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[GUIDE] Battle On: The Fighter Guide
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<blockquote data-quote="Gladius Legis" data-source="post: 7037128" data-attributes="member: 68748"><p><strong><span style="font-size: 18px">VII. Multiclassing</span></strong></p><p></p><p></p><p><strong>Basics to remember:</strong></p><p></p><ul> <li data-xf-list-type="ul">You need to meet the attribute prerequisites of ALL your planned classes, including your initial class. So, to multiclass as a Fighter, you need either a STR 13 or DEX 13, plus a 13 in the prerequisite(s) of your new class.</li> <li data-xf-list-type="ul">Multiple instances of Extra Attack do not stack. Want three attacks? Take 11 Fighter levels. It’s the only way.</li> <li data-xf-list-type="ul">You do NOT get proficiency in heavy armor if you start as another class and multiclass into Fighter.</li> <li data-xf-list-type="ul">Ability Score Increases, and by extension feats, are considered class features at set levels like everything else. Which means in many cases, you may fall short of the five expected of most single-class characters’ progression. Sometimes being an ASI/feat short may be worth it, but more often it may not be. Being two or more ASI/feats short is almost never worth it. Consider the tradeoffs carefully, in any event.</li> <li data-xf-list-type="ul">You NEVER get the saving throw proficiencies of your new class. If you want another class’ save proficiencies to start, then you need to start as a member of that class.</li> </ul><p></p><p></p><p><strong>Strive for 5:</strong></p><p></p><p>A general look at all the classes will show you that the class’ 5th level is where a MASSIVE power jump occurs, particularly offensively. Warrior-type classes get their Extra Attack at that level. Full spellcaster classes get 3rd-level spells, the first real powerful level of spells. For Rogues, that’s when Sneak Attack really starts taking off. While all classes have their other major and significant levels, Lv. 5 is the first and most important of them all.</p><p></p><p>Ergo, if you’re going for a multiclass build of any sort, your first goal is to hit Lv. 5 in one class ASAP, likely your major. Pretty much without exception. Which means if you’re starting and majoring as a Fighter, you want to be a Fighter 5 and get Extra Attack before you even think of branching out.</p><p></p><p>If you started as Lv. 1 in another class for whatever reason (say you REALLY like that net gain of one skill from starting as a Rogue), then you need to take your next 5 levels in the Fighter class. Getting to Lv. 5 one level behind is probably tolerable, at worst you limit yourself to just one level of inadequacy. Falling two or more levels behind in that department, on the other hand, is a terrible idea.</p><p></p><p></p><p><strong>Dipping out: What you lose</strong></p><p></p><ul> <li data-xf-list-type="ul"><strong>Lv. 20 Fighter vs. Lv. 1 dip</strong>: Your 4th attack. That's a very powerful capstone you're giving up, so you'd better make sure that what you're going for in your MC can make up for that. Eldritch Knights also lose their free pick of a 4th-level Wizard spell, also a pretty big deal.</li> <li data-xf-list-type="ul"><strong>Lv. 19 Fighter vs. Lv. 2 dip</strong>: Your last ASI/feat. Depending on what you're picking up that may or may not be worth it. Rogue's Cunning Action or Barbarian's Reckless Attack I'd definitely say is worth it, for example. Eldritch Knights also give up 4th-level spells, so they'll be more hesitant.