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[GUIDE] Battle On: The Fighter Guide
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<blockquote data-quote="Gladius Legis" data-source="post: 7037122" data-attributes="member: 68748"><p><strong><span style="font-size: 18px">II. Basics of the Class</span></strong></p><p></p><p></p><p><span style="color: #0000ff"><strong>Hit Die - d10</strong></span>: Only the Barbarian has it better than this. You’re on par with the Paladin and Ranger here, definitely suitable for being in the thick of a melee.</p><p></p><p></p><p><span style="font-size: 15px"><strong>Proficiencies</strong></span></p><p></p><p><span style="color: deepskyblue"><strong>Armor</strong></span>: All armor and shields is as good as it gets.</p><p><span style="color: deepskyblue"><strong>Weapons</strong></span>: All simple and martial weapons is as good as it gets.</p><p><span style="color: #ff0000"><strong>Tools</strong></span>: None. If you get any proficiencies here, they'll likely be from your background. Also, at least you can actually spend money and downtime to pick up proficiencies in this category.</p><p></p><p><span style="color: deepskyblue"><strong>Saving Throws</strong></span>: Every class gets one "common" save (DEX, CON, WIS) and one "uncommon" save (STR, INT, CHA). Yours are Constitution and Strength, which are both as good as it gets. CON is the best common save to get, protecting against many incapacitating and crippling conditions and helping you maintain concentration should you ever by chance pick up some spellcasting ability. And STR saves are by far the most common "uncommon" save that come up, even if the effects STR deals with aren't nearly as nasty as CHA and even INT.</p><p></p><p><strong>Skills</strong>: As you might expect, Fighters aren't exactly skill monkeys. You get two from the following, and spoiler alert, they'll both be spoken for when you see below. (Your background will give you more skill proficiencies, which are not restricted to this list. Your race may also give you more chances to pick skill proficiencies, again not limited to this list.)</p><p></p><ul> <li data-xf-list-type="ul"><span style="color: #0000ff"><strong>Acrobatics (DEX)</strong></span>: Mandatory for <span style="color: goldenrod"><strong>DEX-Fighters</strong></span>, who use it for escaping grapples and resisting shoves (but NOT for grappling or shoving yourself). Can serve as the DEX equivalent to Athletics in a few other cases involving climbing or jumping, too, DM depending. Mandatory if you're attacking with DEX. <strong>STR-attackers</strong> should prioritize Athletics, though this still isn't a bad pick for them.</li> <li data-xf-list-type="ul"><strong>Animal Handling (WIS)</strong>: You might consider this one if you plan on being mounted a lot.</li> <li data-xf-list-type="ul"><span style="color: #0000ff"><strong>Athletics (STR)</strong></span>: Mandatory for <span style="color: goldenrod"><strong>STR-Fighters</strong></span>, helping you climb, jump, and swim. More importantly, it can help you break out of grapples and resist shoves. And, if you’re STR-based, grappling and shoving become viable combat options for you. In any case, mandatory if you're taking STR as your attack stat. If you're <strong>attacking with DEX</strong>, Acrobatics is more vital, though this still isn't a bad pick.</li> <li data-xf-list-type="ul"><span style="color: #ff0000"><strong>History (INT)</strong></span>: You can definitely do without it. Not like you'll be good at it anyway, being as dim-witted as you probably are.</li> <li data-xf-list-type="ul"><span style="color: #0000ff"><strong>Insight (WIS)</strong></span>: Good for countering against enemy Deception checks, including lies and attempts to deceive you, so it’s worth considering via background. Taking proficiency in this helps make up for a likely average or slightly above-average WIS.</li> <li data-xf-list-type="ul"><strong>Intimidation (CHA)</strong>: The one interaction skill on your list. Most of you won't have the CHA to excel at this, though. However, a <span style="color: deepskyblue"><strong>popular variant rule</strong></span> (PHB p. 175) lets you use STR for this skill in some contexts, so if your DM uses that variant, this gets much better.</li> <li data-xf-list-type="ul"><span style="color: goldenrod"><strong>Perception (WIS)</strong></span>: The most tested and most vital skill in the game. Take it. Period.</li> <li data-xf-list-type="ul"><span style="color: #0000ff"><strong>Survival (WIS)</strong></span>: An all-around useful skill in the exploration tier when stuck in the wilderness. Helps you obsolete the Ranger.</li> </ul><p></p><p></p><p><strong>Non-class skills</strong>: You can’t get these with your class options, but you might get these from your background or race:</p><p></p><ul> <li data-xf-list-type="ul"><span style="color: deepskyblue"><strong>Stealth (DEX)</strong></span>: If you choose to attack using DEX, this is well worth trying to get. Assassin allies will thank you for it, too.</li> <li data-xf-list-type="ul"><strong>Persuasion (CHA)</strong>: Another social skill, and while YMMV, probably comes up in more crucial gatherings, if not more often than Intimidation in a lot of cases. You probably won't have the CHA to be truly effective, though, barring a couple of specific builds.</li> <li data-xf-list-type="ul"><strong>Sleight of Hand (DEX)</strong>: Shouldn’t be a priority, but not really a waste either if you get it from a background. Can come in handy.