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[GUIDE] Battle On: The Fighter Guide
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<blockquote data-quote="Gladius Legis" data-source="post: 7037125" data-attributes="member: 68748"><p><strong><span style="font-size: 18px">IV. Races</span></strong></p><p></p><p></p><p>[spoiler=Common races]</p><p></p><p><strong><span style="color: deepskyblue">Dwarf</span></strong>: One of the prototypical Fighter races definitely does the job this time around. All get +2 CON, Darkvision and advantage against and resistance to poison. Stick to axes and hammers; we don't need those mamby-pamby swords.</p><p></p><ul> <li data-xf-list-type="ul"><strong><span style="color: deepskyblue">Mountain</span></strong>: +2 STR makes this the obvious choice for a STR-Fighter. On top of the standard-issue +2 CON, it's among the best in 5e.</li> <li data-xf-list-type="ul"><span style="color: #0000ff"><strong>Hill</strong></span>: +1 WIS and effectively the next CON modifier up in terms of hit points. Pretty solid for a Dwarf who wants to attempt a DEX build, but <span style="color: #ff0000"><strong>STR-Fighters</strong></span> should stick to Mountain.</li> <li data-xf-list-type="ul"><strong><span style="color: #0000ff">Duergar </span>(SCAG/MTOF)</strong>: +1 STR; Superior Darkvision; advantage against illusions, charms and paralysis; free Enlarge/Reduce and Invisibility. Would be absolutely supreme if Sunlight Sensitivity weren't such a pain.</li> </ul><p></p><p><span style="color: #0000ff"><strong>Elf</strong></span>: +2 DEX for all subraces, which should clue you in on which path to go. Gets Darkvision, advantage against charm and immunity to sleep.</p><p></p><ul> <li data-xf-list-type="ul"><strong>High</strong>: +1 INT, and a free Wizard cantrip. Terrific for an <span style="color: deepskyblue"><strong>Arcane Archer</strong></span> or <strong><span style="color: deepskyblue">DEX/INT Eldritch Knight</span></strong>. For others, they can still get a useful stat-independent cantrip of some sort, but Half-Elf of High Lineage is better for that.</li> <li data-xf-list-type="ul"><span style="color: #0000ff"><strong>Wood</strong></span>: +1 WIS is more useful for Fighters, and the extra speed is great. Mask of the Wild is of iffy benefit post-errata, though, since anyone can hide if the enemy can't see you clearly, and lightly obscured would appear to satisfy that condition for everyone now.</li> <li data-xf-list-type="ul"><strong><span style="color: darkviolet">Drow</span></strong>: +1 CHA is meh, barring a Rally Master or PDK you won't put Drow Magic to good use, and Sunlight Sensitivity is a pain.</li> <li data-xf-list-type="ul"><strong>Eladrin (MTOF)</strong>: +1 CHA (meh), and a 1/short rest teleport power in Fey Step with a side effect that varies depending on the season you’re in. You’ll want to stick to Spring, most likely, because it has the only benefit that doesn’t rely on your CHA and it can be pretty useful.</li> <li data-xf-list-type="ul"><strong>Sea (MTOF)</strong>: +1 CON is good, certainly, but swimming speed and water breathing are obviously circumstantial. Obviously much better in a <span style="color: deepskyblue"><strong>marine-based campaign</strong></span>.</li> <li data-xf-list-type="ul"><span style="color: deepskyblue"><strong>Shadar-kai</strong></span> <strong>(MTOF)</strong>: Now this one’s great. +1 CON, necrotic resistance and a 1/short rest teleport like the Eladrin, but with a very useful side effect of resistance to all damage.</li> </ul><p></p><p><strong>Halfling</strong>: +2 DEX and small size limit you pretty much to finesse weapons, shortbows and crossbows. Lucky protecting against natural 1s is nice, though. Slow speed hurts.</p><p></p><ul> <li data-xf-list-type="ul"><strong><span style="color: darkviolet">Lightfoot</span></strong>: +1 CHA and hiding behind Medium people. Much better for Rogues than Fighters.</li> <li data-xf-list-type="ul"><strong>Stout</strong>: +1 CON and stealing the Dwarf's resistance and advantage against poison. Better for Fighters.</li> <li data-xf-list-type="ul"><strong>Ghostwise (SCAG)</strong>: +1 WIS is OK, and telepathy.