</li> <li data-xf-list-type="ul"><strong>Lv. 18 Fighter vs. Lv. 3 dip</strong>: The final archetype feature. Champions will definitely hesitate to give up Survivor, and Improved War Magic is tough to sacrifice for an Eldritch Knight. A PDK will think twice about giving up a second ally's attack on Inspiring Surge, though it's not as difficult a choice. Battlemasters, on the other hand, won't mourn a Superiority Dice size bump much. Regardless of archetype, can still be worth the sacrifice if the dip results in a strong central concept (e.g. Assassinate from the Rogue, Bear Totem resistance from the Barbarian, Vow of Enmity from the Paladin).</li> <li data-xf-list-type="ul"><strong>Lv. 17 Fighter vs. Lv. 4 dip</strong>: This is a precious level for Fighters and one they won't want to give up easily, with its second Action Surge per short rest. That's probably worth more in most cases than the lost feat they'd recoup.</li> <li data-xf-list-type="ul"><strong>Lv. 16 Fighter vs. Lv. 5 dip</strong>: Fighters typically don't have much reason to dip just 5 levels in another class. (Only exceptions are the Bard's short-rest Bardic Inspiration recharge and Rogue's Uncanny Dodge.) Giving up an ASI/feat to do so isn't fruitful unless dipping further. Even worse for Eldritch Knights, who give up a known spell and a 3rd-level slot.</li> <li data-xf-list-type="ul"><strong>Lv. 15 Fighter vs. Lv. 6 dip</strong>: Archetype feature, none of which particularly stand out at this level. This one's not a bad level to give up, particularly if you really like another class' Lv. 6 feature.</li> <li data-xf-list-type="ul"><strong>Lv. 14 Fighter vs. Lv. 7 dip</strong>: An ASI/feat, one of the Fighter's two extras. That's a pretty big deal, so make sure your Lv. 7 dip is worth the sacrifice there. Eldritch Knights also give up a spell known.</li> <li data-xf-list-type="ul"><strong>Lv. 13 Fighter vs. Lv. 8 dip</strong>: One use of Indomitable. Easy sacrifice. Unless you're an Eldritch Knight, in which case you also lose 3rd-level spells, so EKs are highly reluctant here.</li> <li data-xf-list-type="ul"><strong>Lv. 12 Fighter vs. Lv. 9 dip</strong>: Another ASI/feat down, though if your 9 remaining levels are in one other class you're only down 1 overall. Depends on how good your other class' Lv. 9 is.</li> </ul><p></p><p></p><p><strong><span style="font-size: 15px">Multiclasses</span></strong></p><p></p><p><strong><span style="color: deepskyblue">Barbarian</span></strong>: Any STR-Fighter qualifies by default, and a Fighter with Great Weapon Master and an MC here results in some of the most unholy amounts of damage in the game. Just make sure to have at least some DEX (around 14 or so), since you won't be wearing heavy armor. (Rage's main benefits only work without heavy armor.)</p><p></p><ul> <li data-xf-list-type="ul"><strong>Lv. 1</strong>: 2 Rages/day and CON-based Unarmored Defense in case you're caught naked. Not bad, but the real prizes are further into the class.</li> <li data-xf-list-type="ul"><strong><span style="color: deepskyblue">Lv. 2</span></strong>: Reckless Attack means advantage on every single one of your attacks. Just what the doctor ordered for Great Weapon Masters, and it'll easily result in more DPR than a straight Fighter 20. Just remember you also give up advantage on attacks to your enemies, so you'll really only want to use this consistantly when you're Raging, or otherwise if you just REALLY need to do damage that round.</li> <li data-xf-list-type="ul"><strong><span style="color: deepskyblue">Lv. 3</span></strong>: Bear Totem for resistance to ALL damage other than Psychic while Raging. (And fun fact: This resistance DOES work in heavy armor.) Your Rages/day also increase to 3.</li> <li data-xf-list-type="ul"><span style="color: #0000ff"><strong>Lv. 6</strong></span>: You're up to 4 Rages/day if you go this far, plus another Totem feature that's a constant benefit.