D&D (2024) Complete Champion : Fighter Tier List

I thought this way as well until a guy in my campaign now paired Champion with Elven Accuracy and dual-wielding for a whole bunch of attacks.
So less than 15% of d6 * 4 attacks
< +2.1 damage.

Better than Savage Attacker, but not by much.
he can generally count on getting multiple crits per combat
So less than a +d6 per turn at random intervals.

You could do the same thing with Battlemaster and deal +1d8 instead on demand, and have maneuvers. Or Psi Warrior.

But again, initiative boost is nice. And needed to keep up.
super fun to play
Then your doing it right.
 

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I thought this way as well until a guy in my campaign now paired Champion with Elven Accuracy and dual-wielding for a whole bunch of attacks. The numbers still don't end up overpowered or anything, but he can generally count on getting multiple crits per combat so it's solid DPR and super fun to play

Nice.
 

So less than 15% of d6 * 4 attacks
< +2.1 damage.

Better than Savage Attacker, but not by much.

So less than a +d6 per turn at random intervals.

You could do the same thing with Battlemaster and deal +1d8 instead on demand, and have maneuvers. Or Psi Warrior.

But again, initiative boost is nice. And needed to keep up.

Then your doing it right.

At level 10 all of them may be A tier ymmv of course.

I think the Champion is quite strong just not as much as say BM.
 

Level 3.

Improved critical. You crit in 19 or 20. Fun espicially with advantage but I'm not a fan of random mechanics unless they're reliable. This is an OK ability but people tend to over rate it. WotC realized this however and gave the archetype additional features.

It's not powerful, but it does appeal to our inner gambler.

Remarkable athlete. Advantage on initiative rolls and athletics checks. And when you crit you can move up to half your speed. For the most artthis is a boost to initiative. That alone makes it very good all by itself. Still simple as well so thank you WotC. Double feature level 3.

Definitely better than the previous version. Move on a crit gets back to having fun with our inner gambler.

Level 7. Additional fighting style. Most likely a +1 boost to AC. But you can pick any of them. Good ability always useful.

I tend to mix dueling with archery and use DEX for both styles of combat. I'm not sure I'm going to continue this practice moving forward and might grab +1 AC more often.

Level 10. Heroic Warrior. If you don't have heroic inspiration at the start of your turn you gain it. This ability is really really good. Espicially with Vex. Blows the Battlemaster level 10 ability out of the water. +1 tier type good level 10 and combos with improved critical.

The champion gains heroic inspiration during battle, but can use it anytime on any roll. This is probably the best 10th level ability out of any fighter in the 2024 PHB. A lot of heroic inspiration during combat is crazy good.

Level 15. Superior Critical.

Critical hit 18+. With advantage 30% critical chance. Decent ability made to look better by how good Heroic Warrior is.

With 3+ attacks and whatever sources of advantage the champion is going to be averaging critical hits better than every other round at this point, getting back to our inner gambler. A champion can use the topple weapon mastery for advantage then add push, sap, or slow from Tactical Master.

This leaves Heroic Warrior for other uses like rerolling a saving throw, damage roll, or ability check.

Crits can be expected fairly often, regardless at this level.

Level 18. Survivor.

You become harder to put down. Situationally useful both effects and it comes later. Solid ability better than a poke in the eye with a sharp stick though.

This is another very good ability. Too bad it comes so late, but it does give some incentive to take those fighter levels to get there.

Overall 2 stand out abilities with Remarkable athlete and Heroic Warrior. Your damage boost however is less than other archetypes. Still reasonably boring comparatively but vastly improved. Formally a C tier archetype. At level 10 I think it's an A tier archetype now. Unfortunately that's reasonably late but it's competive enough at lower levels for a B+ overall imho. Simple and powerful.

Champion is definitely better than what it was. I prefer it to EK or Psi Warrior.
 

It's not powerful, but it does appeal to our inner gambler.



Definitely better than the previous version. Move on a crit gets back to having fun with our inner gambler.