</li> <li data-xf-list-type="ul"><span style="color: darkviolet"><strong>Arcana (INT)</strong></span>: <span style="color: #0000ff"><strong>Some Eldritch Knights</strong></span> (the ones who actually have a high INT) will care, simply because it lets you find and disable magical traps. <strong><span style="color: #ff0000">All other Fighters</span></strong> won't.</li> <li data-xf-list-type="ul"><span style="color: darkviolet"><strong>Deception (CHA)</strong></span>: Handy as it can be, you likely won't have the Charisma for it, and this is a skill that's better left to those who can be better at it. Failing at Deception can be pretty devastating.</li> <li data-xf-list-type="ul"><span style="color: darkviolet"><strong>Investigation (INT)</strong></span>: A pretty useful INT skill, but not enough to want to invest in that attribute.</li> <li data-xf-list-type="ul"><span style="color: darkviolet"><strong>Performance (CHA)</strong></span>: Can be a solid source of income during downtime, if nothing else. Definitely not a priority, though.</li> <li data-xf-list-type="ul"><span style="color: #ff0000"><strong>Nature/Religion (INT)</strong></span>: Like History, you won’t be any good at these, so don’t bother.</li> <li data-xf-list-type="ul"><span style="color: #ff0000"><strong>Medicine (WIS)</strong></span>: Leave the healing to the Cleric and Paladin. Get a Healer's Kit if you really feel left out.</li> </ul><p></p><p></p><p></p><p><strong><span style="font-size: 15px">Attributes</span></strong></p><p></p><p>Fighters in general have the luxury of needing to maximize just one attribute, and that's either Strength or Dexterity. They'll want to start Constitution as high as possible but don't necessarily need to maximize it. Having the highest number of ability score increases really helps, too, on top of that. All Arcane Archers and some Eldritch Knights, as in the ones who will actually cast spells with DCs, need as high Intelligence as possible, but those are the only real exceptions.</p><p></p><p>Point buys vary depending on what you really need. Many Fighters can dump both Intelligence and Charisma, allowing an array of 15,15,14,10,8,8 if need be (adjusting based on racial modifiers or possible Variant Human feat). DEX-Fighters can even dump STR and go with 15,15,15,8,8,8 if they don't need INT or CHA for anything.</p><p></p><p></p><ul> <li data-xf-list-type="ul"><strong><span style="color: goldenrod">Strength</span></strong>: One of the two possible Fighter attack stats. STR is the way to go if you want one of the most damaging melee setups (e.g. Great Weapon Master, Polearm Master, Shield Master, grappling/shoving). The disadvantage to STR is that you'll have to use thrown weapons for range if you're in a position where you can't melee. Thrown weapons are very much inferior since they are subject to the one free item interaction on your turn limit, thus usually making you forego Extra Attack with them. <span style="color: #ff0000"><strong>DEX-Fighters</strong></span> can actually dump this all the way at 8, multiclass concerns notwithstanding.</li> <li data-xf-list-type="ul"><strong><span style="color: goldenrod">Dexterity</span></strong>: The other possible Fighter attack stat. DEX is far, far better at ranged combat, being able to use longbows and crossbows effectively, along with the feats that bolster the use of those weapons (Sharpshooter for both, Crossbow Expert for crossbows). Finesse melee, on the other hand, while viable, isn't very damaging without a Rogue multiclass. DEX also governs initiative and a common saving throw; for those reasons, <strong>STR-Fighters</strong> do NOT want a negative modifier here, though putting it at 10-12 is OK.</li> <li data-xf-list-type="ul"><strong><span style="color: deepskyblue">Constitution</span></strong>: All Fighters need it for hit points and CON save. Start it at a bare minimum of 14 post-racial, but a 16 start is even better. It's never a bad idea to devote any ability score increases to this, either, though feats are usually a higher priority if your game uses them.</li> <li data-xf-list-type="ul"><span style="color: #ff0000"><strong>Intelligence</strong></span>: The designated dump stat for almost all Fighters. You're not a book learner. INT skills for the most part aren't useful to you, and INT saves are very rare. <strong><span style="color: deepskyblue">Only exceptions</span></strong>: Arcane Archers, and Eldritch Knights who plan on actually taking and using spells with a DC. On the other hand, the Eldritch Knights who only cast defensive or utility spells with no DCs can dump this at 8 with the rest of them.</li> <li data-xf-list-type="ul"><span style="color: #0000ff"><strong>Wisdom</strong></span>: WIS is a vital save. Fear and Charm effects, Hold Person, along with a lot of other incapacitating effects all test this save. For that reason alone, you don't want to dump this. If you're playing with feats, start with an odd score here, because at some point you WILL take Resilient (WIS), which will also give you a +1 to WIS for the next modifier. WIS also governs the all-important Perception skill, another reason you don't want to dump it. A score of 12-14 after taking Resilient (WIS) is good to shoot for.