BARBARIAN 1
Okay I know I usually like to start the builds for shirtless characters with Barbarian first but half of Alistar’s skins give him armor, and Paladin levels simply gave us more to work with. Regardless: Barbarians can go shirtless with Unarmored Defense equal to 10 plus your Dexterity and then plus your Constitution.
Of course we’re not just here to go shirtless in Seattle: as a Barbarian you can Rage a number of times per day as shown on the Barbarian class chart. While raging you have advantage on Strength checks and saving throws (which yes our Channel Divinity could also do) and do bonus damage when attacking with a strength weapon. But the most important thing is that you have resistance to bludgeoning, piercing, and slashing damage while raging, meaning that your Unbreakable Will will keep you in the fight!
Note that you can’t cast spells while raging, nor can you concentrate on them. You can still benefit from any spell effects that aren’t concentration though, and more importantly you can still smite! What’s more important though is that your rage will end if you don’t take damage or attack someone for a full round. Beyond that your rage lasts for one minute, so keep in the fray while absorbing every incoming blow!
LEVEL 7 - BARBARIAN 2
Second level Barbarians get Reckless Attack, allowing them to attack with Advantage at the cost of being attacked with Advantage. You know what Advantage means? A higher chance to crit. You know what more crits means? Harder smites, as the smite damage gets doubled! You’ve got the health to take hits, so why not hit them hard?
In addition you get Danger Sense, giving you advantage on Dexterity saving throws against effects you can see. Don’t be a dummy: dodge skillshots you can see coming.
LEVEL 8 - BARBARIAN 3
Third level Barbarians can choose their Primal Path. You’re meant to be a tank so naturally Totem Warrior. As a Totem Warrior you get a Totem Spirit and the Spirit of the Bear gives you resistance to all damage but Psychic. (I suppose you can consider Psychic to be True Damage.) Yup it’s a tank build so of course we’re going Bear Totem Barbarian.
As a Totem Warrior you also get Spirit Seeker, allowing you to cast Beast Sense and Speak with Animals as ritual spells. See I told you the Animal Handling proficiency would help!
LEVEL 9 - BARBARIAN 4
Regardless of your class you get an Ability Score Improvement at 4th level, so with 4 levels in Barbarian it’s time for a... Feat! No not Athlete: I’m actually going to suggest the Resilient feat in Strength this time. You’re a tough guy so naturally you can wrestle toe-to-toe.
NOTE: I opted for Resilient in Strength since it’s unlikely you’ll need to concentrate on spells much. (As you’ll be Raging most of the time.) But if you want better concentration checks feel free to take Resilient in Constitution instead. The last ASI was in both CON and CHA, so you can opt for CHA and STR instead.
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(Artwork by Riot Games)
LEVEL 10 - PALADIN 6
With our ultimate in-line it’s time to become the ultimate support! Level 6 Paladins get Aura of Protection, granting allies in a 10 foot radius a bonus to saving throws equal to your Charisma modifier. So again: not much. But it does benefit you as well!
Additionally you can prepare another spell: Lesser Restoration will let you cleanse minor CCs from your allies... or yourself.
LEVEL 11 - PALADIN 7
As a Glory Paladin you get Aura of Alacrity at 7th level, making you and anyone within 10 feet of you move 10 feet faster! Alistar’s a pretty slow boy, but there’s no reason to look a gift horse in the mouth. Maybe you’re not fast; maybe everyone else is just slow?
LEVEL 12 - PALADIN 8
8th level Paladins get another Ability Score Increase so it’s time to cap off that Strength modifier for the hardest hits possible.
LEVEL 13 - PALADIN 9
So you could’ve prepared another spell at the last level but I didn’t mention it because there isn’t much at 2nd level we want. But regardless you can prepare third level spells now! As a Glory Paladin you know Protection from Energy innately for a Knight’s Vow, but much more importantly you get Haste! Buff your ADC, or buff yourself to attack at lightning speeds!
Speaking of ADC buffs: Crusader’s Mantle will give you and all your allies within 30 feet an additional d4 radiant damage on their attacks. You can’t cast it while raging but you can have it up normally to further support the team.