I tend to mix dueling with archery and use DEX for both styles of combat. I'm not sure I'm going to continue this practice moving forward and might grab +1 AC more often.



The champion gains heroic inspiration during battle, but can use it anytime on any roll. This is probably the best 10th level ability out of any fighter in the 2024 PHB. A lot of heroic inspiration during combat is crazy good.



With 3+ attacks and whatever sources of advantage the champion is going to be averaging critical hits better than every other round at this point, getting back to our inner gambler. A champion can use the topple weapon mastery for advantage then add push, sap, or slow from Tactical Master.

This leaves Heroic Warrior for other uses like rerolling a saving throw, damage roll, or ability check.

Crits can be expected fairly often, regardless at this level.



This is another very good ability. Too bad it comes so late, but it does give some incentive to take those fighter levels to get there.



Champion is definitely better than what it was. I prefer it to EK or Psi Warrior.

I kind of want to play it myself. Seen plenty of battlemasters and will see one tomorrow.

You're dead right about the gambler mechanic. It's also buckets of fun.
 

I think the Champion is quite strong just not as much as say BM.
Right.

Champ, even with Elven Accuracy, is still dealing slightly less damage than Psi or BM, and less utility than all the others.

But it's a lot closer now than before.

They also have the best level 18 features, but that won't see play much.
 

Eldritch Knight.

Generally regarded as one of the best fighters the EK has been revamped and buffed from its 2014 incarnation.

However it does have some drawbacks. It takes a while to get going, easy to screw up if you don't know what you are doing and will your DM allow access to 2014 material? Tashas in particular for cantrips and bladesinger.

The new EK also offers several ways to build it due to origin feats and it retains its traditional multiclassing benefits eg wizard, ranger, paladin and warlock in particular. Being a fighter its good from level 1 however which is a big bonus. As per usual early levels weighted more than later.

Level 3. Spellcasting.

You are 1/3rd wizard. 2 cantrips and a few wizard slots. And you can pick from any school now. Generally pick spells that enhance your fighter abilities vs being a bad wizard. Shields the obvious one I like longstrider and the new jump due to limited slots.

War Bond.

Mostly fluff. Unlike BG3 your bonded weapon doesn't return to you automatically. It was more useful 2014 but useful if you throw a magical spear until level 11 anyway. Worst abilities so far at level 3 relative to the other two fighters.

Level 7. War Magic.
Cast a cantrip in lieu of one of your attacks. In 2014 this means true strike but booming blade or green flame blade are enticing. Keying your attacks off a mental stat via shillagh and knocking them prone with a quarters staff is tempting. This is the level things start coming togather imho. Also the level you gain level 2 slots.

Level 10. Eldritch Strike.

You can impose disadvantage on a creatures next saving throw before the end of its turn. You don't exactly have great spells though. Follow up hold person and action surge if it lands? Bit situational based on low level spells known. More useful with certain cantrips and if you have built off a mental stat or taken the Touched feats or magic initiate.

Level 15. Arcane Charge.

Acton surge and you can teleport. Extra mobility is always nice. Limited in how often you can use it though.

Level 18 Improved War Magic
Give up two attacks to cast a spell. Great ability you coukd cast haste and make two attacks late game however.

So the EK is often regarded as an S tier archetype. However it's slow to get there and imho it isn't that good until somewhere between level 7 and 15 imho. Thats a long wait. You have very few spell slots early on. And it's easy to mess up. Kind of pigeonholed into melee. Generally I would be looking at Magic adept origin feats and the fae and shadow touched feats.

On the plus side you have spells abd utility. It's a great class and S tier imho. Later on though. Personally I rate lower levels as more important. That means the Battlemaster Fighter is the best one so far but I'll give the EK an A overall. Even at level 3 the jump spell is fantastic. You took jump right? The class is also great when multiclassed eg War Cleric, Bladesinger, Warlock, Ranger or Paladin.
 

Eldritch Knight.

Level 3. Spellcasting.

You are 1/3rd wizard. 2 cantrips and a few wizard slots. And you can pick from any school now. Generally pick spells that enhance your fighter abilities vs being a bad wizard. Shields the obvious one I like longstrider and the new jump due to limited slots.

