Op fighter build 5e

For the purposes of this build your optimal options would be to either choose variant human for the feat or half-orc for the additional damage die on critical hits from Savage Attacks and their capacity to not lie-down on the job the first time they take a hard hit thanks to Relentless Endurance.

Ability Score Placement. Next you want a reasonably high dexterity and wisdom. You could invert the numbers if you wanted to be more adept at dexterity saving throws versus wisdom, since dexterity is one of the most targeted spell saving throws, particularly for area of effect spells and this build is going to predispose you toward being near party membersbut on the other hand, failed wisdom saving throws could have you paralyzed, running away from the fight, or even worse, turning all of your combat effectiveness against your own party!

Lastly placing your intelligence and charisma scores is in part a matter of role-playing and personal preference. There are a handful of monster abilities and spells that target charisma and fewer still that target intelligence, but chiefly among intelligence saving throws are illusion effects. Upon selecting this archetype you get to select 3 maneuvers, are able to choose 6 more as you gain levels, and since as a battlemaster you get the most out of superiority dice, you should strongly consider taking the Martial Adept feat for an additional 2 maneuvers and superiority die.

op fighter build 5e

All told, you will have access to 11 maneuvers to use under a range of circumstances by the time you reach 15th level. Superiority dice are an additional d8 that are typical added to damage rolls, increase to d10 at 10th level, and d12 at 18th level when you use a battlemaster maneuver. The most universally useful maneuvers for this build are going to be trip attack, riposte, and precision attack. And should the -5 penalty from Great Weapon Master cause you to miss, you can always expend a superiority die to roll a d8 or higher with the precision attack maneuver.

Taking the riposte maneuver gives us another way to ensure that we get to use our reaction during the round- someone attacks and misses, you get to make a counterattack on them and add your superiority die to the damage if you hit. Below is a list of 12 of the best maneuver options for this build and by the time you reach 15th level and take the Martial Adept feat, you will be able to select all but one of them- while being able to spend 7 superiority dice per short rest! Recommended Battlemaster Maneuvers.

Trip Attack. Pushing Attack. Disarming Attack. Precision Attack. Goading Attack. Menacing Attack. Maneuvering Attack.

Distracting Strike.Home Post new thread What's new Latest activity Authors. Wiki Pages Latest activity. Resources Latest reviews Search resources. Members Current visitors New profile posts Search profile posts.

Log in Register. Search titles only. Search Advanced search…. Post new thread. Create wiki page. All threads Latest threads New posts. Search forums. Log in. JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding. Thread starter Gladius Legis Start date Feb 26, Gladius Legis Adventurer. Last edited: Jan 10, Proficiencies Armor : All armor and shields is as good as it gets.

Weapons : All simple and martial weapons is as good as it gets. Tools : None. If you get any proficiencies here, they'll likely be from your background. Also, at least you can actually spend money and downtime to pick up proficiencies in this category. Yours are Constitution and Strength, which are both as good as it gets. CON is the best common save to get, protecting against many incapacitating and crippling conditions and helping you maintain concentration should you ever by chance pick up some spellcasting ability.

Skills : As you might expect, Fighters aren't exactly skill monkeys. You get two from the following, and spoiler alert, they'll both be spoken for when you see below. Your background will give you more skill proficiencies, which are not restricted to this list. Your race may also give you more chances to pick skill proficiencies, again not limited to this list.Here is the idea Your choice here, for flavor and for handy skills.

I went with Soldier, as it fit with my concept of a Lords Alliance soldier sent to protect an important agent but feel free to select anything that fits with your own character concept. If it sounds like fun, pick it! While there are other options the Variant Human is best, in my opinion, for the early feat selection. For your feat, pick either Polearm Master or Sentinel. Both give good tactical fun in combat situations.

I went with Polearm Master first for the extra bonus 1d4 bludgeon attack and the use of your reaction at 10' reach at 1st level. I also picked up a whip and a quarterstaff, feel free to select a range weapon of your choice as well. Fighter 1 - You get plenty of HP, as well as a fighting style and second wind. Second Wind is as good as a healing potion, if not better and it is definitely better as you level up.