</li> </ul><p></p><p><strong>Bard</strong>: CHA 13 required to enter MC, but a much higher CHA required than that to actually use the Bard's best spells and abilities effectively. An Eldritch Knight, but increasing CHA instead of INT, can potentially make this work, however, so it's worth a mention. And, hey, you get an extra skill proficiency. If <strong><span style="color: #ff0000">not an EK and not improving CHA</span></strong>, don't even think about a dip here.</p><p></p><ul> <li data-xf-list-type="ul"><strong>Lv. 1</strong>: Assuming your CHA is caster-grade, Faerie Fire gets you some tasty advantage. And Dissonant Whispers can result in a flurry of Opportunity Attacks from the party. As for cantrips, Vicious Mockery gives you a ranged attack, and then there's the wonderful Minor Illusion.</li> <li data-xf-list-type="ul"><strong>Lv. 2</strong>: Jack of All Trades for the half-proficiency on all skill checks.</li> <li data-xf-list-type="ul"><strong>Lv. 3</strong>: Lore is the way to go; Valor does nothing for Fighters. Gets you three more skill proficiencies and the lovely Cutting Words (number of uses CHA-based). On top of that, Expertise in two skills.</li> <li data-xf-list-type="ul"><strong>Lv. 5</strong>: Bardic Inspiration (this means Cutting Words) becomes short-rest recharge.</li> </ul><p></p><p><strong>Cleric</strong>: WIS 13 required. Some good stat-independent combat spells here for Eldritch Knights who want to dip. If <span style="color: #ff0000"><strong>not an EK</strong></span>, don't bother with just a dip.</p><p></p><ul> <li data-xf-list-type="ul"><strong>Lv. 1</strong>: Bless is the thing for Eldritch Knights. If you go Life Domain, you even get it always on tap as a Domain Spell. As for Cantrips: Guidance for sure, then Light or Mending, I guess.</li> </ul><p></p><p><span style="color: #ff0000"><strong>Druid</strong></span>: WIS 13 required. Not much to offer here, dip-wise, as far as spells and abilities go.</p><p></p><p><span style="color: #ff0000"><strong>Monk</strong></span>: DEX 13 and WIS 13 required. Martial Arts requires you to be unarmored, and a dip won't give you enough Ki to do much of anything. Usually it's a Monk who will dip Fighter, rather than vice versa.</p><p></p><p><strong>Paladin</strong>: STR 13 and CHA 13 required. Effective dip for an <span style="color: #0000ff"><strong>Eldritch Knight</strong></span> to use Divine Smite with their spell slots, and then go one more level for Oath of Vengeance. If <span style="color: #ff0000"><strong>not an EK</strong></span>, then don't bother with just a dip.</p><p></p><ul> <li data-xf-list-type="ul"><span style="color: #ff0000"><strong>Lv. 1</strong></span>: Go further, or don't bother.</li> <li data-xf-list-type="ul"><span style="color: #0000ff"><strong>Lv. 2</strong></span>: Divine Smite, which Eldritch Knights can use with their spell slots for some extra nova punch. You also get another Fighting Style (likely Defense if you didn't take that before). Also, prepare Bless, use Bless.</li> <li data-xf-list-type="ul"><strong><span style="color: deepskyblue">Lv. 3</span></strong>: Vengeance is the way to go here for the Oath, Vow of Enmity being particularly sexy for its straight-up advantage against one boss enemy every short rest. (Great Weapon Masters especially will love it.) VoE is also stat-independent unlike many other Paladin Channel Divinities. Having Hunter's Mark as an Oath Spell on tap is also pretty nice.</li> </ul><p></p><p><span style="color: #0000ff"><strong>Ranger</strong></span>: The class as a whole may be weak, but the first 3 levels of it are quite nice for a Fighter (especially an archer build) to dip into. Requires DEX 13 and WIS 13, and you get an extra skill for entering this class.</p><p></p><ul> <li data-xf-list-type="ul"><span style="color: #ff0000"><strong>Lv. 1</strong></span>: Go further, or don't bother.</li> <li data-xf-list-type="ul"><span style="color: #0000ff"><strong>Lv. 2</strong></span>: You get spells, which in the case of this dip class means Hunter's Mark and then whatever else. Also another Fighting Style (again, likely Defense if you didn't get that before).