</li> </ul><p></p><p><strong>Human</strong>: Meant to be the most versatile race. One particular <strong><span style="color: deepskyblue">Variant</span></strong> delivers on that promise.</p><p></p><ul> <li data-xf-list-type="ul"><strong><span style="color: darkviolet">Default/Stock</span></strong>: With many Fighters having at least 2, if not 3 outright dump stats, that's as many +1s that will go to waste.</li> <li data-xf-list-type="ul"><strong><span style="color: deepskyblue">Variant</span></strong>: Nothing wasted with the Variant, though. Two +1s right where you want them, an extra feat at Lv. 1 to give you a head start on a build that otherwise wouldn't start taking shape until Lv. 4, and a free pick of a skill proficiency. If only you had Darkvision, but I guess you can't have everything.</li> </ul><p>[/spoiler]</p><p></p><p>[spoiler=Uncommon races]</p><p></p><p><strong><span style="color: deepskyblue">Aaracocra</span> (EEPC)</strong>: At-will flight is always going to count for a lot, even with its light armor restriction. It can be campaign-breaking, potentially. +2 DEX and +1 WIS make it perfect for aerial archers, in particular. The introductory paragraph pretty much leaves it up to the DM whether or not to even allow you to play this race, and for good reason. Just don't end your turns flying, or you'll risk crashing to the ground.</p><p></p><p><span style="color: #0000ff"><strong>Dragonborn</strong></span>: +2 STR, +1 CHA. With a good CON as you're likely to have, Breath Weapon will be a viable anti-horde tool for you.</p><p></p><p><strong>Genasi (EEPC)</strong>: All Genasi get a +2 to CON, a solid stat bonus for all characters. All subraces get a 1/day free spell with no material components.</p><p></p><ul> <li data-xf-list-type="ul"><span style="color: #0000ff"><strong>Air</strong></span>: +1 DEX, hold your breath forever as long as you’re not incapacitated, and Levitate as the racial spell. Pretty nice.</li> <li data-xf-list-type="ul"><span style="color: #0000ff"><strong>Earth</strong></span>: +1 STR, ignore some difficult terrain, and the very useful Pass Without Trace as the racial spell. Good.</li> <li data-xf-list-type="ul"><strong><span style="color: darkviolet">Fire</span></strong>: +1 INT is a waste. making this the worst subrace for most Fighters. Darkvision and fire resistance aren’t bad, though.</li> <li data-xf-list-type="ul"><strong>Water</strong>: +1 WIS has its uses, and breathing air and water and having a real swim speed can come in handy in campaigns with a lot of water.</li> </ul><p></p><p><strong>Gith (MTOF)</strong>: All Gith get a +1 to INT, which means they're good for <span style="color: #0000ff"><strong>Arcane Archers and Eldritch Knights</strong></span> who plan to raise their INT score. Not so much for <span style="color: #ff0000"><strong>anyone else</strong></span>, though.</p><p></p><ul> <li data-xf-list-type="ul"><strong>Githyanki</strong>: The word "gish" that is now used ubiquitously to denote any build that can both cast and fight has its very roots with this subrace. And, sure enough, Githyanki make arguably the best <span style="color: deepskyblue"><strong>STR/INT Eldritch Knights</strong></span> with their +2 to STR on top of the standard Gith INT bonus. Free skill (or tool) proficiency, free language, free invisible <em>Mage Hand</em>, and 1/long rest component-less castings of <em>Jump</em> and <em>Misty Step</em> round it out.</li> <li data-xf-list-type="ul"><strong>Githzerai</strong>: +2 WIS isn't as good as an attack stat bonus but still OK. Advantage on saves against charmed and frightened is pretty good, and you still get the same invisible <em>Mage Hand</em> that the Githyanki gets. Makes a decent Arcane Archer or DEX/INT Eldritch Knight, but <span style="color: #ff0000"><strong>STR/INT EKs</strong></span> should stick with the Githyanki.</li> </ul><p></p><p><span style="color: #ff0000"><strong>Gnome</strong></span>: Basically, unless you're going to be an <strong>Arcane Archer</strong> or <strong>DEX/INT Eldritch Knight</strong>, don't bother. Advantage on mental saves is about the only thing Gnomes have going in general, but even that's not enough to make up for otherwise incompatible stat bonuses (+2 INT), small size and slow speed.