D&D 5E [GUIDE] Battle On: The Fighter Guide

mellored

Hero
Theoretically, at level 10 if you blew all uses in the first fight you would get 5 more uses due to 5 additional fights.
True.
And at 15, battlemaster could 5 more by blowing all his dice in the first battle.

Battle Master dice uses vs. Samurai attacks with advantage isn't necessarily apples-to-apples.
True. And there's plenty of other differences as well. Like trip could fail, and your allies could get advantage or disadvantage (if ranged). As well as samurai use their bonus action, and get's THP.

But overall I think it's a reasonable comparison.

The bigger point is that battlemasters are front loaded, samurai are back loaded.
 

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I am playing a lvl 3 samurai on a campaing. Here is my currently build:

My stats: STR 16; DEX 10; CON 16; INT 8; WIS 14; CHA 8.
Variant Human
HP: 31
AC: 16
Saves: STR +5; DEX +0; CON +5; INT -1; WIS +2; CHA -1.
Fighting Style: Great Weapon Fighting
Feats: Great Weapon Master.
Iniciative: +0
Armor: Chain
Weapons: Greatsword +5 to hit, 2d6+3 damage;


And this is what I intend to lvl 20 without considering items:

My stats: STR 20; DEX 10; CON 20; INT 8; WIS 18; CHA 8.
Variant Human
HP: 224
AC: 18
Saves: STR +5; DEX +0; CON +5; INT -1; WIS +4; CHA -1.
Fighting Style: Great Weapon Fighting
Feats: Great Weapon Master; Lucky
Iniciative: +0
Armor: Plate
Weapons: Greatsword +11 to hit, 2d6+5 damage;

How can I optmize this? Is there a need to bump wis to 18 or even 16 or should I get more talents? I did not put any magic items here. What would be the best magic items not considering artifacts and sensient? And if I should change something on my starting build. I have seen the general types of saves and I can't seem to find a lot that will affect int or cha, and my DM does not use Psionics.

Thanks
 

FrogReaver

As long as i get to be the frog
I am playing a lvl 3 samurai on a campaing. Here is my currently build:

My stats: STR 16; DEX 10; CON 16; INT 8; WIS 14; CHA 8.
Variant Human
HP: 31
AC: 16
Saves: STR +5; DEX +0; CON +5; INT -1; WIS +2; CHA -1.
Fighting Style: Great Weapon Fighting
Feats: Great Weapon Master.
Iniciative: +0
Armor: Chain
Weapons: Greatsword +5 to hit, 2d6+3 damage;


And this is what I intend to lvl 20 without considering items:

My stats: STR 20; DEX 10; CON 20; INT 8; WIS 18; CHA 8.
Variant Human
HP: 224
AC: 18
Saves: STR +5; DEX +0; CON +5; INT -1; WIS +4; CHA -1.
Fighting Style: Great Weapon Fighting
Feats: Great Weapon Master; Lucky
Iniciative: +0
Armor: Plate
Weapons: Greatsword +11 to hit, 2d6+5 damage;

How can I optmize this? Is there a need to bump wis to 18 or even 16 or should I get more talents? I did not put any magic items here. What would be the best magic items not considering artifacts and sensient? And if I should change something on my starting build. I have seen the general types of saves and I can't seem to find a lot that will affect int or cha, and my DM does not use Psionics.

Thanks

There's not a lot of room for optimization on your current setup. Your stat spread leaves most multiclassing out. About the only thing I would consider would another feat over maxing con.
 

Finished Xanathar updates. All three Fighter archetypes are very solid, so this class fared well from it. I was wavering between blue and sky blue for Samurai, it's right on the border of those two ratings. Gave it sky blue for now.
 

FieserMoep

Explorer
The bigger point is that battlemasters are front loaded, samurai are back loaded.

I'd say it is more about utility/potential versus reliability.
The Samurai is straight forward in its mechanical approach to combat and the Wis Save just adds to that for it improves the odds of you actually doing your thing.
The Battlemaster on the other side is about choices that can offer quite the options in combat AND peak over the Samurai in this comparison.

The Samurai has its advantage, the BM has to work for his. Yet the BM can do so much more and with good dice leave the samurai behind due to the additive nature of his dice - or suck if he rolls crap.
That puts quite the pressure on the Champion for mindless attack spamming was his turf and given the ton of advantage the Samurai may even be the better crit fisher.
 

There's not a lot of room for optimization on your current setup. Your stat spread leaves most multiclassing out. About the only thing I would consider would another feat over maxing con.

What would be the feat? I don't intend to multiclass. You think samurai is better with great weapon or dex? Also what items would be good?
 


pdegan2814

First Post
Just to make sure I've read the description right, if a 15th-level Samurai uses Rapid Strike, Action Surge and Fighting Spirit on the same turn, they would get 7 attacks on that turn with Advantage on 6 of them, yes? They give up Advantage on their first attack, and their extra attack from Rapid Strike is at Advantage due to Fighting Spirit, is that correct?
 

FieserMoep

Explorer
Your generated attack should benefit from Fighting Spirit, yes.
Also it does not have to be your first attack without advantage, you can spend them in what order you want.
 