</li> <li data-xf-list-type="ul"><strong><span style="color: darkviolet">Charisma</span></strong>: For <span style="color: #ff0000"><strong>most Fighters</strong></span>, a dump stat just like INT. There are a <span style="color: #0000ff"><strong>couple of exceptions</strong></span>, though, namely Battle Masters who take the Rally maneuver, as well as Purple Dragon Knights who would like some positive modifier to go with their free double proficiency in Persuasion. Those exceptions should aim for a 14, which qualifies for Inspiring Leader and gives a +2 modifier for it. Some good <span style="color: #0000ff"><strong>multiclass choices</strong></span> for a Fighter also require a CHA 13 to qualify, so there's also that to consider. Samurai who want to be a party face should set this at 10.</li> </ul><p></p><p></p><p></p><p><span style="font-size: 15px"><strong>Backgrounds</strong></span></p><p></p><p>Each background comes with two skills, then a tool proficiency and/or language, plus a unique feature. You can customize your background with help from your DM, but here are the "official" backgrounds.</p><p></p><p>Also keep in mind that if a background gives you a skill you already had from your class or race, you get to pick any other skill to replace it (including a non-class skill). This is a good way for a DEX-Fighter to pick up, say, Stealth.</p><p></p><p></p><p>[spoiler=PHB backgrounds]</p><p><strong><span style="color: darkviolet">Acolyte</span></strong>: Insight, Religion, two languages. Insight is useful, Religion is not, and the languages may or may not be. The temple benefit is also pretty spotty, what if there's no temple of your specific god where you're headed?</p><p></p><p><strong>Charlatan</strong>: Deception, Sleight of Hand, Disguise Kit, Forgery Kit. Two OK skills and a false identity.</p><p></p><p><span style="color: #0000ff"><strong>Criminal/Spy</strong></span>: Deception, Stealth, Thieves' Tools (free pick), Gaming Set (one). There's one way to pick up Stealth. Deception likely isn't great for you, though. Criminal contact, on the other hand, can be very useful.</p><p></p><p><strong>Entertainer</strong>: Acrobatics, Performance, Disguise Kit, Musical Instrument (one). DEX-Fighters should already have Acrobatics, so that's a free skill pick (Stealth, ahem). The <strong>Gladiator </strong>variant is more your deal with the free net or trident.</p><p></p><p><span style="color: #0000ff"><strong>Folk Hero</strong></span>: Animal Handling, Survival, Artisan's Tools (one), Vehicles (Land). Decent skills and free room and board from commoners. Good one.</p><p></p><p><strong>Guild Artisan/Guild Merchant</strong>: Insight, Persuasion, Artisan's Tools (one), one language. Decent skills with the potential for some nice political connections. The Merchant variant is probably better suited with the Navigator's Tools and the mule and cart.</p><p></p><p><span style="color: #ff0000"><strong>Hermit</strong></span>: Medicine, Religion, Herbalism Kit, one language. Yeah, um, moving on.</p><p></p><p><span style="color: darkviolet"><strong>Noble</strong></span>: History, Persuasion, Gaming Set (one), one language. Thematic fit, but History is bad and Persuasion only fits a couple of build types. Noble privilege is OK, but the Retainers alternative is more trouble than it's worth. <strong><span style="color: darkviolet">Knight</span> </strong>variant gives you a squire as one of your retainers, which is a double-edged sword since the squire can be an XP sink and make your party level up more slowly.</p><p></p><p><span style="color: #0000ff"><strong>Outlander</strong></span>: Athletics, Survival, Musical Instrument (one), one language. Two good skills (you'll already have Athletics if going STR, so that's a free skill pick), and some abilities that let you cope well in the wilderness similar to a Ranger.</p><p></p><p><span style="color: #ff0000"><strong>Sage</strong></span>: Arcana, History, two languages. Other than Arcana for certain Eldritch Knights, there's nothing for you here.</p><p></p><p><span style="color: deepskyblue"><strong>Sailor/Pirate</strong></span>: Athletics, Perception, Navigator's Tools, Vehicles (Water). Two vital skills that in practice will likely be free skill picks. Ship's Passage is nice, too, but the Pirate's Bad Reputation letting you get away with petty crimes is probably even better and a lot more fun, arr!</p><p></p><p><span style="color: deepskyblue"><strong>Soldier</strong></span>: Athletics, Intimidation, Gaming Set (one), Vehicles (Land). Fits the Fighter fluff-wise to a T. Athletics will likely be a free pick in practice if STR-based, and Intimidation can be good depending. Military rank's benefits are great, letting you give orders to guards and other soldier NPCs.</p><p></p><p><span style="color: #0000ff"><strong>Urchin</strong></span>: Sleight of Hand, Stealth, Disguise Kit, Thieves' Tools. Stealth, another decent skill and tool proficiencies. (Plus a pet mouse!) The faster intra-city travel feature is pretty iffy, though,</p><p>[/spoiler]</p><p></p><p></p><p>[spoiler=SCAG backgrounds]</p><p><strong><span style="color: deepskyblue">City Watch</span></strong>: Athletics, Insight, two languages. Two great skills and knowledge of the watch posts and criminal dens in the city. You could even play the corrupt watchman and get in good with the latter, if you wanted. The <strong><span style="color: darkviolet">Investigator</span> </strong>variant isn't really your thing, though, since you won't be smart enough to put Investigation to good use.</p><p></p><p><span style="color: #ff0000"><strong>Clan Crafter</strong></span>: History, Insight, Artisan's Tools (one), Dwarvish language. Ooh, you get to be friends with Dwarves. How about ... no.</p><p></p><p><span style="color: #ff0000"><strong>Cloistered Scholar</strong></span>: History, another knowledge skill, two languages. Next.