D&D (2024) Fighter weapons and masteries

As many have seen the 2024 level 9 fighter gets to use their choice of the weapon mastery property of the weapon or one of Sap, Slow, and Cleave. So let's look at them and the implications of this.

Sap I consider the best tank weapon mastery before level 5 (Vex is clearly better on rogues). The target has disadvantage on their next attack is consistently reliable and very good when in melee against enemies who will attack you. Which is part of the fighter's job. But it doesn't stack with itself (foes only have one first attack). So it's more dubious at higher levels.

Slow slows the target by 10'. It has the same non-stacking issue as Sap and is less often useful but still helps your tanking.

Push is a sometimes food. When it's great it's amazing (cliff edges) but there are times when you are either in open fields or dungeons with solid floors where it's very little use. Having this in your back pocket is great. And for a tank, especially with Sentinel, it's arguably a slow - and lets you push foes into each other so you can threaten both. (It's also great on ranged weapons to get foes further away; I'm picturing push-javelins)

So you have a nice layered combo there. Start with the sap then lock them more tightly down with a mix of a slow and pushes. This works together well and makes the fighter feel powerful.

However there are two weapon properties that really combo well with these.

Topple (battleaxe, lance, maul, trident). Topple/slow/push/walk away. Slowed by 10' and prone (so have to spend half speed to stand) after being pushed 10'. And then you wander off.

Cleave (greataxe, halberd). Push your target next to one of their allies, hit them with a cleave to sap the ally on the cleave, then sap the first target. (Or push both into pit traps).

And I find it interesting that these combos are for strength but not dex fighters (who "just" get sap/slow/push and then possibly vex or nick).
 

log in or register to remove this ad



Push + Polearm Master is a good combo by itself. Getting a reaction attack when they come back.

But also keep in mind that fighters have more weapon masteries than others. So there are not mutually exclusive.

My question is when do you need to decide? If I swing with a Greatsword, can I wait till I hit to decide to Push, or Graze if I miss?
 

My question is when do you need to decide? If I swing with a Greatsword, can I wait till I hit to decide to Push, or Graze if I miss?
We're talking about the lv9 Fighter feature, where they can pick from multiple options?

'when you attack... you can replace the mastery property with Push/Sap/Slow for that attack'

Well, that's not exact. Frustrating.
 


IMO. "When you attack" is before rolling the d20.

Exactl enough for me.
Not for me. They could have used 'before you roll to attack' if that was meant (or conversely, 'when you hit', if they wanted to be lenient) - now we're in the hazy middle-ground again.

Like, no-one with a Graze weapon is looking to miss with it on purpose, but giving up on that Graze and then missing would make them look ridiculous. And also, it's a lv9 feature, might as well make it actually do something.
 



Question - does topple work on any size enemy?
Yes but, unlike Push, it requires a saving throw. I think Push, Nick, Sap, and Cleave are the best masteries at the moment; Push has great synergy with Emanation effects, Nick opens up combo turns where you juggle your weapons the most, Sap is very useful just generally, and Cleave just feels very nice.

Vex, Topple, Graze, and Slow are also all good,. Slow and Vex are arguably as good as the others, Topple requires a saving throw which is a bit mid because why not just make it apply on a 20+, and Graze is cool but really more about vibes.
 

Remove ads

Top