</li> <li data-xf-list-type="ul"><span style="color: deepskyblue"><strong>Lv. 3</strong></span>: Gloom Stalker (XGTE) for Dread Ambusher is the new hotness. It gets you an extra attack (with extra damage on that attack) as part of your Attack action your first turn of every combat. And here’s the even better part: That attack applies AGAIN when you Action Surge, literally doubling this benefit! A great way to get your third and/or fourth attack earlier than a straight Fighter would in what is usually the most important round of combat.</li> </ul><p></p><p><strong><span style="color: deepskyblue">Rogue</span></strong>: Auto-qualification for a DEX-Fighter, and it's a natural fit. There's a case for starting as a Rogue instead of a Fighter. You lose CON-save proficiency and heavy armor proficiency, but you get a net gain of one more skill proficiency compared to starting as Fighter and going Rogue. YMMV on whether you’ll prefer that tradeoff.</p><p></p><ul> <li data-xf-list-type="ul"><strong><span style="color: #0000ff">Lv. 1</span></strong>: Expertise in two skills and the initial Sneak Attack bonus. Solid start.</li> <li data-xf-list-type="ul"><strong><span style="color: deepskyblue">Lv. 2</span></strong>: Cunning Action. Simply one of the best features in the game.</li> <li data-xf-list-type="ul"><strong><span style="color: deepskyblue">Lv. 3</span></strong>: Archetype plus a Sneak Attack boost. If you're willing to take the Alert feat and Expertised your Stealth, Assassin is obviously very good. (Assassinate + Action Surge + Battle Master Superiority Dice = Bloody Good Time.) Or there's Swashbuckler instead, which just about single-handedly redeems dual-wielding, letting you stay mobile even when attacking with two weapons and get Sneak Attacks in mano-a-mano combat. For Eldritch Knights specifically, Arcane Trickster can also be worthwhile as a dip for more cantrips, spells and spell slots.</li> <li data-xf-list-type="ul"><span style="color: #0000ff"><strong>Lv. 5</strong></span>: Uncanny Dodge to halve damage as a reaction. Also another Sneak Attack boost.</li> </ul><p></p><p><strong>Sorcerer</strong>: CHA 13 required. A very attractive option for <span style="color: deepskyblue"><strong>Eldritch Knights</strong></span> thanks to Metamagic, a top prize for any caster in general. Obviously, don't bother with just a dip if you're <span style="color: #ff0000"><strong>not an EK</strong></span>.</p><p></p><ul> <li data-xf-list-type="ul"><span style="color: #0000ff"><strong>Lv. 1</strong></span>: Opportunity to take something terrific like Booming Blade, or if your CHA is actually caster-grade, even something like Green-Flame Blade or Minor Illusion. As for 1st-level spells: Shield, of course, then whatever else. As for Origin, Draconic if you're DEX-based, otherwise, doesn't matter for just a dip.</li> <li data-xf-list-type="ul"><span style="color: #ff0000"><strong>Lv. 2</strong></span>: Don't stop here. Go to Lv. 3, or don't bother.</li> <li data-xf-list-type="ul"><strong><span style="color: deepskyblue">Lv. 3</span></strong>: The obvious big prize of Metamagic. Take Quickened Spell and Twinned Spell.</li> </ul><p></p><p><span style="color: #0000ff"><strong>Warlock</strong></span>: CHA 13 required. The one spellcaster class that's actually an effective dip option for Fighters that aren't Eldritch Knights, thanks to short-rest recharge spell slots and some nice passive abilities. </p><p></p><ul> <li data-xf-list-type="ul"><span style="color: #0000ff"><strong>Lv. 1</strong></span>: 1st-level spell: Get Hex, use Hex. If you have a caster-grade CHA, then more options open up, especially with the cantrips like Eldritch Blast and Minor Illusion, and if an EK, Booming Blade and Green-Flame Blade.