</p><p></p><p><strong>Courtier</strong>: Insight, Persuasion, two languages. One good skill, one that fits certain builds, and an intimate knowledge of an area's politics and government connections wherever you go.</p><p></p><p><span style="color: #0000ff"><strong>Faction Agent</strong></span>: Insight, one faction-specific skill, two languages. Being an agent of one of the Realms' most powerful organizations kind of speaks for itself. Insight is always a good skill to know, but the second skill you get typically isn't the best.</p><p></p><p><span style="color: deepskyblue"><strong>Far Traveler</strong></span>: Insight, Perception, Musical Instrument (one), one language. One good skill and one necessary one, and the opportunity for more connections with some powerful people. Very good.</p><p></p><p><span style="color: darkviolet"><strong>Inheritor</strong></span>: Survival, Arcana (the other two options aren't worth mention), Gaming Set OR Musical Instrument, one language. Eh, one good skill and one marginal skill, and the feature amounts to little more than an intriguing story hook. You can do better.</p><p></p><p><strong>Knight of the Order</strong>: Persuasion, Arcana/History/Nature/Religion, Gaming Set OR Musical Instrument, one language. Interesting note: The knight order descriptions do not mention which skill they're attached to. The skills aren't the best, but being associated with a powerful knight order has its perks.</p><p></p><p><span style="color: #0000ff"><strong>Mercenary Veteran</strong></span>: Athletics, Persuasion, Gaming Set (one), Vehicles (Land). One great skill, one depending, and a guaranteed comfortable lifestyle.</p><p></p><p><span style="color: deepskyblue"><strong>Urban Bounty Hunter</strong></span>: Two of Deception, Insight, Persuasion, and Stealth; two of Gaming Set, Musical Instrument or Thieves' Tools. As a Fighter, you're most likely to pick Stealth and Insight, two great skills. Definitely want Thieves' Tools. Also plenty of opportunities for connections from the local gangs and thieves' guilds to members of high society. Doesn't get much better.</p><p></p><p><span style="color: #0000ff"><strong>Uthgardt Tribe Member</strong></span>: Athletics, Survival, Musical Instrument OR Artisan's Tools (one). Two good skills (Athletics likely resulting in a free pick), enhanced foraging and free allies. Sort of a Realms-specific version of Outlander, which is good.</p><p></p><p><strong><span style="color: darkviolet">Waterdhavian Noble</span></strong>: History, Persuasion, Gaming Set (one) OR Musical Instrument (one), one language. At least one, if not two, wasted skills, and some renown in Waterdeep and the North that lets you live a comfortable lifestyle on credit. Eh.</p><p>[/spoiler]</p><p></p><p></p><p></p><p></p><p><strong><span style="font-size: 15px">Class Features</span></strong></p><p><strong></strong></p><p><strong><em>Lv. 1</em></strong></p><p><strong></strong></p><p><strong>Fighting Style</strong>: Choose one among the following.</p><p></p><ul> <li data-xf-list-type="ul"><span style="color: deepskyblue"><strong>Archery</strong></span>: Mandatory if you're using <span style="color: goldenrod"><strong>ranged weapons</strong></span>; that +2 to hit is unmatched. Partially mitigates the hit/damage trade of the Sharpshooter feat. Or, if you're not playing with feats, this still cancels out half cover.</li> <li data-xf-list-type="ul"><strong>Defense</strong>: +1 to AC in armor. Decent enough, though an offensive style is usually more attractive. Makes a fine <span style="color: #0000ff"><strong>second style</strong></span> if getting one from Champion, or from a multiclass with Paladin or Ranger.</li> <li data-xf-list-type="ul"><span style="color: #0000ff"><strong>Dueling</strong></span>: Don’t scoff at a flat +2 damage per hit. At early levels that amounts to well more than a 20% increase in damage done. That proportion decreases somewhat at higher levels, but it’s always going to be a noticeable boost to your offense with a one-handed weapon. Note that you CAN use a shield with this style (just not a second weapon).</li> <li data-xf-list-type="ul"><strong>Great Weapon Fighting</strong>: Small damage boost from using a great weapon. Less than Dueling adds to one-handers, but whatever, it's a damage boost. Battle Masters should note that this does NOT apply to Superiority Dice, just the weapon, according to Sage Advice. If your <span style="color: #0000ff"><strong>DM ignores Sage Advice</strong></span> then this gets better for Battle Masters and also Eldritch Knights with Booming Blade.</li> <li data-xf-list-type="ul"><strong>Protection</strong>: Again, I prefer offense, but this shield-exclusive style is good at what it does. With this, you’ll want to finish your movement for the round next to someone under duress when you need to protect them. Does lose its value if you plan to get <strong><span style="color: darkviolet">other defender-style reactions</span></strong> like from the Sentinel feat.</li> <li data-xf-list-type="ul"><strong>Two-Weapon Fighting</strong>: Dual-wielding is plain bad for <span style="color: #ff0000"><strong>single-classed Fighters</strong></span> starting at Lv. 5. Great weapons outpace its damage by a mile starting at that point, and even Dueling outpaces it starting at Lv. 11. However, <span style="color: #0000ff"><strong>multiclassing Rogue</strong></span> does redeem dual-wielding and this style.