Joseph Prior

First Post
For a "4e Style Defender" the Battlemaster + Shield Master/Sentinel seems the best way to play it? Or does Cavalier edge it out as a tank? My gut still says Battlemaster.
 

For a "4e Style Defender" the Battlemaster + Shield Master/Sentinel seems the best way to play it? Or does Cavalier edge it out as a tank? My gut still says Battlemaster.
The Battlemaster has Menacing Attack which is one way it has to defend, but I wouldn't really match that up with 4e-style defending. Also, Menacing Attack works off a limited resource.

A Cavalier applies its mark at-will and can apply it to as many enemies as it has attacks per round. And at Lv. 10 prevents the problem of enemies moving around you within your reach.

So if strictly talking about defenders, I'd say the Cavalier is probably better. The Battlemaster is just a better damage dealer who can also defend in its own way every once in a while.
 

Zene

First Post
I’m struggling a bit with how to build a Cavalier; especially feat and weapon choices. Like trying to reconcile the fact that you are going to get attacked a lot, so you want a shield; but you also want reach to maximize the effectiveness of hold the line; and the L18 ability seems like a natural fit for a polearm master, but then you’re dropping a ton of AC by mot wearing a shield in Tier 4 (when you may very well have a +2 or +3 shield).

Whip is one-handed and provides reach, but that seems like a super weird solution. And lance is one-handed with reach while mounted, but becomes super awkward if you dismount or if you’re trying to stay within 5’ of your target.

Any advice?
 

I’m struggling a bit with how to build a Cavalier; especially feat and weapon choices. Like trying to reconcile the fact that you are going to get attacked a lot, so you want a shield; but you also want reach to maximize the effectiveness of hold the line; and the L18 ability seems like a natural fit for a polearm master, but then you’re dropping a ton of AC by mot wearing a shield in Tier 4 (when you may very well have a +2 or +3 shield).

Whip is one-handed and provides reach, but that seems like a super weird solution. And lance is one-handed with reach while mounted, but becomes super awkward if you dismount or if you’re trying to stay within 5’ of your target.

Any advice?

Quarterstaff + shield works with Polearm Master just fine and you still get your AC. You don't get reach though.
 

Zene

First Post
Quarterstaff + shield works with Polearm Master just fine and you still get your AC. You don't get reach though.
True. I’d miss the reach, but... Still a pretty good combo, and could always trade out for an actual polearm at times when reach is more important than AC. Thanks!
 


kangareagle

First Post
One thing: Xanathar's also adds some stuff to the tool proficiencies (starting pg. 78). It's slightly less fluffy than it used to be. Also, THANK YOU for this whole guide. It's really helpful.
 

Phion

Explorer
I’m struggling a bit with how to build a Cavalier; especially feat and weapon choices. Like trying to reconcile the fact that you are going to get attacked a lot, so you want a shield; but you also want reach to maximize the effectiveness of hold the line; and the L18 ability seems like a natural fit for a polearm master, but then you’re dropping a ton of AC by mot wearing a shield in Tier 4 (when you may very well have a +2 or +3 shield).

Whip is one-handed and provides reach, but that seems like a super weird solution. And lance is one-handed with reach while mounted, but becomes super awkward if you dismount or if you’re trying to stay within 5’ of your target.

Any advice?

Personally I think you should own what the archetype enables instead of worrying about AC, and that my friend is slaughter the enemy and with the pole arm move away after attacks due to reach with your 40-50 ft of movement on horse.

I would do it like this, my example will be a level 6 cavalier (either a half orc or half elf (more on half elf later)). Your 2 feats are mounted combatant (Advantage against a lot of creatures and protection for your ride) and polearm master.
-Now Half orc as race is simple, you have advantage from mounted combatant so good chance to use savage attack on your normal attacks and opportunity attack when enemy enters polearm reach; also once a day avoid being knocked out. I would probably go for this race over others.
-As for Half-elf, maintain the strength build and at level 8 take elven accuracy so now while using mounted combatant you pretty much have constant advantage against most creatures. A bit of work but good dps potential.

Now for your defence concerns
- With your polearm use hit and run tactics, make them chase you and they will likely struggle while you are mounted. Can't hit you if they can't reach you.
-Can't hit you if they are dead, make sure to hit them hard and fast
- Take the fighting style that increases AC by 1, with plate you will have 19 AC
-If defence is of utmost importance use the dodge action, it will still be possible for you to attack with your polearm reaction
-Ultimately defend yourself with strategy not stats, a good party will adapt to the parties strengths and find ways to cover weaknesses.
 

-As for Half-elf, maintain the strength build and at level 8 take elven accuracy so now while using mounted combatant you pretty much have constant advantage against most creatures. A bit of work but good dps potential.

Elven Accuracy doesn't work with STR attacks.
 

After some thought, I've downgraded Samurai to dark blue. It's an effective subclass, no doubt (especially past Lv. 10), but Battle Masters and Eldritch Knights both have their ways of getting advantage on a lot of their attacks (even if not with the 100% reliability of Fighting Spirit), and besides that have a lot more nifty tricks up their sleeve. So, can't rate Samurai quite on their level.

Also downgraded Arcane Archer to black. Only 2 uses per short rest just doesn't seem adequate beyond the earliest levels, and Ever-Ready Shot probably should've come around Lv. 10 instead of 15.
 
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