</li> <li data-xf-list-type="ul"><span style="color: #0000ff"><strong>Lv. 2</strong></span>: Your first invocations. Devil's Sight is a must. You also get 2 spell slots/short rest.</li> <li data-xf-list-type="ul"><span style="color: #0000ff"><strong>Lv. 3</strong></span>: Pact Boon. Pact of the Chain gets you a familiar. Also 2nd-level spells; Mirror Image, Invisibility and Misty Step are on the list, and if you have a high enough CHA, Suggestion is there for you, too.</li> </ul><p></p><p><strong>Wizard</strong>: INT 13 required, the natural fit for an <span style="color: #0000ff"><strong>Eldritch Knight</strong></span> looking to multiclass. Again, <span style="color: #ff0000"><strong>if not an EK</strong></span>, don't bother with just a dip.</p><p></p><ul> <li data-xf-list-type="ul"><span style="color: #0000ff"><strong>Lv. 1</strong></span>: You know the drill. Booming Blade, Green-Flame Blade. If INT is caster-grade, Minor Illusion and one of those long-distance attack cantrips like Fire Bolt. 1st-level spells: Find Familiar, Shield.</li> <li data-xf-list-type="ul"><span style="color: #0000ff"><strong>Lv. 2:</strong></span> Arcane Tradition. Divination's Lv. 2 feature is particularly awesome. Or go Bladesinger if you're an Elf or Half-Elf.</li> </ul></blockquote><p></p>
[QUOTE="Gladius Legis, post: 7037128, member: 68748"] [B][SIZE=5]VII. Multiclassing[/SIZE][/B] [B]Basics to remember:[/B] [LIST] [*]You need to meet the attribute prerequisites of ALL your planned classes, including your initial class. So, to multiclass as a Fighter, you need either a STR 13 or DEX 13, plus a 13 in the prerequisite(s) of your new class. [*]Multiple instances of Extra Attack do not stack. Want three attacks? Take 11 Fighter levels. It’s the only way. [*]You do NOT get proficiency in heavy armor if you start as another class and multiclass into Fighter. [*]Ability Score Increases, and by extension feats, are considered class features at set levels like everything else. Which means in many cases, you may fall short of the five expected of most single-class characters’ progression. Sometimes being an ASI/feat short may be worth it, but more often it may not be. Being two or more ASI/feats short is almost never worth it. Consider the tradeoffs carefully, in any event. [*]You NEVER get the saving throw proficiencies of your new class. If you want another class’ save proficiencies to start, then you need to start as a member of that class. [/LIST] [B]Strive for 5:[/B] A general look at all the classes will show you that the class’ 5th level is where a MASSIVE power jump occurs, particularly offensively. Warrior-type classes get their Extra Attack at that level. Full spellcaster classes get 3rd-level spells, the first real powerful level of spells. For Rogues, that’s when Sneak Attack really starts taking off. While all classes have their other major and significant levels, Lv. 5 is the first and most important of them all. Ergo, if you’re going for a multiclass build of any sort, your first goal is to hit Lv. 5 in one class ASAP, likely your major. Pretty much without exception. Which means if you’re starting and majoring as a Fighter, you want to be a Fighter 5 and get Extra Attack before you even think of branching out. If you started as Lv. 1 in another class for whatever reason (say you REALLY like that net gain of one skill from starting as a Rogue), then you need to take your next 5 levels in the Fighter class. Getting to Lv. 5 one level behind is probably tolerable, at worst you limit yourself to just one level of inadequacy. Falling two or more levels behind in that department, on the other hand, is a terrible idea. [B]Dipping out: What you lose[/B] [LIST] [*][B]Lv. 20 Fighter vs. Lv. 1 dip[/B]: Your 4th attack. That's a very powerful capstone you're giving up, so you'd