For your fighting style, pick Great Weapon Fighting. Now you get to re-roll those pesky 1's and 2's. Fighter 2 - You get an action surge. This lets you make an extra action once between short rests. This build leans heavily on short rests Fighter 3 - Take Battle Master. You get superiority dice, which give you 3 Maneuvers essentially spells for fighters.

op fighter build 5e

Take Pushing Attack Str save or pushed up to 15' away from you and adds 1d8 to damageLunging Attack increases your reach to 15' and adds 1d8 to damage as well as a couple others I like Menacing Attack adds 1d8 damage and potentially frightens the target which is handy but works against the purpose of the build by keeping enemies outside of your reach.

Maneuvering Attack is another good tactical fun choice.When I used to think of the Fighter class, I imagined a tanky meat shield that stood at the front of the party hacking baddies with a big axe.

However, if you make a few tweaks and throw in a crossbow or two, you get one lethal archer. There you have it! A bow-slinging, sharpshooting ranged Fighter. Throw in some studded leather armor and Second Wind and you can also withstand a pretty hefty beating.

PrinnerX 1 month 3 weeks ago.

op fighter build 5e

So with the sniper do you multi class at level 6 so you get the extra attack from being a 5th level ranger? ScorpioSymbol 2 months 1 week ago. Couple of things with the BarBearian Any excess damage you take carries over, so in the RAW example if you're in bear form with 1 HP and take 10 damage, you revert back and take 9 damage.

I just don't see how the math adds up. The War Priest feature really doesn't help, as you're already using the bonus action for your off-hand attack with your 2nd Rapier, but going in with Divine Favor pre-cast definitely boosts your damage by 5d4and for your Fighter Archetype which is never coverednone of them really boost your damage here except the UA class, Psychic Warrior, and even then it's only another 1d4.

For the "The Faceless Man A. Master Assassin" how did you calculate the max damage he could do at the end? Skip to main content. Level up. Earn rewards. Your XP: 0. Updated: 08 Jul am. BY: Lee E. Choose Archery as your Fighting Style and pickup two hand crossbows.Home Post new thread What's new Latest activity Authors. Wiki Pages Latest activity. Resources Latest reviews Search resources. Members Current visitors New profile posts Search profile posts. Log in Register. Search titles only.

Search Advanced search…. Post new thread. Create wiki page. All threads Latest threads New posts. Search forums. Log in. JavaScript is disabled.

For a better experience, please enable JavaScript in your browser before proceeding. Thread starter Mistwell Start date Sep 21, Mistwell Legend.

A trap that you will want to avoid at all costs, either because it's ineffective or because it's thoroughly outclassed by another option that accomplishes something similar. Purple is a substandard choice. It might be useful in corner-case situations, but overall it's not worth the investment.

Black is average. You're not hurting your character by taking this, and it will probably help in some situations, but there are better choices. Blue is a good choice. It definitely helps your character in the majority of cases.I have to call foul. To simply dismiss the Champion archetype shows, in my opinion, a lack of imagination.

The Champion is meant to be a solid combatant while dealing lots of damage through sheer combat ability, nothing more or less. There is no failing of the rules here, as is sometimes the case with other classes or archetypes the 5e Ranger class, in particular, is often called out here. The Champion is all about sheer combat prowess. Quite often that means combat might based upon Strength, but not always.

A Champion Fighter could also do well with his or her fighting abilities based upon Dexterity. An archer or finesse combatant could make good use of being a Champion. Still, some might cry out that the Champion is dull, even lackluster. Again, I fault the individual for a lack of creativity. First of all, a character of any class or archetype is only boring if the player plays them that way.

Top 10 Most OP DnD Builds (OP D&D Class Builds): Page 8 of 10

It is up to us as players, with maybe some help from a Dungeon Master, to bring our characters to life, to make them living, breathing entities. That is part of our job, our mission, when playing a character in a role-playing game. Secondly, the Champion still has plenty of options available, no small part of which are the number of Ability Score Improvements or Feats available to such a character. The Fighter gets more Ability Score Improvements than any other class, each of which can be used as a Feat if the Dungeon Master allows.

Even if one opts for the Ability Score Improvements, that gives the Fighter a huge boost over other characters, potentially allowing for higher stats that can make a big difference when it comes to combat.

But those Feats plus the other abilities the Champion offers can create a truly spectacular war machine. But what abilities make the Champion unique, you might be asking?

