Thrown Weapon: You can draw and throw a range weapon as part of an attack. If your campaign involves a lot of dungeons, this might be helpful. Take the martial adept feat and you gain two more maneuvers and one more dice so you end up with 3 powers and two dice per short rest. So, let's dive into the Tasha's Cauldron of Everything Fighter guide! Only useful for saves and Face skils for most subclasses, but the Purple Dragon Knight needs it for some of their subclass features. Savage Attacker doesn't work with unarmed strikes. For maneuvers, consider picking up Menacing Attack or Pushing Attack to keep enemies away from your charge. For ranged builds, the damage reroll and additional damage both improve in effectiveness as your damage die gets larger. The Battle Master subclass of Fighter is considered one of the most versatile and adaptable subclasses in the game and that continues here. The Sidekicks system will take the work out of leveling up NPCs.
Bait and Switch: Swap places with a creature within 5 feet, spending 5 movement speed. PHB: Excellent for any Fighter using a two-handed weapon. Shield Master is a bit of a tough one to justify. There isn't one specific spell that covers all of this, but several individual spells for different creature types including Aberrations, Beasts, Celestials, Elementals, Fey, Fiends, Undead, and more. By the time you get two attacks it's close, but by the time you get 3 it's clear that a two-handed weapon is the better choice. The Battlemaster Fighter is getting a buff with the newest set of rules coming to Tasha's Cauldron of Everything. DMG: Fighters are all about weapon attacks, so a numeric bonus to attack and damage is hard to beat. You can learn about all of the new archetypes with our Tasha's Cauldron of Everything New Subclasses Guide. Unfortunately, this fighting style is far too situational to be realistic, unless you're being a Blind Swordsman or something. 5, or 14 damage depending on how many attacks you get. Champion: Simple and straightforward, but unquestionably effective, the Champion thrives on the Fighter's central features. It's not nearly as durably or as fast as a griffon, but the figure stays active for twice as long and with a cooldown of just 2 days you can use it more frequently than most figurines.
All weapons, armor, and shields, but you get no tool proficiencies, and only two skills. Go for Half-Orc Fighter. So it may not be that great.
DMG: Much like a +X weapon, it's hard to beat the math here. Concentration is reasonably safe, and with a 1-hour duration you can get a. lot done on one spell slot. Still, if you can get one you absolutely should. Feats: Heavy Armor Master, Mounted Combatant, Savage Attacker, Shield Master, Piercer/Slasher/Crusher. For more advice on Spell Sniper, see my Spellcasting Feats Breakdown. The Expert (the Rogue class) focusing on helping players hit their targets, avoiding getting killed, and can perform even high-level skill checks. Unfortunately all of the weapon types (with the exception of the Flametongue) aren't appealing to Dexterity-based builds. Bad, useless options, or options which are extremely situational. Archer is pretty simple and straightforward for any character who wants to use a bow. If you want to dump all the standard features for a Halfling and give them a feat, +2 to any statistic, and a limited number of proficiencies, you definitely can. Instead of Savage Attacker, take the weapon damage associated with your weapon of choice. The 8-hour duration and 2-day cooldown mean that the owl is frequently available and lasts for a full adventuring day, and with 60 ft. fly speed and flyby it's excellent for charging in and out of melee. Blindsight, even at just 10-foot range, is extremely useful.
Very Rare Magic Items. However, the Artificer's unique spell list offers some interesting options. Shield Master also might be a good pick if you happen to be using a shield. You can get 25 interesting and ready to use NPCs, complete with artwork, backstories and side quest for less than. XGtE: Tempting for the Eldritch Knight. The Spellcaster can be made in the mold of a Wizard, Cleric, Druid, Bard, or Warlock. All melee weapons need to walk into range of you at some point (unless they're large) and this can prevent damage dealt to you. Compared to other fighting styles that happen every single turn, this happens only once per short rest.
Well-kept chainmail drapes the half-orc's broad frame, fitted and snug against their impressive physique. For the Purple Dragon Knight, a dip into Hexblade Warlock offers a great way to focus heavily on Charisma. This is straight-up the Banneret/Purple Dragon Knight. The School of Illusion is a school of magic that specializes in deceit. If you don't, a bow will be better. DMG: An easy choice for archer builds. I don't recommend this for new players, but an experience player could build a very interesting character around this. Blind Fighting: You get blind range 10 feet, which allows you to see any creature within 10 feet that aren't hidden or behind total cover. PHB: High-Dexterity builds and Eldritch Knights have good abilities to support a lot of important skills, so this can be a great way to pick up proficiencies which will be very helpful for your party.
If you don't need Intelligence or Charisma for your subclass, investing in Wisdom is a good choice. You don't need it to grapple successfully. Brace: When a creature moves into your reach, spend a dice to make an attack. If you want this, consider a Periapt of Wound Closure instead. Like with other retraining mechanics, players still can't have more options at the same time than they could get if they didn't retrain, so players will be more satisfied with their character but won't actually be any stronger than they could be. PHB: Two skills off of the Fighter list, but neither are fantastic. If you go this route, I recommend reading my Practical Guide to Mounted Combat. Fighters can be built in many ways. And the subclasses are specifically designed to make Fighter more unique and utility-oriented! This is a "Staple Build".
The printed suggestions are honestly fine for the most part. The three difficulties of the puzzles (easy, medium, and hard) are informed by the number of hints that the writers of Tasha's think the players may need. Useful very frequently. Tactical Assessment: For investigation, history, or insight checks, you can burn a superiority die to add it to the check. Half-orcs get Intimidation for free, so we'll pick up Athletics and Perception. Every fighter needs hit points. Make sure you take proficiency in Perception. Feats: Defensive Duelist, Dual Wielder, Observant, Savage Attacker, Piercer/Slasher, Alert, Mobile.
Ambush: Add your superiority to a Stealth or Initiative check. The decision between the two comes down to who you're going to be protecting. 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. Imagine rushing to get to 20 Strength then finding an item that raises your Strength to 21 (more with higher rarities). Eldritch Knights need a bit for their spells, but if you avoid spells which call for saving throws you can get away with very little. PHB: Leave this for Rogues. Issues of invisible enemies, it helps make up for lack of magical options. 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. Broadly speaking, the three Sidekick classes are stripped-down versions of player classes. Each one of their ability sets is designed to provide a gentle incline in terms of power, while always making sure the players are flashier and more powerful in almost every way. Attack and Brutal Critical. The magical tattoos are a hybridization between racial abilities and magical items, and not just because they generally require attunement. Unfortunately, you still need a free hand to cast spells which requires a Somatic component but don't require a material component, so if you're fighting sword-and-board you're still unable to cast spells like Shield, Absorb Elements, and most cantrips. 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.
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