LEVEL 14 - PALADIN 10
10th level Paladins get an Aura of Courage, making it so that you and allies within 10 feet are immune to being frightened. No scarecrow is going to scare you! And you can prepare another spell: Spirit Shroud is an Unearthed Arcana spell that works a lot like Randuin's Omen, slowing enemies within 10 feet of you by 10 feet. On top of your Aura of Alacrity you can easily keep foes at bay, especially since you do an extra d8 of damage (Necrotic or Radiant) to enemies you hit!
LEVEL 15 - PALADIN 11
11th level Paladins get Improved Divine Smite, doing an extra d8 of Radiant damage with all their attacks. Despite the name of this class feature it doesn’t activate your Inspiring Smite feature; sorry.
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(Artwork by Riot Games)
LEVEL 16 - PALADIN 12
12th level Paladins get another Ability Score Improvement, so for more tanking increase your Constitution.
Speaking of tanking you can prepare another spell: Aura of Vitality will let you spend a Bonus Action to heal anyone within 30 feet (including yourself) for 2d6 health, for a whole lot of Triumphant Roars.
LEVEL 17 - PALADIN 13
13th level Paladins can prepare 4th level spells. As a Glory Paladin you can cast Freedom of Movement to ignore CC, and Compulsion for some CC of your own.
LEVEL 18 - PALADIN 14
14th level Paladins buy a Mikael's Crucible to use Cleansing Touch, allowing them to end a spell’s effect with a touch. You can use this feature a number of times equal to your Charisma modifier before taking a Long Rest.
And another spell to prepare? Sure! Aura of Purity gives your whole team CC reduction!
LEVEL 19 - PALADIN 15
As a Glory Paladin you get Glorious Defense at 15th level. When you or another creature you can see within 10 feet is hit by an attack roll, you can use your reaction to grant a bonus to the target’s AC against that attack, equal to your Charisma modifier. If the attack misses, you can make one weapon attack against the attacker as part of this reaction, provided the attacker is within your weapon’s range. You can use this reaction a number of times equal to your Charisma modifier. Man this class has a lot of features based on Charisma... shame we didn’t increase it much.
LEVEL 20 - PALADIN 16
16th level Paladins get our last Ability Score Improvement so I’d suggest capping your Constitution for a 20 health increase and maximum tanking!
And you can prepare one more spell at this level: Staggering Smite is perhaps the ultimate knockup, doing a ton of Psychic Damage on a hit and also giving the target disadvantage on attack rolls and ability checks for the duration, and it can’t take reactions until the end of its next turn.
FINAL BUILD
PROS
Gargoyle Stoneplate - This is certainly a tanky build! Over 200 health and a positive modifier in every saving throw, all on top of Bearbarian Rage to halve all incoming damage!
Locket of the Iron Solari - You also have a lot of support and utility. Inspiring Smite alone grants 2d8 + 16 temp HP to your party, and you have a huge variety of healing spells at your disposal.
Lich Bane - Unlike Alistar in League you can hit very hard! A 2d6 weapon with Advantage and Smites will let you break some skulls. (Side note: if you want to be more supportive try investing in CHA instead of STR to boost your auras and spells.)
CONS
Lord Dominik's Regards - Even with the high Constitution mod your low Dexterity means that your AC is subpar. You may have the health to spare but you’re going to be hit a lot.
Blade of the Ruined King - Let’s talk brains: you’re not good at them. Raging stops you from concentrating on spells, and most of your spells are concentration. More importantly you had to dump both mental stats, and while your saving throws are still okay thanks to Paladin levels you’re not going to be succeeding on any History checks.
Guinsoo's Rageblade - Ultimately while Raging lets you absorb a lot of damage the investment in Barbarian makes this class insanely MAD (Multi-Ability Dependent) and raging can do as much harm as it can help. The requirement for Strength, Dexterity, Constitution, and Charisma means that something ultimately ends up dropped. If you can make this build with Point Buy (dumping the hell out of your mental stats) then it’s great, but with such a low Charisma a lot of your Paladin features end up being subpar.
But you’re the support. If you were good at everything you’d just carry yourself. Keep the enemies at bay and your allies in the fight. If you go down it’s a job well done! Space created! But do your best not to feed, obviously.
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(Artwork by Riot Games)
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