</p><p></p><ul> <li data-xf-list-type="ul"><strong>Forest</strong>: +1 DEX, Minor Illusion and a cute speak with animals ability. Makes a passable Arcane Archer or DEX/INT Eldritch Knight, and that's it.</li> <li data-xf-list-type="ul"><span style="color: #ff0000"><strong>Rock</strong></span>: +1 CON would be OK, but then you're left with no other bonus to an attack stat, as well as the worthless general Gnome INT bonus. Tech knowledge doesn't make up for that fact. Pass.</li> <li data-xf-list-type="ul"><strong>Deep (SCAG/MTOF)</strong>: +1 DEX, Superior Darkvision and advantage on Stealth in stony terrain. Like Forest, a workable Arcane Archer or DEX/INT EK, but nothing more.</li> </ul><p></p><p><span style="color: #0000ff"><strong>Half-Elf</strong></span>: +2 CHA, and then two +1s wherever else you want them. Also Darkvision, the sleep immunity and advantage vs. charms that Elves get, and another potentially strong benefit. Good race overall, even better for the builds that actually benefit from CHA.</p><p></p><ul> <li data-xf-list-type="ul"><strong><span style="color: deepskyblue">Skill Versatility</span> (PHB default)</strong>: The default Half-Elf gets two skills of their choice. Overall, this is the can’t-go-wrong option and still the best pick for most builds.</li> <li data-xf-list-type="ul"><strong><span style="color: #ff0000">Keen Senses</span> (SCAG)</strong>: Obviously, whoever wrote the sidebar in the SCAG completely forgot that Skill Versatility gives you proficiency in two skills when they listed this as an option. You LITERALLY lose an entire skill taking this, for absolutely nothing in return. So never, and I mean NEVER take this.</li> <li data-xf-list-type="ul"><strong>Wood Elf Descent (SCAG)</strong>: Post-errata, you'll take Fleet of Foot for the extra speed, which is nice.</li> <li data-xf-list-type="ul"><strong><span style="color: #0000ff">Moon/Sun (High) Elf Descent</span> (SCAG)</strong>: The best part of the High Elf, the free cantrip. A good way for STR-based EKs to add one more cantrip to their arsenals while benefiting from the Half-Elf's opportunity to pick more relevant stats. The cantrip is still a Wizard cantrip that keys off INT, so if you aren't boosting that stat try picking something stat-independent, there's some good ones in that category still.</li> <li data-xf-list-type="ul"><strong>Drow Descent (SCAG)</strong>: Good if you plan to have enough CHA to make Drow Magic a viable tool. <strong><span style="color: darkviolet">Otherwise</span></strong>, you should likely pass on it.</li> <li data-xf-list-type="ul"><strong><span style="color: darkviolet">Aquatic Descent</span> (SCAG)</strong>: 30-foot swim speed. Obviously better in a campaign that involves sea travel, but too situational otherwise compared to Skill Versatility or other lineages.</li> </ul><p></p><p><strong><span style="color: deepskyblue">Half-Orc</span></strong>: +2 STR, +1 CON, Darkvision, deadlier crits, avoid a KO once a day and free Intimidation proficiency. Doesn't get much better for STR-Fighters.</p><p></p><p><strong>Tiefling</strong>: The SCAG variants make this race more attractive to DEX-Fighters, in particular.</p><p></p><ul> <li data-xf-list-type="ul"><strong><span style="color: deepskyblue">Feral</span> (SCAG)</strong>: +2 DEX is better than +2 CHA in every way for a Fighter.</li> <li data-xf-list-type="ul"><strong><span style="color: #ff0000">Infernal Legacy</span> (PHB default)</strong>: CHA-based spells you likely won't be good at. Note that this, Devil's Tongue, Hellfire, and Winged are all mutually exclusive.</li> <li data-xf-list-type="ul"><strong><span style="color: #ff0000">Devil's Tongue</span> (SCAG)</strong>: CHA-based spells you likely won't be good at.</li> <li data-xf-list-type="ul"><strong><span style="color: #ff0000">Hellfire</span> (SCAG)</strong>: CHA-based spells you likely won't be good at.</li> <li data-xf-list-type="ul"><strong><span style="color: deepskyblue">Winged</span> (SCAG)</strong>: Wings and a 30-foot flying speed instead of Infernal Legacy’s spells. Post-errata does NOT work with heavy armor anymore (but still does with medium, unlike the Aaracocra). Still great for DEX-Fighters, in particular, or even any Fighters with at least some DEX bonus. As usual with a potentially campaign-breaking at-will flight option, consult your DM.