Being a spellcaster also means having access to attune some magic items (particularly wands), and being able to use an arcane spell focus includes some Bastions options if they're being used. Minor additional perks.

A person might get into crafting magic items for flavor too.

Level 7. War Magic.
Cast a cantrip in lieu of one of your attacks. In 2014 this means true strike but booming blade or green flame blade are enticing. Keying your attacks off a mental stat via shillagh and knocking them prone with a quarters staff is tempting. This is the level things start coming togather imho. Also the level you gain level 2 slots.

I find this more interesting than useful. Cantrips still aren't all that great compared to weapon attacks, but considering how stagnant those 1st level slots are for a bit the 2nd level slots are suddenly refreshing.

Level 10. Eldritch Strike.

You can impose disadvantage on a creatures next saving throw before the end of its turn. You don't exactly have great spells though. Follow up hold person and action surge if it lands? Bit situational based on low level spells known. More useful with certain cantrips and if you have built off a mental stat or taken the Touched feats or magic initiate.

It's however many creatures the EK can hit and coming into that 2nd Extra Attack. The EK can leverage this a bit with spells that affect multiple targets after using those attacks on multiple opponents. The EK probably doesn't have much to work with regarding spells yet but that will improve.

Level 15. Arcane Charge.

Acton surge and you can teleport. Extra mobility is always nice. Limited in how often you can use it though.

Seems meh to me. Too limited compared to me in uses compared to some similar abilities.

Level 18 Improved War Magic
Give up two attacks to cast a spell. Great ability you coukd cast haste and make two attacks late game however.

Improved War Magic is limited to a 1st or 2nd level wizard spell the EK has. Giving up 2 attacks for a low level spell might be situational, but if the EK hits with the first attack the spell can be cast in the same turn for that disadvantage on the save instead of waiting.

So the EK is often regarded as an S tier archetype. However it's slow to get there and imho it isn't that good until somewhere between level 7 and 15 imho. Thats a long wait. You have very few spell slots early on. And it's easy to mess up. Kind of pigeonholed into melee. Generally I would be looking at Magic adept origin feats and the fae and shadow touched feats.

On the plus side you have spells abd utility. It's a great class and S tier imho. Later on though. Personally I rate lower levels as more important. That means the Battlemaster Fighter is the best one so far but I'll give the EK an A overall. Even at level 3 the jump spell is fantastic. You took jump right? The class is also great when multiclassed eg War Cleric, Bladesinger, Warlock, Ranger or Paladin.

Extra ASI's from the base class helps EK's against MAD issues in a way other classes struggle. That's worth pointing out when comparing them to other spellcasting melee type characters.
 

Champion is B at best before 10th level and then can be A or even S with the right build.
19+ crit is nothing special, some would say weak feature by itself.

but if you combine it with almost perma advantage and Elven accuracy + Piercer feat, it can be really good.

I.E. 13th level elven fighter with rapier gets super-advantage with every attack made.

94% hit chance, with 27% crit. 40 DPR.
without using any resources or any shillelagh gimmicks and what not.
 
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The problem I always had with Eldritch Knight is, at every level, I'd wonder if you shouldn't multiclass into Wizard instead for more spells.

Of course, then they went and made the Bladesinger which in many ways, is superior to such a multiclass. Which has me wondering if anything we can do with the EK is worth talking about if they'll just make that mistake decision again.

As mentioned, where the EK might really shine is if they get access to caster-only items. I can just imagine one-handing a Staff of Power, wearing a Robe of the Archmagi, maybe with a magic shield (Warcaster for the win) and becoming a literal tank- tough defenses + an actual cannon.

I wish they'd let the level 10 ability benefit other spellcasters in your party- that would have really made the subclass excel in the right party. This is really a subclass that has to be built right, to get more spells, either from feats or species (eventually- right now I think all we have to work with is Abyssal Tiefling for hold person), as the ability only cares that it's a spell you cast (magic items should count for this!), not that it's a spell you got from your class.
 

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