Right off, I draw your attention to the fact this Fighter is the only one who gets the Improved Critical ability, and not once, but twice, at 3rd level and again at 15th level, though under the Superior Critical title.

What this means is a Champion can score a critical hit against a foe on a roll of 19 or 20, then at 15th level on an 18, 19 or 20, and no other class offers this feature. This might seem like small potatoes to you, but I can tell you from experience, this is an extremely nice ability to have, and it comes up in game combat more often than you might think.

Next up, at 10th level the Champion earns an Additional Fighting Style, another ability not available to other Fighters or even to other classes, at least not without multi-classing. Again, this might not seem like a big deal at first glance, but it really allows the Champion to have an extra level of power not common to other characters. Then there is the Remarkable Athlete ability at 7th level. Last but not least, there is the Survivor ability. Not only does it keep the Fighter going like an Energizer bunny, but it could prove the difference in a battle against any number of big bad guys.

I can see that, though I also see that Fifth Edition has gone far beyond the original game. However, that being said, I would be remiss not to point out that the Champion Fighter, being a relatively simple archetype when compared to others, is probably more like the First Edition class of Fighter than any other Fighter archetype, or perhaps more so than any other Fifth Edition class, period.

Some might not consider this a good thing, but others will. Players make the game. Your email address will not be published. Sign up to our newsletter! Notify me of follow-up comments by email. Notify me of new posts by email.Some DMs will even call it overpowered or broken. Is it? Should you play one? Fundamentally, the build takes advantage of a couple different feats to create a fighter that can hit their opponents with reach and stop them from getting any closer.

It gains an additional attack with the backend of your polearm, and you get to trigger your opportunity attack when somebody comes at you rather than waiting until they try to get around you. You can technically run this build with any combination of race and class, but it requires two different feats, so ideally you want to run a human fighter as they gain extra opportunities to take them. All the build needs is two different feats: Polearm Master, and Sentinel.

Defending the 5e D&D Champion archetype for Fighter

From the Player's Handbook, when you take the attack action with a glaive, halberd, or quarterstaff, you can use a bonus action to make a melee attack with the other end of the weapon. The damage die is a d4 add attribute modifiers as normal and deals bludgeoning damage. Otherwise, this attack functions just as if you attacked with the weapon in question. While wielding a glaive, halberd, pike, or quarterstaff, other creatures provoke an opportunity attack from you when they enter your reach.

The MOST Annoying & Powerful Paladin Character Build EVER D&D 5E

Whenever you hit a creature with an opportunity attack, its speed drops to 0 for the rest of the turn. This stops any movement they may have been taking. Creatures within your reach provoke opportunity attacks even if they took the Disengage action. When a creature within your reach makes an attack against a target other than you and that target doesn't have this featyou can use your reaction to make a melee weapon attack against the attacking creature.

Note how these two lovely feats interact. Polearm Mastery is allowing you to make your opportunity attack when an enemy enters your reach which is 10 with your brand new polearm and Sentinel stops them in their tracks before they can close the distance.

Essentially, just build your fighter how you normally would, and simply select these two feats at your earliest opportunity.

With the simple goal of two feats in mind, for the optimal build of a polearm master, choose the following:. For this version of the build, take the previously mentioned core options for the build and make the following choices:. To set up this completely unfair scenario, take the previously mentioned core options for the build, and make the following choices:.

The aura extends 10 feet from you in every direction, but not through total cover. If a creature is frightened of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your paladin level if it starts its turn there.

At 18th level, the range of this aura increases to 30 feet. Even if they do save out of it, you can smack them with your opportunity attack and keep them locked in place with sentinel. A little fairer than the knight, but still based on creating a 10 aura of pain around you and locking your opponent out of reach.

With this you can slash away while your opponent is stuck just ahead of you in a nimbus of electric damage. To set up this storm, take the previously mentioned core options for the build, and make the following choices:. This version has the bonus survivability of a barbarian with an extra damage synergy. Consider this build if you like the idea of being a living lightning rod. Is the Build Worth Playing?

The short answer is yes! The long answer is sort of. The main concept of the build is strong, but it relies on a lot of factors going right. It also does little to nothing about ranged combatants. The advantage of the build though is how little you give up achieving it.


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