</li> </ul><p></p><p><span style="color: #0000ff"><strong>Second Wind</strong></span>: A throwback to 4e that you get all to yourself, this is your bonus-action self-heal, 1/short rest. Scales pretty decently at higher levels for what it is. (e.g. Lv. 11 Second Wind is 1d10+11=16.5; upcast 5th-level Healing Word is 5d4+5=17.5)</p><p></p><p></p><p><em><strong>Lv. 2 (17)</strong></em></p><p></p><p><span style="color: deepskyblue"><strong>Action Surge</strong></span>: Also a throwback to 4e just for you, this is one of 5e's premier nova abilities. The extra action can be used for a lot of things, but you would prefer to use it to double your number of attacks that round and get that burst damage. At Lv. 17, you get 2/short rest for even more nova goodness.</p><p></p><p></p><p><em><strong>Lv. 3</strong></em></p><p></p><p><strong>Martial Archetypes</strong> will be discussed in the next section.</p><p></p><p></p><p><em><strong>Lv. 4 (6, 8, 12, 14, 16, 19)</strong></em></p><p></p><p><span style="color: deepskyblue"><strong>Ability Score Improvement</strong></span>: You get 7 of these, the most of any class. Combined with your reliance on really just one stat, you get amazing build versatility and the chance to take numerous feats. Most other classes get only 5, and the Rogue gets 6.</p><p></p><p></p><p><em><strong>Lv. 5 (11, 20)</strong></em></p><p></p><p><span style="color: deepskyblue"><strong>Extra Attack</strong></span>: Doubles the power of your Attack action. And then at Lv. 11, while everyone else with this ability is stuck at 2 attacks/action, you get a third. And then at Lv. 20, a mighty fourth, which really does make for one of the stronger capstones in 5e.</p><p></p><p></p><p><em><strong>Lv. 9 (13, 17)</strong></em></p><p></p><p><strong>Indomitable</strong>: One reroll of a failed save every day (and eventually 2/day and 3/day). Good when you really need to shake off a condition. If you're playing with feats, take Resilient (WIS) to really make this ability work for you.</p></blockquote><p></p>
[QUOTE="Gladius Legis, post: 7037122, member: 68748"] [B][SIZE=5]II. Basics of the Class[/SIZE][/B] [COLOR=#0000ff][B]Hit Die - d10[/B][/COLOR]: Only the Barbarian has it better than this. You’re on par with the Paladin and Ranger here, definitely suitable for being in the thick of a melee. [SIZE=4][B]Proficiencies[/B][/SIZE] [COLOR=deepskyblue][B]Armor[/B][/COLOR]: All armor and shields is as good as it gets. [COLOR=deepskyblue][B]Weapons[/B][/COLOR]: All simple and martial weapons is as good as it gets. [COLOR=#ff0000][B]Tools[/B][/COLOR]: None. If you get any proficiencies here, they'll likely be from your background. Also, at least you can actually spend money and downtime to pick up proficiencies in this category. [COLOR=deepskyblue][B]Saving Throws[/B][/COLOR]: Every class gets one "common" save (DEX, CON, WIS) and one "uncommon" save (STR, INT, CHA). Yours are Constitution and Strength, which are both as good as it gets. CON is the best common save to get, protecting against many incapacitating and crippling conditions and helping you maintain concentration should you ever by chance pick up some spellcasting ability. And STR saves are by far the most common "uncommon" save that come up, even if the effects STR deals with aren't nearly as nasty as CHA and even INT. [B]Skills[/B]: As you might expect, Fighters aren't exactly skill monkeys. You get two from the following, and spoiler alert, they'll both be spoken for when you see below. (Your background will give you more skill proficiencies, which are not restricted to this list. Your race may also give you more chances to pick skill proficiencies, again not limited to this list.) [LIST] [*][COLOR=#0000ff][B]Acrobatics (DEX)[/B][/COLOR]: Mandatory for [COLOR=goldenrod][B]DEX-Fighters[/B][/COLOR], who use it for escaping grapples and resisting shoves (but NOT for grappling or shoving yourself). Can serve as the DEX equivalent to Athletics in a few other cases involving climbing or jumping, too, DM depending. Mandatory if you're attacking with DEX. [B]STR-attackers[/B] should prioritize Athletics, though this still isn't a bad pick for them. [*][B]Animal Handling (WIS)[/B]: You might consider this one if you plan on being mounted a lot. [*][COLOR=#0000ff][B]Athletics (STR)[/B][/COLOR]: Mandatory for [COLOR=goldenrod][B]STR-Fighters[/B][/COLOR], helping you climb, jump, and swim. More importantly, it can help you break out of grapples and resist shoves. And, if you’re STR-based, grappling and shoving become viable combat options for you. In any case, mandatory if you're taking STR as your attack stat. If you're [B]attacking with DEX[/B], Acrobatics is more vital, though this still isn't a bad pick. [*][COLOR=#ff0000][B]History (INT)[/B][/COLOR]: You can definitely do without it. Not like you'll be good at it anyway, being as dim-witted as you probably are. [*][COLOR=#0000ff][B]Insight (WIS)[/B][/COLOR]: Good for countering against enemy Deception checks, including lies and attempts to deceive you, so it’s worth considering via background. Taking proficiency in this helps make up for a likely average or slightly above-average WIS. [*][B]Intimidation (CHA)[/B]: The one interaction skill on your list. Most of you won't have the CHA to excel at this, though. However, a [COLOR=deepskyblue][B]popular variant rule[/B][/COLOR] (PHB p. 175) lets you use STR for this skill in some contexts, so if your DM uses that variant, this gets much better. [*][COLOR=goldenrod][B]Perception (WIS)[/B][/COLOR]: The most tested and most vital skill in the game. Take it. Period. [*][COLOR=#0000ff][B]Survival (WIS)[/B][/COLOR]: An all-around useful skill in the exploration tier when stuck