</li> <li data-xf-list-type="ul"><span style="color: #ff0000"><strong>All MTOF variants</strong></span>: All keep the default +2 CHA bonus, and they all involve spells you won’t have the CHA to put to good use.</li> </ul><p>[/spoiler]</p><p></p><p>[spoiler="Volo's Guide Races"]</p><p></p><p><strong>Aasimar</strong>: Reimagined and substantially buffed from its debut in the DMG as what was essentially a Tiefling variant. It’s basically for anyone who wants a little Paladin in their build without multiclassing. Comes with a scaled-back Lay on Hands-type ability, Darkvision, resistance to necrotic and radiant damage, and free Light cantrip. Despite the useless-for-most-Fighters +2 CHA, this race's abilities are strong enough to make this race at least decent as a Fighter.</p><p></p><ul> <li data-xf-list-type="ul"><strong>Protector</strong>: +1 WIS (never a waste), and the long-rest recharge power gives you flight plus some nifty extra radiant damage on one hit on each of your turns.</li> <li data-xf-list-type="ul"><span style="color: #0000ff"><strong>Scourge</strong></span>: +1 CON is welcome for everyone. Long-rest recharge power auto-damages everyone (including yourself and allies, so be careful) within 10 feet and also lets you deal extra radiant damage on a hit on each of your turns.</li> <li data-xf-list-type="ul"><span style="color: #0000ff"><strong>Fallen</strong></span>: This explicitly Evil subrace gives +1 STR, so definitely good for STR-Fighters. The power is a mass frighten within 10 feet (again, not ally-friendly) with additional necrotic damage on one hit on each of your turns.</li> </ul><p></p><p><span style="color: #0000ff"><strong>Firbolg</strong></span>: Stat bonuses in good places, +2 WIS and +1 STR, along with various stealthy magical abilities and the ability to carry and lift heavy weights. An interesting and potentially effective Fighter.</p><p></p><p><strong><span style="color: deepskyblue">Goliath</span></strong>: +2 STR and +1 CON, automatic Athletics proficiency, reduce damage taken once per short rest, and ability to carry and lift heavy weights. Definitely tops for a STR-Fighter.</p><p></p><p><strong><span style="color: darkviolet">Kenku</span></strong>: +2 DEX and +1 WIS, with racial abilities more suited to Rogues than anything else. Eh.</p><p></p><p><strong>Lizardfolk</strong>: +2 CON, +1 WIS, a bite that means you’re always armed, swim speed, hold breath for a long time, natural armor that’s better than the standard light armor, 2 free skills from a list that includes the all-important Perception and Stealth, and a short-rest recharge bonus-action attack. Pretty decent, particularly for DEX-Fighters.</p><p></p><p><span style="color: #0000ff"><strong>Tabaxi</strong></span>: +2 DEX and +1 CHA, plus Darkvision, an ability to move double your usual speed (which you must make up for later by not moving at all to recharge), climb speed, natural weapons, and free Perception and Stealth proficiency. Other than the CHA bonus, pretty good for DEX-Fighters.</p><p></p><p><span style="color: #0000ff"><strong>Triton</strong></span>: +1 to STR, CON and CHA. Two of those stat bonuses are relevant. Aside from that, swim speed, breathe water and air, talk to water creatures, and cold resistance. Also note that of the three racial spells, only Gust of Wind actually uses your CHA for anything, so feel free to cast Fog Cloud or Wall of Water instead. Good all around.</p><p>[/spoiler]</p><p></p><p>[spoiler=Monster Races (VGM)]</p><p></p><p>Subject to DM approval, so consult with your DM first before playing one of these.</p><p></p><p><strong><span style="color: deepskyblue">Bugbear</span></strong>: The highlight is the extra 5 feet of reach when you make a melee attack (but only on your turn). +2 STR and +1 DEX means it fits both STR- and DEX-Fighters. Also gets Darkvision, free Stealth proficiency and 2d6 extra damage when attacking from surprise. Good one, for sure.</p><p></p><p><strong><span style="color: deepskyblue">Goblin</span></strong>: Small size, but 30 feet speed. +2 DEX and +1 CON, Darkvision, short-rest recharge extra damage against something bigger than you, and Disengage or Hide as a bonus action (effectively 2/3rd of the Rogue’s Cunning Action) make this quite nice for DEX-Fighters. Weave through enemy traffic with no fear of OAs if you're a DEX-melee, or shoot, move, Hide, repeat if you're an archer.