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

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.

EK/bladesinger one of the most powerful builds later
 

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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.

Wife's ranger was coming close to that level 7 iirrc.
Crit plus initiative advantage togather gets ot into B tier along with other changes. Good atchers as well.
 

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.
One thing to remember is, whenever you roll with advantage, you roll 2 dice.


On initiative you can always use leftover advantage from before on the lower of the two rolls. On your last attack in a turn, of you have not spent your HI already, you can use it to reroll the lower die for crit fishing.

The ability is that good.

At level 10, a champion can expect a crit every other turn if they have advantage. At 11 it is about 3 crits per 2 rounds.

If they use TWF it goes up to more than one expected crit per turn. Dip a few levels of thief or paladin if you don't take the dual weapon feat and you have some nice extra damage.
 

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.

We need to be careful with that. Attunement requiring being a spellcaster is not the same thing as attunement requiring being a wizard. EK's are spellcasters and qualify for those items, but they aren't wizards.
 


We need to be careful with that. Attunement requiring being a spellcaster is not the same thing as attunement requiring being a wizard. EK's are spellcasters and qualify for those items, but they aren't wizards.
That's a good point. Seems like an oversight though. Then again, multiclassing for a level of Wizard isn't the worst thing an EK could do.
 



Psi Knight.

Previously the Psi Warrior was one of the better fighters behind Battlemaster and Echo/Rune Knight ahead of the others. Functionally identical in most ways to the Tashas version.


Level 3 Psionic Power.

You get double your proficiency bonus in psionic energy dice. Nice table essentially unchanged from Tasha. The abilities are also the same.

Protective Field.
Roll a dice add intelligence modifier as a reaction. Reduce damage dealt by a similar amount. Damage reduction is nice but this ability doesn't really scale. Decent at low level mediocre at higher levels.

Psionic Strike.
In effect this was a smite ability. Except you can use it a lot. It was way better in 2014 version. Similar in damage to a level 1 spell from a Paladin smite. Good at level 3 but rapidly falls behind said Paladin. Can be used at range.

Telekinetic movement.
Magic action move an object of creature up to 30'. No weight limit either which can be useful. Out of combat utility and tactical comvat. Overall useful.

Level 7. Telekinetic Adept

Psi Powered Leap. No dice required but bonus action fly speed dounling your movement. Dice required to refresh it before a short or long rest. Fly is always great on a martial even short duration like this.

Telekinetic Thrust

Knock someone prone or transport them 10' sideways with psionic strike. Both options are nice.

Guarded Mind
Resistance to psychic damage and you can remove charmed or frightened condition with a Psi dice. Situational but common effects that are often a bane to higher level characters. It's either great or useless so it's OK overall but way to situational imho.

Level 15.

Bulwark of Force. In effect a number of creatures equal to intelligence modifier. +2 AC. Refresh with a dice. Nothing to exciting but hey group buff bonus action.

Level 18. Telekinetic Master.

Telekinesis spell and you can make a single weapon attack. Very good effect but it's level 18 though. Relative to other fighters it's above average and it's cool/thematic.

So thematically I really like the Psi Warrior. It's abilities are more or less identical to Tashas version. Problem is the other ones have been buffed. It kind of reminds me of a Battlemaster but worse. . At level 10 the champion excites me more tbh. Still good though. It's not bad which to me puts it in the B tier.
 
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Psi Knight.

Level 3 Psionic Power.
You get double your proficiency bonus in psionic energy dice. Nice table essentially unchanged from Tasha. The abilities are also the same. Unlike Tasha you only get one dice back on a short rest vs all of them. In effect it's a nerf. The Psi Knight may be the only fighter that got nerfed when it matters in the revised rules. Overall the psionic power is still very good as you retain the previous 3 options.

You might be misremembering Tasha.

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The psi dice restored on a long rest and there was a weird way of saying one could be regained each short rest. The end result was have a single extra die before the first short rest.

So mechanically I really like the Psi Warrior. It's abilities are more or less identical to Tashas version. However with 1 or 2 short rests it's a 37.5 to 50% nerf to how often. Previous version A+ maybe an S. This version with Battlemaster retaining all it's dice from 2014 plus fighter buffs it's not even close. I was thinking of an A- but I think it's close to Champion at B+. At level 10 the champion excites me more tbh. Still good though.

The 2024 version looks almost identical to the Tasha version.

The protective field at 3rd level becomes more useful as a way to possibly lower concentration saves it 18th level.

Overall I am not a fan. A telekinetic fighter does not appeal to me. The abilities look useful enough but nothing stands out.
 

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