in the wilderness. Helps you obsolete the Ranger. [/LIST] [B]Non-class skills[/B]: You can’t get these with your class options, but you might get these from your background or race: [LIST] [*][COLOR=deepskyblue][B]Stealth (DEX)[/B][/COLOR]: If you choose to attack using DEX, this is well worth trying to get. Assassin allies will thank you for it, too. [*][B]Persuasion (CHA)[/B]: Another social skill, and while YMMV, probably comes up in more crucial gatherings, if not more often than Intimidation in a lot of cases. You probably won't have the CHA to be truly effective, though, barring a couple of specific builds. [*][B]Sleight of Hand (DEX)[/B]: Shouldn’t be a priority, but not really a waste either if you get it from a background. Can come in handy. [*][COLOR=darkviolet][B]Arcana (INT)[/B][/COLOR]: [COLOR=#0000ff][B]Some Eldritch Knights[/B][/COLOR] (the ones who actually have a high INT) will care, simply because it lets you find and disable magical traps. [B][COLOR=#ff0000]All other Fighters[/COLOR][/B] won't. [*][COLOR=darkviolet][B]Deception (CHA)[/B][/COLOR]: Handy as it can be, you likely won't have the Charisma for it, and this is a skill that's better left to those who can be better at it. Failing at Deception can be pretty devastating. [*][COLOR=darkviolet][B]Investigation (INT)[/B][/COLOR]: A pretty useful INT skill, but not enough to want to invest in that attribute. [*][COLOR=darkviolet][B]Performance (CHA)[/B][/COLOR]: Can be a solid source of income during downtime, if nothing else. Definitely not a priority, though. [*][COLOR=#ff0000][B]Nature/Religion (INT)[/B][/COLOR]: Like History, you won’t be any good at these, so don’t bother. [*][COLOR=#ff0000][B]Medicine (WIS)[/B][/COLOR]: Leave the healing to the Cleric and Paladin. Get a Healer's Kit if you really feel left out. [/LIST] [B][SIZE=4]Attributes[/SIZE][/B] Fighters in general have the luxury of needing to maximize just one attribute, and that's either Strength or Dexterity. They'll want to start Constitution as high as possible but don't necessarily need to maximize it. Having the highest number of ability score increases really helps, too, on top of that. All Arcane Archers and some Eldritch Knights, as in the ones who will actually cast spells with DCs, need as high Intelligence as possible, but those are the only real exceptions. Point buys vary depending on what you really need. Many Fighters can dump both Intelligence and Charisma, allowing an array of 15,15,14,10,8,8 if need be (adjusting based on racial modifiers or possible Variant Human feat). DEX-Fighters can even dump STR and go with 15,15,15,8,8,8 if they don't need INT or CHA for anything. [LIST] [*][B][COLOR=goldenrod]Strength[/COLOR][/B]: One of the two possible Fighter attack stats. STR is the way to go if you want one of the most damaging melee setups (e.g. Great Weapon Master, Polearm Master, Shield Master, grappling/shoving). The disadvantage to STR is that you'll have to use thrown weapons for range if you're in a position where you can't melee. Thrown weapons are very much inferior since they are subject to the one free item interaction on your turn limit, thus usually making you forego Extra Attack with them. [COLOR=#ff0000][B]DEX-Fighters[/B][/COLOR] can actually dump this all the way at 8, multiclass concerns notwithstanding. [*][B][COLOR=goldenrod]Dexterity[/COLOR][/B]: The other possible Fighter attack stat. DEX is far, far better at ranged combat, being able to use longbows and crossbows effectively, along with the feats that bolster the use of those weapons (Sharpshooter for both, Crossbow Expert for crossbows). Finesse melee, on the other hand, while viable, isn't very damaging without a Rogue multiclass. DEX also governs initiative and a common saving throw; for those reasons, [B]STR-Fighters[/B] do NOT want a negative modifier here, though putting it at 10-12 is OK. [*][B][COLOR=deepskyblue]Constitution[/COLOR][/B]: All Fighters need it for hit points and CON save. Start it at a bare minimum of 14 post-racial, but a 16 start is even better. It's never a bad idea to devote any ability score increases to this, either, though feats are usually a higher priority if your game uses them. [*][COLOR=#ff0000][B]Intelligence[/B][/COLOR]: The designated dump stat for almost all Fighters. You're not a book learner. INT skills for the most part aren't useful to you, and INT saves are very rare. [B][COLOR=deepskyblue]Only exceptions[/COLOR][/B]: Arcane Archers, and Eldritch Knights who plan on actually taking and using spells with a DC. On the other hand, the Eldritch Knights who only cast defensive or utility spells with no DCs can dump this at 8 with the rest of them. [*][COLOR=#0000ff][B]Wisdom[/B][/COLOR]: WIS is a vital save. Fear and Charm effects, Hold Person, along with a lot of other incapacitating effects all test this save. For that reason alone, you don't want to dump this. If you're playing with feats, start with an odd score here, because at some point you WILL take Resilient (WIS), which will also give you a +1 to WIS for the next modifier. WIS also governs the all-important Perception skill, another reason you don't want to dump it. A score of 12-14 after taking Resilient (WIS) is good to shoot for. [*][B][COLOR=darkviolet]Charisma[/COLOR][/B]: For [COLOR=#ff0000][B]most Fighters[/B][/COLOR], a dump stat just like INT. There are a [COLOR=#0000ff][B]couple of exceptions[/B][/COLOR], though, namely Battle Masters who take the Rally maneuver, as well as Purple Dragon Knights who would like some positive modifier to go with