better make sure that what you're going for in your MC can make up for that. Eldritch Knights also lose their free pick of a 4th-level Wizard spell, also a pretty big deal. [*][B]Lv. 19 Fighter vs. Lv. 2 dip[/B]: Your last ASI/feat. Depending on what you're picking up that may or may not be worth it. Rogue's Cunning Action or Barbarian's Reckless Attack I'd definitely say is worth it, for example. Eldritch Knights also give up 4th-level spells, so they'll be more hesitant. [*][B]Lv. 18 Fighter vs. Lv. 3 dip[/B]: The final archetype feature. Champions will definitely hesitate to give up Survivor, and Improved War Magic is tough to sacrifice for an Eldritch Knight. A PDK will think twice about giving up a second ally's attack on Inspiring Surge, though it's not as difficult a choice. Battlemasters, on the other hand, won't mourn a Superiority Dice size bump much. Regardless of archetype, can still be worth the sacrifice if the dip results in a strong central concept (e.g. Assassinate from the Rogue, Bear Totem resistance from the Barbarian, Vow of Enmity from the Paladin). [*][B]Lv. 17 Fighter vs. Lv. 4 dip[/B]: This is a precious level for Fighters and one they won't want to give up easily, with its second Action Surge per short rest. That's probably worth more in most cases than the lost feat they'd recoup. [*][B]Lv. 16 Fighter vs. Lv. 5 dip[/B]: Fighters typically don't have much reason to dip just 5 levels in another class. (Only exceptions are the Bard's short-rest Bardic Inspiration recharge and Rogue's Uncanny Dodge.) Giving up an ASI/feat to do so isn't fruitful unless dipping further. Even worse for Eldritch Knights, who give up a known spell and a 3rd-level slot. [*][B]Lv. 15 Fighter vs. Lv. 6 dip[/B]: Archetype feature, none of which particularly stand out at this level. This one's not a bad level to give up, particularly if you really like another class' Lv. 6 feature. [*][B]Lv. 14 Fighter vs. Lv. 7 dip[/B]: An ASI/feat, one of the Fighter's two extras. That's a pretty big deal, so make sure your Lv. 7 dip is worth the sacrifice there. Eldritch Knights also give up a spell known. [*][B]Lv. 13 Fighter vs. Lv. 8 dip[/B]: One use of Indomitable. Easy sacrifice. Unless you're an Eldritch Knight, in which case you also lose 3rd-level spells, so EKs are highly reluctant here. [*][B]Lv. 12 Fighter vs. Lv. 9 dip[/B]: Another ASI/feat down, though if your 9 remaining levels are in one other class you're only down 1 overall. Depends on how good your other class' Lv. 9 is. [/LIST] [B][SIZE=4]Multiclasses[/SIZE][/B] [B][COLOR=deepskyblue]Barbarian[/COLOR][/B]: Any STR-Fighter qualifies by default, and a Fighter with Great Weapon Master and an MC here results in some of the most unholy amounts of damage in the game. Just make sure to have at least some DEX (around 14 or so), since you won't be wearing heavy armor. (Rage's main benefits only work without heavy armor.) [LIST] [*][B]Lv. 1[/B]: 2 Rages/day and CON-based Unarmored Defense in case you're caught naked. Not bad, but the real prizes are further into the class. [*][B][COLOR=deepskyblue]Lv. 2[/COLOR][/B]: Reckless Attack means advantage on every single one of your attacks. Just what the doctor ordered for Great Weapon Masters, and it'll easily result in more DPR than a straight Fighter 20. Just remember you also give up advantage on attacks to your enemies, so you'll really only want to use this consistantly when you're Raging, or otherwise if you just REALLY need to do damage that round. [*][B][COLOR=deepskyblue]Lv. 3[/COLOR][/B]: Bear Totem for resistance to ALL damage other than Psychic while Raging. (And fun fact: This resistance DOES work in heavy armor.) Your Rages/day also increase to 3. [*][COLOR=#0000ff][B]Lv. 6[/B][/COLOR]: You're up to 4 Rages/day if you go this far, plus another Totem feature that's a constant