</p><p></p><p><strong>Hobgoblin</strong>: +2 CON, +1 INT (the latter’s a waste), Darkvision, and short-rest recharge power that lets you add up to +5 (or less depending on number of allies you have) to a failed attack, save or ability check. Decent.</p><p></p><p><span style="color: #0000ff"><strong>Kobold</strong></span>: -2 STR penalty, but +2 DEX, so that's the route to go. And the advantage on any attack as long as an ally is next to your target is glorious for Sharpshooter/Crossbow Expert builds. In campaigns where <strong><span style="color: deepskyblue">Sunlight Sensitivity is less of an issue</span></strong>, a Kobold SS/CE build flat rocks.</p><p></p><p><span style="color: #0000ff"><strong>Orc</strong></span>: +2 STR and +1 CON at the expense of -2 INT, which doesn’t hurt you too much since you don’t care about INT. Bonus-action movement of your full speed helps close to melee range quickly, always a plus for melee Fighters. Also get Darkvision and free Intimidation proficiency. Pretty solid, actually.</p><p></p><p><span style="color: #ff0000"><strong>Yuan-ti Pureblood</strong></span>: A fantastic race for those classes that can take advantage of its talents, but unfortunately that's not you. Bonuses to two Fighter dump stats, and you're not likely to have the CHA regardless to put Suggestion or any of its other racial spells to good use.</p><p>[/spoiler]</p></blockquote><p></p>
[QUOTE="Gladius Legis, post: 7037125, member: 68748"] [B][SIZE=5]IV. Races[/SIZE][/B] [spoiler=Common races] [B][COLOR=deepskyblue]Dwarf[/COLOR][/B]: One of the prototypical Fighter races definitely does the job this time around. All get +2 CON, Darkvision and advantage against and resistance to poison. Stick to axes and hammers; we don't need those mamby-pamby swords. [LIST] [*][B][COLOR=deepskyblue]Mountain[/COLOR][/B]: +2 STR makes this the obvious choice for a STR-Fighter. On top of the standard-issue +2 CON, it's among the best in 5e. [*][COLOR=#0000ff][B]Hill[/B][/COLOR]: +1 WIS and effectively the next CON modifier up in terms of hit points. Pretty solid for a Dwarf who wants to attempt a DEX build, but [COLOR=#ff0000][B]STR-Fighters[/B][/COLOR] should stick to Mountain. [*][B][COLOR=#0000ff]Duergar [/COLOR](SCAG/MTOF)[/B]: +1 STR; Superior Darkvision; advantage against illusions, charms and paralysis; free Enlarge/Reduce and Invisibility. Would be absolutely supreme if Sunlight Sensitivity weren't such a pain. [/LIST] [COLOR=#0000ff][B]Elf[/B][/COLOR]: +2 DEX for all subraces, which should clue you in on which path to go. Gets Darkvision, advantage against charm and immunity to sleep. [LIST] [*][B]High[/B]: +1 INT, and a free Wizard cantrip. Terrific for an [COLOR=deepskyblue][B]Arcane Archer[/B][/COLOR] or [B][COLOR=deepskyblue]DEX/INT Eldritch Knight[/COLOR][/B]. For others, they can still get a useful stat-independent cantrip of some sort, but Half-Elf of High Lineage is better for that. [*][COLOR=#0000ff][B]Wood[/B][/COLOR]: +1 WIS is more useful for Fighters, and the extra speed is great. Mask of the Wild is of iffy benefit post-errata, though, since anyone can hide if the enemy can't see you clearly, and lightly obscured would appear to satisfy that condition for everyone now. [*][B][COLOR=darkviolet]Drow[/COLOR][/B]: +1 CHA is meh, barring a Rally Master or PDK you won't put Drow Magic to good use, and Sunlight Sensitivity is a pain. [*][B]Eladrin (MTOF)[/B]: +1 CHA (meh), and a 1/short rest teleport power in Fey Step with a side effect that varies depending on the season you’re in. You’ll want to stick to Spring, most likely, because it has the only benefit that doesn’t rely on your CHA and it can be pretty useful. [*][B]Sea (MTOF)[/B]: +1 CON is good, certainly, but swimming speed and water breathing are obviously circumstantial. Obviously much better in a [COLOR=deepskyblue][B]marine-based campaign[/B][/COLOR]. [*][COLOR=deepskyblue][B]Shadar-kai[/B][/COLOR] [B](MTOF)[/B]: Now this one’s great. +1 CON, necrotic resistance and a 1/short rest teleport like the Eladrin, but with a very useful side effect of resistance to all damage. [/LIST] [B]Halfling[/B]: +2 DEX and small size limit you pretty much to finesse weapons, shortbows and crossbows. Lucky protecting against natural 1s is nice, though. Slow speed hurts. [LIST] [*][B][COLOR=darkviolet]Lightfoot[/COLOR][/B]: +1 CHA and hiding behind Medium people. Much better for Rogues than Fighters. [*][B]Stout[/B]: +1 CON and stealing the Dwarf's resistance and advantage against poison. Better for Fighters. [*][B]Ghostwise (SCAG)[/B]: +1 WIS is OK, and telepathy. [/LIST] [B]Human[/B]: Meant to be the most versatile race. One particular [B][COLOR=deepskyblue]Variant[/COLOR][/B] delivers on that promise. [LIST] [*][B][COLOR=darkviolet]Default/Stock[/COLOR][/B]: With many Fighters having at least 2, if not 3 outright dump stats, that's as many +1s that will go to waste. [*][B][COLOR=deepskyblue]Variant[/COLOR][/B]: Nothing wasted with the Variant, though. Two +1s right where you want them, an extra feat at Lv. 1 to give you a head start on a build that otherwise wouldn't start taking shape until Lv. 4, and a free pick of a skill proficiency. If only you had Darkvision, but I guess you can't have everything. [/LIST] [/spoiler] [spoiler=Uncommon races] [B][COLOR=deepskyblue]Aaracocra[/COLOR] (EEPC)[/B]: At-will flight is always going to count for a lot, even with its light armor restriction. It can be campaign-breaking, potentially. +2 DEX and +1 WIS make it perfect for aerial archers, in particular. The introductory paragraph pretty much leaves it up to the DM whether or not to even allow you to play this race, and for good reason. Just don't end your turns flying, or you'll risk crashing to the ground. [COLOR=#0000ff][B]Dragonborn[/B][/COLOR]: +2 STR, +1 CHA. With a good CON as you're likely to have, Breath Weapon will be a viable anti-horde tool for you. [B]Genasi (EEPC)[/B]: All Genasi get a +2 to CON, a solid stat bonus for all characters. All subraces get a 1/day free spell with no material components. [LIST] [*][COLOR=#0000ff][B]Air[/B][/COLOR]: +1 DEX, hold your breath forever as long as you’re not incapacitated, and Levitate as the racial spell. Pretty nice. [*][COLOR=#0000ff][B]Earth[/B][/COLOR]: +1 STR, ignore some difficult terrain, and the very useful Pass Without Trace as the racial spell. Good. [*][B][COLOR=darkviolet]Fire[/COLOR][/B]: +1 INT is a waste. making this the worst subrace for most Fighters. Darkvision and fire resistance aren’t bad, though. [*][B]Water[/B]: +1 WIS has its uses, and breathing air and water and having a real swim speed can come in handy in campaigns with a lot of water. [/LIST] [B]Gith (MTOF)[/B]: All Gith get a +1 to INT, which means they're good for [COLOR=#0000ff][B]Arcane Archers and Eldritch Knights[/B][/COLOR] who plan to raise their INT score. Not so much for [COLOR=#ff0000][B]anyone else[/B][/COLOR], though. [LIST] [*][B]Githyanki[/B]: The word "gish" that is now used ubiquitously to denote any build that can both cast and fight has its very roots with this subrace. And, sure enough, Githyanki make arguably the best [COLOR=deepskyblue][B]STR/INT Eldritch Knights[/B][/COLOR] with their +2 to STR on top of the standard Gith INT bonus. Free skill (or tool) proficiency, free language, free invisible [I]Mage Hand[/I], and 1/long rest component-less castings of [I]Jump[/I] and [I]Misty Step[/I] round it out. [*][B]Githzerai[/B]: +2 WIS isn't as good as an attack stat bonus but still OK. Advantage on saves against charmed and frightened is pretty good, and you still get the same invisible [I]Mage Hand[/I] that the Githyanki gets. Makes a decent Arcane Archer or DEX/INT Eldritch Knight, but [COLOR=#ff0000][B]STR/INT EKs[/B][/COLOR] should stick with the Githyanki. [/LIST] [COLOR=#ff0000][B]Gnome[/B][/COLOR]: Basically, unless you're going to be an [B]Arcane Archer[/B] or [B]DEX/INT Eldritch Knight[/B], don't bother. Advantage on mental saves is about the only thing Gnomes have going in general, but even that's not enough to make up for otherwise incompatible stat bonuses (+2 INT), small size and slow speed. [LIST] [*][B]Forest[/B]: +1 DEX, Minor Illusion and a cute speak with animals ability. Makes a passable Arcane Archer or DEX/INT Eldritch Knight, and that's it. [*][COLOR=#ff0000][B]Rock[/B][/COLOR]: +1 CON would be OK, but then you're left with no other