their free double proficiency in Persuasion. Those exceptions should aim for a 14, which qualifies for Inspiring Leader and gives a +2 modifier for it. Some good [COLOR=#0000ff][B]multiclass choices[/B][/COLOR] for a Fighter also require a CHA 13 to qualify, so there's also that to consider. Samurai who want to be a party face should set this at 10. [/LIST] [SIZE=4][B]Backgrounds[/B][/SIZE] Each background comes with two skills, then a tool proficiency and/or language, plus a unique feature. You can customize your background with help from your DM, but here are the "official" backgrounds. Also keep in mind that if a background gives you a skill you already had from your class or race, you get to pick any other skill to replace it (including a non-class skill). This is a good way for a DEX-Fighter to pick up, say, Stealth. [spoiler=PHB backgrounds] [B][COLOR=darkviolet]Acolyte[/COLOR][/B]: Insight, Religion, two languages. Insight is useful, Religion is not, and the languages may or may not be. The temple benefit is also pretty spotty, what if there's no temple of your specific god where you're headed? [B]Charlatan[/B]: Deception, Sleight of Hand, Disguise Kit, Forgery Kit. Two OK skills and a false identity. [COLOR=#0000ff][B]Criminal/Spy[/B][/COLOR]: Deception, Stealth, Thieves' Tools (free pick), Gaming Set (one). There's one way to pick up Stealth. Deception likely isn't great for you, though. Criminal contact, on the other hand, can be very useful. [B]Entertainer[/B]: Acrobatics, Performance, Disguise Kit, Musical Instrument (one). DEX-Fighters should already have Acrobatics, so that's a free skill pick (Stealth, ahem). The [B]Gladiator [/B]variant is more your deal with the free net or trident. [COLOR=#0000ff][B]Folk Hero[/B][/COLOR]: Animal Handling, Survival, Artisan's Tools (one), Vehicles (Land). Decent skills and free room and board from commoners. Good one. [B]Guild Artisan/Guild Merchant[/B]: Insight, Persuasion, Artisan's Tools (one), one language. Decent skills with the potential for some nice political connections. The Merchant variant is probably better suited with the Navigator's Tools and the mule and cart. [COLOR=#ff0000][B]Hermit[/B][/COLOR]: Medicine, Religion, Herbalism Kit, one language. Yeah, um, moving on. [COLOR=darkviolet][B]Noble[/B][/COLOR]: History, Persuasion, Gaming Set (one), one language. Thematic fit, but History is bad and Persuasion only fits a couple of build types. Noble privilege is OK, but the Retainers alternative is more trouble than it's worth. [B][COLOR=darkviolet]Knight[/COLOR] [/B]variant gives you a squire as one of your retainers, which is a double-edged sword since the squire can be an XP sink and make your party level up more slowly. [COLOR=#0000ff][B]Outlander[/B][/COLOR]: Athletics, Survival, Musical Instrument (one), one language. Two good skills (you'll already have Athletics if going STR, so that's a free skill pick), and some abilities that let you cope well in the wilderness similar to a Ranger. [COLOR=#ff0000][B]Sage[/B][/COLOR]: Arcana, History, two languages. Other than Arcana for certain Eldritch Knights, there's nothing for you here. [COLOR=deepskyblue][B]Sailor/Pirate[/B][/COLOR]: Athletics, Perception, Navigator's Tools, Vehicles (Water). Two vital skills that in practice will likely be free skill picks. Ship's Passage is nice, too, but the Pirate's Bad Reputation letting you get away with petty crimes is probably even better and a lot more fun, arr! [COLOR=deepskyblue][B]Soldier[/B][/COLOR]: Athletics, Intimidation, Gaming Set (one), Vehicles (Land). Fits the Fighter fluff-wise to a T. Athletics will likely be a free pick in practice if STR-based, and Intimidation can be good depending. Military rank's benefits are great, letting you give orders to guards and other soldier NPCs. [COLOR=#0000ff][B]Urchin[/B][/COLOR]: Sleight of Hand, Stealth, Disguise Kit, Thieves' Tools. Stealth, another decent skill and tool proficiencies. (Plus a pet mouse!) The faster intra-city travel feature is pretty iffy, though, [/spoiler] [spoiler=SCAG backgrounds] [B][COLOR=deepskyblue]City Watch[/COLOR][/B]: Athletics, Insight, two languages. Two great skills and knowledge of the watch posts and criminal dens in the city. You could even play the corrupt watchman and get in good with the latter, if you wanted. The [B][COLOR=darkviolet]Investigator[/COLOR] [/B]variant isn't really your thing, though, since you won't be smart enough to put Investigation to good use. [COLOR=#ff0000][B]Clan Crafter[/B][/COLOR]: History, Insight, Artisan's Tools (one), Dwarvish language. Ooh, you get to be friends with Dwarves. How about ... no. [COLOR=#ff0000][B]Cloistered Scholar[/B][/COLOR]: History, another knowledge skill, two languages. Next. [B]Courtier[/B]: Insight, Persuasion, two languages. One good skill, one that fits certain builds, and an intimate knowledge of an area's politics and government connections wherever you go. [COLOR=#0000ff][B]Faction Agent[/B][/COLOR]: Insight, one faction-specific skill, two languages. Being an agent of one of the Realms' most powerful organizations kind of speaks for itself. Insight is always a good skill to know, but the second skill you get typically isn't the best. [COLOR=deepskyblue][B]Far Traveler[/B][/COLOR]: Insight, Perception, Musical Instrument (one), one language. One good skill and one necessary one, and the opportunity for more connections with some powerful people. Very good. [COLOR=darkviolet][B]Inheritor[/B][/COLOR]: Survival, Arcana (the other two options aren't worth mention), Gaming Set OR