benefit. [/LIST] [B]Bard[/B]: CHA 13 required to enter MC, but a much higher CHA required than that to actually use the Bard's best spells and abilities effectively. An Eldritch Knight, but increasing CHA instead of INT, can potentially make this work, however, so it's worth a mention. And, hey, you get an extra skill proficiency. If [B][COLOR=#ff0000]not an EK and not improving CHA[/COLOR][/B], don't even think about a dip here. [LIST] [*][B]Lv. 1[/B]: Assuming your CHA is caster-grade, Faerie Fire gets you some tasty advantage. And Dissonant Whispers can result in a flurry of Opportunity Attacks from the party. As for cantrips, Vicious Mockery gives you a ranged attack, and then there's the wonderful Minor Illusion. [*][B]Lv. 2[/B]: Jack of All Trades for the half-proficiency on all skill checks. [*][B]Lv. 3[/B]: Lore is the way to go; Valor does nothing for Fighters. Gets you three more skill proficiencies and the lovely Cutting Words (number of uses CHA-based). On top of that, Expertise in two skills. [*][B]Lv. 5[/B]: Bardic Inspiration (this means Cutting Words) becomes short-rest recharge. [/LIST] [B]Cleric[/B]: WIS 13 required. Some good stat-independent combat spells here for Eldritch Knights who want to dip. If [COLOR=#ff0000][B]not an EK[/B][/COLOR], don't bother with just a dip. [LIST] [*][B]Lv. 1[/B]: Bless is the thing for Eldritch Knights. If you go Life Domain, you even get it always on tap as a Domain Spell. As for Cantrips: Guidance for sure, then Light or Mending, I guess. [/LIST] [COLOR=#ff0000][B]Druid[/B][/COLOR]: WIS 13 required. Not much to offer here, dip-wise, as far as spells and abilities go. [COLOR=#ff0000][B]Monk[/B][/COLOR]: DEX 13 and WIS 13 required. Martial Arts requires you to be unarmored, and a dip won't give you enough Ki to do much of anything. Usually it's a Monk who will dip Fighter, rather than vice versa. [B]Paladin[/B]: STR 13 and CHA 13 required. Effective dip for an [COLOR=#0000ff][B]Eldritch Knight[/B][/COLOR] to use Divine Smite with their spell slots, and then go one more level for Oath of Vengeance. If [COLOR=#ff0000][B]not an EK[/B][/COLOR], then don't bother with just a dip. [LIST] [*][COLOR=#ff0000][B]Lv. 1[/B][/COLOR]: Go further, or don't bother. [*][COLOR=#0000ff][B]Lv. 2[/B][/COLOR]: Divine Smite, which Eldritch Knights can use with their spell slots for some extra nova punch. You also get another Fighting Style (likely Defense if you didn't take that before). Also, prepare Bless, use Bless. [*][B][COLOR=deepskyblue]Lv. 3[/COLOR][/B]: Vengeance is the way to go here for the Oath, Vow of Enmity being particularly sexy for its straight-up advantage against one boss enemy every short rest. (Great Weapon Masters especially will love it.) VoE is also stat-independent unlike many other Paladin Channel Divinities. Having Hunter's Mark as an Oath Spell on tap is also pretty nice. [/LIST] [COLOR=#0000ff][B]Ranger[/B][/COLOR]: The class as a whole may be weak, but the first 3 levels of it are quite nice for a Fighter (especially an archer build) to dip into. Requires DEX 13 and WIS 13, and you get an extra skill for entering this class. [LIST] [*][COLOR=#ff0000][B]Lv. 1[/B][/COLOR]: Go further, or don't bother. [*][COLOR=#0000ff][B]Lv. 2[/B][/COLOR]: You get spells, which in the case of this dip class means Hunter's Mark and then whatever else. Also another Fighting Style (again, likely Defense if you didn't get that before). [*][COLOR=deepskyblue][B]Lv. 3[/B][/COLOR]: Gloom Stalker (XGTE) for Dread Ambusher is the new hotness. It gets you an extra attack (with extra damage on that attack) as part of your Attack action your first turn of every combat. And here’s the even better part: That attack applies AGAIN when you Action Surge, literally doubling this benefit! A great way to get your third and/or fourth attack earlier than a straight Fighter would