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Commanding Presence: More out of combat utility. Consider that one attack with your off-hand will likely deal something like 1d8+5 damage at most (assuming 20 in your attack stat and the Dual Wielding feat) compared to 1d6, 2d6, 3d6, or 4d6 additional damage from using a Greatsword on your normal attacks (each d6 representing one additional attack, up to the Fighter's maximum of 4 with Extra Attacj). D&D: Big Changes Coming To Battlemaster Fighters With Tasha's Cauldron. DMG: Allows you to easily change your weapon damage type, and provides three powerful offensive abilities which work in a variety of situations. The Mastiff is the go-to mount option for small riders, but with just 5 hit points it's incredibly frail. Most of your spells should avoid using spell attacks or saving throws, so you won't be using leveled spells enough to make this a meaningful addition.
Maneuvers: Evasive Footwork, Feinting Attack, Lunging Attack, Parry, Precision Attack, Ripost, Martial Adept Disarming Attack, Distracting Strike. Half-orcs get Intimidation for free, so we'll pick up Athletics and Perception. DMG: Invisibility is extremely powerful in 5e. Protection imposes Disadvantage, so if there's a good chance that the attack would miss it's the better choice. Feats: Athlete, Durable, Grappler, Resilient (dex/int/wis/cha), Shield Master, Tavern Brawler, Tough. Tasha's Cauldron of Everything: Fighter Changes and New Subclasses. A bit of healing can be very helpful, but it's not a lot of healing, and you can reasonably expect to use abilities which recharge on a short rest 2 to 3 times per adventuring day. This allows you to easily recover if your goat dies (which it will with 10 AC and 13 hit points), so you always have a mount ready.
But your superiority might be too important for crowd control. If you use a melee weapon with the light and thrown property like handaxes, you can benefit from the Two-Weapon Fighter style. But at higher levels the prof bonus doesn't scale with damage taken. Tashas cauldron of everything battle master board game. Thrown Weapon Fighting has some unique interactions with other fighting styles. Feats: Defensive Duelist, Dual Wielder, Observant, Savage Attacker, Piercer/Slasher, Alert, Mobile. Of the game while your characters runs off to find a replacement.
To summarize: Gunner is very slightly better than Crossbow Expert once you get three attacks starting at level 11, but there is some nuance so the two are roughly comparable. Tashas cauldron of everything battle master chief. On top of that, two-weapon fighting eats your Bonus Action. TCoE: Magic initiate is typically a better choice for the Fighter because using a tool as a focus doesn't get you anything, and you get one less cantrip. Feats: Alert, Observant, Sentinel, Tough, Shield Master.
But numerically this isn't a great choice. Overall, there's a lot of good suggestions here. Str): The only Strength-based skill, Athletics is more than climbing and swimming. Check out my eBook here! PHB: Somewhere between the Folk Hero and the Outlander. For an eldritch knight, a level or two in wizard has a lot to offer. PHB: Absolutely essential for Defenders.
DMG: Fill it with Absorb Elements and Shield and recharge it whenever possible, and this is a spectacular defensive asset. DMG: Poison damage is very common across the full level range, so immunity to it is a significant improvement in your durability. Tashas cauldron of everything battle master cheats. You might trade out GWF or Defense for Protection if you would like to place more emphasis on protecting your allies, but we'll ignore that option for this build so I can more clearly emphasize the numeric differences between the two builds. Unfortunately all of the weapon types (with the exception of the Flametongue) aren't appealing to Dexterity-based builds.
The options already presented are pretty good, but consider also taking Defense to boost your AC, Brace and Bait and Switch to get in the enemies face and Slasher/Piercer/Crusher based on your weapon type. Two levels gets you an extra Fighting Style and a tiny bit of spellcasting. Bad, useless options, or options which are extremely situational. PHB: This is generally better for more charismatic characters like Bards or Paladins, but temporary hit points are great for Fighters. TCoE (Optional) Finally a way. PHB: Fighters are typically the party's front line, which means you're going to be taking the bulk of the damage pointed at your party. I'm also not taking race into account for your options, and some feats like Lucky, Martial Adept and Fighting Initiate are always good and you can take them at your DM's discretion. So there are still eight different options left to be revealed. The standouts among these include Shards for Sorcerers and Spellbooks for Wizards.
The second ability provides a way to counterattack using your Reaction, and with Advantage on that attack it's an easy and reliable boost to your damage output. Grappling Strike: Free grapple as a bonus action. Unarmored Defense is hard to use without investing in a ton of Constitution. Consider combining this with Crossbow Expert. The only drawback is that you're using the item's speed rather than giving yourself a fly speed, so things that improve your speed won't make the broom move faster, and you can't Dash with the broom. Second, and more important, it allows you to overcome damage resistance to non-magic attacks. PHB: Only useful in games which feature an abnormally large number of spellcasters.
Feats: Athlete, Charger, Dual Wielder -OR- Great Weapon Master, Grappler, Savage Attacker, Martial Adept, Durable, Tough, Slasher/Piercer/Crusher. This nets +1 AC, which is nowhere near enough for a feat. Nevermind, they don't work together) If you can, consider adding Two-Weapon Fighting on top of that as a number of throwing weapons also have the light property. Get a Ring of Spell Storing and fill it with Absorb Elements. Allowing you to Grapple as a Bonus Action will imnprove your action economy, though you may prefer to start with a Shove so that you can attack at Advantage and follow that attack with your Bonus Action Grapple. Just as effective as +1 Breastplate, and it's one rarity lower. Optional Class Features are detailed below under Optional Class Features.
If your DM has a good way for you to get thrown weapons back, then power to you; this is the fighting style for you! PHB: Helpful if you go for Fighting Style (Unarmed Fighting), but otherwise skip it. The Armor Class, Hit Points, damage, and Attack Rolls all scale based level of the spell cast and the level of the player/NPC. Good fly speed and it's more durable than a warhorse. Of permanent death for a cooldown period which can often be frustratingly. It does provide skill checks that players can roll to gain additional hints or information that informs the puzzle. SCAG: Basically two skill choices from the Rogue class skills, plus some tool proficiencies, including the ever-important Thieve's Tools. Having out of combat options is good because usually you have 2-3 in combat maneuvers you actually use then you keep getting more and have no use for them. Vision I would skip this.
Want to Support Halfling Hobbies and Get Awesome DM Resources Each Month? If you don't need Intelligence or Charisma for your subclass, investing in Wisdom is a good choice. You already get wizard cantrips and there aren't any other. DMG: Many martial characters struggle when targeted by spells, and the Fighter is no exception. The numbers have to stay the same, for example, a Half-Orc still can only gain a +2 to one stat even if it isn't Strength anymore. But the Fighter gets more Ability Score Increases than any other class, and only needs two good ability scores, so 7 Ability Score Increases leaves us with a ton of resources that we simply can't use. Goat of Traveling: Your go-to mount most of the time. If it can't cast Wish. Resistances like this are common as you gain levels, and the Moon-Touched Sword is an inexpensive way to overcome them until a better weapon comes along. That's the fun of D&D. DMG: The fact that this item exists makes putting ability score increases into Strength feel a bit silly. Wizards of the Coast consolidates elements from Sword Coast Adventurer's Guide, Eberron, and more. Stealth, but it's difficult to find a 1st-level spell which works for the.
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