Musical Instrument, one language. Eh, one good skill and one marginal skill, and the feature amounts to little more than an intriguing story hook. You can do better. [B]Knight of the Order[/B]: Persuasion, Arcana/History/Nature/Religion, Gaming Set OR Musical Instrument, one language. Interesting note: The knight order descriptions do not mention which skill they're attached to. The skills aren't the best, but being associated with a powerful knight order has its perks. [COLOR=#0000ff][B]Mercenary Veteran[/B][/COLOR]: Athletics, Persuasion, Gaming Set (one), Vehicles (Land). One great skill, one depending, and a guaranteed comfortable lifestyle. [COLOR=deepskyblue][B]Urban Bounty Hunter[/B][/COLOR]: Two of Deception, Insight, Persuasion, and Stealth; two of Gaming Set, Musical Instrument or Thieves' Tools. As a Fighter, you're most likely to pick Stealth and Insight, two great skills. Definitely want Thieves' Tools. Also plenty of opportunities for connections from the local gangs and thieves' guilds to members of high society. Doesn't get much better. [COLOR=#0000ff][B]Uthgardt Tribe Member[/B][/COLOR]: Athletics, Survival, Musical Instrument OR Artisan's Tools (one). Two good skills (Athletics likely resulting in a free pick), enhanced foraging and free allies. Sort of a Realms-specific version of Outlander, which is good. [B][COLOR=darkviolet]Waterdhavian Noble[/COLOR][/B]: History, Persuasion, Gaming Set (one) OR Musical Instrument (one), one language. At least one, if not two, wasted skills, and some renown in Waterdeep and the North that lets you live a comfortable lifestyle on credit. Eh. [/spoiler] [B][SIZE=4]Class Features[/SIZE] [I]Lv. 1[/I] Fighting Style[/B]: Choose one among the following. [LIST] [*][COLOR=deepskyblue][B]Archery[/B][/COLOR]: Mandatory if you're using [COLOR=goldenrod][B]ranged weapons[/B][/COLOR]; that +2 to hit is unmatched. Partially mitigates the hit/damage trade of the Sharpshooter feat. Or, if you're not playing with feats, this still cancels out half cover. [*][B]Defense[/B]: +1 to AC in armor. Decent enough, though an offensive style is usually more attractive. Makes a fine [COLOR=#0000ff][B]second style[/B][/COLOR] if getting one from Champion, or from a multiclass with Paladin or Ranger. [*][COLOR=#0000ff][B]Dueling[/B][/COLOR]: Don’t scoff at a flat +2 damage per hit. At early levels that amounts to well more than a 20% increase in damage done. That proportion decreases somewhat at higher levels, but it’s always going to be a noticeable boost to your offense with a one-handed weapon. Note that you CAN use a shield with this style (just not a second weapon). [*][B]Great Weapon Fighting[/B]: Small damage boost from using a great weapon. Less than Dueling adds to one-handers, but whatever, it's a damage boost. Battle Masters should note that this does NOT apply to Superiority Dice, just the weapon, according to Sage Advice. If your [COLOR=#0000ff][B]DM ignores Sage Advice[/B][/COLOR] then this gets better for Battle Masters and also Eldritch Knights with Booming Blade. [*][B]Protection[/B]: Again, I prefer offense, but this shield-exclusive style is good at what it does. With this, you’ll want to finish your movement for the round next to someone under duress when you need to protect them. Does lose its value if you plan to get [B][COLOR=darkviolet]other defender-style reactions[/COLOR][/B] like from the Sentinel feat. [*][B]Two-Weapon Fighting[/B]: Dual-wielding is plain bad for [COLOR=#ff0000][B]single-classed Fighters[/B][/COLOR] starting at Lv. 5. Great weapons outpace its damage by a mile starting at that point, and even Dueling outpaces it starting at Lv. 11. However, [COLOR=#0000ff][B]multiclassing Rogue[/B][/COLOR] does redeem dual-wielding and this style. [/LIST] [COLOR=#0000ff][B]Second Wind[/B][/COLOR]: A throwback to 4e that you get all to yourself, this is your bonus-action self-heal, 1/short rest. Scales pretty decently at higher levels for what it is. (e.g. Lv. 11 Second Wind is 1d10+11=16.5; upcast 5th-level Healing Word is 5d4+5=17.5) [I][B]Lv. 2 (17)[/B][/I] [COLOR=deepskyblue][B]Action Surge[/B][/COLOR]: Also a throwback to 4e just for you, this is one of 5e's premier nova abilities. The extra action can be used for a lot of things, but you would prefer to use it to double your number of attacks that round and get that burst damage. At Lv. 17, you get 2/short rest for even more nova goodness. [I][B]Lv. 3[/B][/I] [B]Martial Archetypes[/B] will be discussed in the next section. [I][B]Lv. 4 (6, 8, 12, 14, 16, 19)[/B][/I] [COLOR=deepskyblue][B]Ability Score Improvement[/B][/COLOR]: You get 7 of these, the most of any class. Combined with your reliance on really just one stat, you get amazing build versatility and the chance to take numerous feats. Most other classes get only 5, and the Rogue gets 6. [I][B]Lv. 5 (11, 20)[/B][/I] [COLOR=deepskyblue][B]Extra Attack[/B][/COLOR]: Doubles the power of your Attack action. And then at Lv. 11, while everyone else with this ability is stuck at 2 attacks/action, you get a third. And then at Lv. 20, a mighty fourth, which really does make for one of the stronger capstones in 5e. [I][B]Lv. 9 (13, 17)[/B][/I] [B]Indomitable[/B]: One reroll of a failed save every day (and eventually 2/day and 3/day). Good when you really need to shake off a condition. If you're playing with feats, take Resilient (WIS) to really make this ability work for you. [/QUOTE]
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[GUIDE] Battle On: The Fighter Guide
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