in what is usually the most important round of combat. [/LIST] [B][COLOR=deepskyblue]Rogue[/COLOR][/B]: Auto-qualification for a DEX-Fighter, and it's a natural fit. There's a case for starting as a Rogue instead of a Fighter. You lose CON-save proficiency and heavy armor proficiency, but you get a net gain of one more skill proficiency compared to starting as Fighter and going Rogue. YMMV on whether you’ll prefer that tradeoff. [LIST] [*][B][COLOR=#0000ff]Lv. 1[/COLOR][/B]: Expertise in two skills and the initial Sneak Attack bonus. Solid start. [*][B][COLOR=deepskyblue]Lv. 2[/COLOR][/B]: Cunning Action. Simply one of the best features in the game. [*][B][COLOR=deepskyblue]Lv. 3[/COLOR][/B]: Archetype plus a Sneak Attack boost. If you're willing to take the Alert feat and Expertised your Stealth, Assassin is obviously very good. (Assassinate + Action Surge + Battle Master Superiority Dice = Bloody Good Time.) Or there's Swashbuckler instead, which just about single-handedly redeems dual-wielding, letting you stay mobile even when attacking with two weapons and get Sneak Attacks in mano-a-mano combat. For Eldritch Knights specifically, Arcane Trickster can also be worthwhile as a dip for more cantrips, spells and spell slots. [*][COLOR=#0000ff][B]Lv. 5[/B][/COLOR]: Uncanny Dodge to halve damage as a reaction. Also another Sneak Attack boost. [/LIST] [B]Sorcerer[/B]: CHA 13 required. A very attractive option for [COLOR=deepskyblue][B]Eldritch Knights[/B][/COLOR] thanks to Metamagic, a top prize for any caster in general. Obviously, don't bother with just a dip if you're [COLOR=#ff0000][B]not an EK[/B][/COLOR]. [LIST] [*][COLOR=#0000ff][B]Lv. 1[/B][/COLOR]: Opportunity to take something terrific like Booming Blade, or if your CHA is actually caster-grade, even something like Green-Flame Blade or Minor Illusion. As for 1st-level spells: Shield, of course, then whatever else. As for Origin, Draconic if you're DEX-based, otherwise, doesn't matter for just a dip. [*][COLOR=#ff0000][B]Lv. 2[/B][/COLOR]: Don't stop here. Go to Lv. 3, or don't bother. [*][B][COLOR=deepskyblue]Lv. 3[/COLOR][/B]: The obvious big prize of Metamagic. Take Quickened Spell and Twinned Spell. [/LIST] [COLOR=#0000ff][B]Warlock[/B][/COLOR]: CHA 13 required. The one spellcaster class that's actually an effective dip option for Fighters that aren't Eldritch Knights, thanks to short-rest recharge spell slots and some nice passive abilities. [LIST] [*][COLOR=#0000ff][B]Lv. 1[/B][/COLOR]: 1st-level spell: Get Hex, use Hex. If you have a caster-grade CHA, then more options open up, especially with the cantrips like Eldritch Blast and Minor Illusion, and if an EK, Booming Blade and Green-Flame Blade. [*][COLOR=#0000ff][B]Lv. 2[/B][/COLOR]: Your first invocations. Devil's Sight is a must. You also get 2 spell slots/short rest. [*][COLOR=#0000ff][B]Lv. 3[/B][/COLOR]: Pact Boon. Pact of the Chain gets you a familiar. Also 2nd-level spells; Mirror Image, Invisibility and Misty Step are on the list, and if you have a high enough CHA, Suggestion is there for you, too. [/LIST] [B]Wizard[/B]: INT 13 required, the natural fit for an [COLOR=#0000ff][B]Eldritch Knight[/B][/COLOR] looking to multiclass. Again, [COLOR=#ff0000][B]if not an EK[/B][/COLOR], don't bother with just a dip. [LIST] [*][COLOR=#0000ff][B]Lv. 1[/B][/COLOR]: You know the drill. Booming Blade, Green-Flame Blade. If INT is caster-grade, Minor Illusion and one of those long-distance attack cantrips like Fire Bolt. 1st-level spells: Find Familiar, Shield. [*][COLOR=#0000ff][B]Lv. 2:[/B][/COLOR] Arcane Tradition. Divination's Lv. 2 feature is particularly awesome. Or go Bladesinger if you're an Elf or Half-Elf. [/LIST] [/QUOTE]
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[GUIDE] Battle On: The Fighter Guide
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