bonus to an attack stat, as well as the worthless general Gnome INT bonus. Tech knowledge doesn't make up for that fact. Pass. [*][B]Deep (SCAG/MTOF)[/B]: +1 DEX, Superior Darkvision and advantage on Stealth in stony terrain. Like Forest, a workable Arcane Archer or DEX/INT EK, but nothing more. [/LIST] [COLOR=#0000ff][B]Half-Elf[/B][/COLOR]: +2 CHA, and then two +1s wherever else you want them. Also Darkvision, the sleep immunity and advantage vs. charms that Elves get, and another potentially strong benefit. Good race overall, even better for the builds that actually benefit from CHA. [LIST] [*][B][COLOR=deepskyblue]Skill Versatility[/COLOR] (PHB default)[/B]: The default Half-Elf gets two skills of their choice. Overall, this is the can’t-go-wrong option and still the best pick for most builds. [*][B][COLOR=#ff0000]Keen Senses[/COLOR] (SCAG)[/B]: Obviously, whoever wrote the sidebar in the SCAG completely forgot that Skill Versatility gives you proficiency in two skills when they listed this as an option. You LITERALLY lose an entire skill taking this, for absolutely nothing in return. So never, and I mean NEVER take this. [*][B]Wood Elf Descent (SCAG)[/B]: Post-errata, you'll take Fleet of Foot for the extra speed, which is nice. [*][B][COLOR=#0000ff]Moon/Sun (High) Elf Descent[/COLOR] (SCAG)[/B]: The best part of the High Elf, the free cantrip. A good way for STR-based EKs to add one more cantrip to their arsenals while benefiting from the Half-Elf's opportunity to pick more relevant stats. The cantrip is still a Wizard cantrip that keys off INT, so if you aren't boosting that stat try picking something stat-independent, there's some good ones in that category still. [*][B]Drow Descent (SCAG)[/B]: Good if you plan to have enough CHA to make Drow Magic a viable tool. [B][COLOR=darkviolet]Otherwise[/COLOR][/B], you should likely pass on it. [*][B][COLOR=darkviolet]Aquatic Descent[/COLOR] (SCAG)[/B]: 30-foot swim speed. Obviously better in a campaign that involves sea travel, but too situational otherwise compared to Skill Versatility or other lineages. [/LIST] [B][COLOR=deepskyblue]Half-Orc[/COLOR][/B]: +2 STR, +1 CON, Darkvision, deadlier crits, avoid a KO once a day and free Intimidation proficiency. Doesn't get much better for STR-Fighters. [B]Tiefling[/B]: The SCAG variants make this race more attractive to DEX-Fighters, in particular. [LIST] [*][B][COLOR=deepskyblue]Feral[/COLOR] (SCAG)[/B]: +2 DEX is better than +2 CHA in every way for a Fighter. [*][B][COLOR=#ff0000]Infernal Legacy[/COLOR] (PHB default)[/B]: CHA-based spells you likely won't be good at. Note that this, Devil's Tongue, Hellfire, and Winged are all mutually exclusive. [*][B][COLOR=#ff0000]Devil's Tongue[/COLOR] (SCAG)[/B]: CHA-based spells you likely won't be good at. [*][B][COLOR=#ff0000]Hellfire[/COLOR] (SCAG)[/B]: CHA-based spells you likely won't be good at. [*][B][COLOR=deepskyblue]Winged[/COLOR] (SCAG)[/B]: Wings and a 30-foot flying speed instead of Infernal Legacy’s spells. Post-errata does NOT work with heavy armor anymore (but still does with medium, unlike the Aaracocra). Still great for DEX-Fighters, in particular, or even any Fighters with at least some DEX bonus. As usual with a potentially campaign-breaking at-will flight option, consult your DM. [*][COLOR=#ff0000][B]All MTOF variants[/B][/COLOR]: All keep the default +2 CHA bonus, and they all involve spells you won’t have the CHA to put to good use. [/LIST] [/spoiler] [spoiler="Volo's Guide Races"] [B]Aasimar[/B]: Reimagined and substantially buffed from its debut in the DMG as what was essentially a Tiefling variant. It’s basically for anyone who wants a little Paladin in their build without multiclassing. Comes with a scaled-back Lay on Hands-type ability, Darkvision, resistance to necrotic and radiant damage, and free Light cantrip. Despite the useless-for-most-Fighters +2 CHA, this race's abilities are strong enough to make this race at least decent as a Fighter. [LIST] [*][B]Protector[/B]: +1 WIS (never a waste), and the long-rest recharge power gives you flight plus some nifty extra radiant damage on one hit on each of your turns. [*][COLOR=#0000ff][B]Scourge[/B][/COLOR]: +1 CON is welcome for everyone. Long-rest recharge power auto-damages everyone (including yourself and allies, so be careful) within 10 feet and also lets you deal extra radiant damage on a hit on each of your turns. [*][COLOR=#0000ff][B]Fallen[/B][/COLOR]: This explicitly Evil subrace gives +1 STR, so definitely good for STR-Fighters. The power is a mass frighten within 10 feet (again, not ally-friendly) with additional necrotic damage on one hit on each of your turns. [/LIST] [COLOR=#0000ff][B]Firbolg[/B][/COLOR]: Stat bonuses in good places, +2 WIS and +1 STR, along with various stealthy magical abilities and the ability to carry and lift heavy weights. An interesting and potentially effective Fighter. [B][COLOR=deepskyblue]Goliath[/COLOR][/B]: +2 STR and +1 CON, automatic Athletics proficiency, reduce damage taken once per short rest, and ability to carry and lift heavy weights. Definitely tops for a STR-Fighter. [B][COLOR=darkviolet]Kenku[/COLOR][/B]: +2 DEX and +1 WIS, with racial abilities more suited to Rogues than anything else. Eh. [B]Lizardfolk[/B]: +2 CON, +1 WIS, a bite that means you’re always armed, swim speed, hold breath for a long time, natural armor that’s better than the standard light armor, 2 free skills from a list that includes the all-important Perception and Stealth, and a short-rest recharge bonus-action attack. Pretty decent, particularly for DEX-Fighters. [COLOR=#0000ff][B]Tabaxi[/B][/COLOR]: +2 DEX and +1 CHA, plus Darkvision, an ability to move double your usual speed (which you must make up for later by not moving at all to recharge), climb speed, natural weapons, and free Perception and Stealth proficiency. Other than the CHA bonus, pretty good for DEX-Fighters. [COLOR=#0000ff][B]Triton[/B][/COLOR]: +1 to STR, CON and CHA. Two of those stat bonuses are relevant. Aside from that, swim speed, breathe water and air, talk to water creatures, and cold resistance. Also note that of the three racial spells, only Gust of Wind actually uses your CHA for anything, so feel free to cast Fog Cloud or Wall of Water instead. Good all around. [/spoiler] [spoiler=Monster Races (VGM)] Subject to DM approval, so consult with your DM first before playing one of these. [B][COLOR=deepskyblue]Bugbear[/COLOR][/B]: The highlight is the extra 5 feet of reach when you make a melee attack (but only on your turn). +2 STR and +1 DEX means it fits both STR- and DEX-Fighters. Also gets Darkvision, free Stealth proficiency and 2d6 extra damage when attacking from surprise. Good one, for sure. [B][COLOR=deepskyblue]Goblin[/COLOR][/B]: Small size, but 30 feet speed. +2 DEX and +1 CON, Darkvision, short-rest recharge extra damage against something bigger than you, and Disengage or Hide as a bonus action (effectively 2/3rd of the Rogue’s Cunning Action) make this quite nice for DEX-Fighters. Weave through enemy traffic with no fear of OAs if you're a DEX-melee, or shoot, move, Hide, repeat if you're an archer. [B]Hobgoblin[/B]: +2 CON, +1 INT (the latter’s a waste), Darkvision, and short-rest recharge power that lets you add up to +5 (or less depending on number of allies you have) to a failed attack, save or ability check. Decent. [COLOR=#0000ff][B]Kobold[/B][/COLOR]: -2 STR penalty, but +2 DEX, so that's the route to go. And the advantage on any attack as long as an ally is next to your target is glorious for Sharpshooter/Crossbow Expert builds. In campaigns where [B][COLOR=deepskyblue]Sunlight Sensitivity is less of an issue[/COLOR][/B], a Kobold SS/CE build flat rocks. [COLOR=#0000ff][B]Orc[/B][/COLOR]: +2 STR and +1 CON at the expense of -2 INT, which doesn’t hurt you too much since you don’t care about INT. Bonus-action movement of your full speed helps close to melee range quickly, always a plus for melee Fighters. Also get Darkvision and free Intimidation proficiency. Pretty solid, actually. [COLOR=#ff0000][B]Yuan-ti Pureblood[/B][/COLOR]: A fantastic race for those classes that can take advantage of its talents, but unfortunately that's not you. Bonuses to two Fighter dump stats, and you're not likely to have the CHA regardless to put Suggestion or any of its other racial spells to good use. [/spoiler] [/QUOTE]
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[GUIDE] Battle On: The Fighter Guide
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