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General Tabletop Discussion
*Dungeons & Dragons
Is the Champion weak compared to Battle Master?
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<blockquote data-quote="Xxandx" data-source="post: 6618758" data-attributes="member: 6795513"><p><strong>I love 5th edition</strong></p><p></p><p>I'm currantly playing with a Fighter/Battle Master in our new </p><p>campaign, and I am having such a great time with it. </p><p></p><p>If you combine your class features with some other feats of your </p><p>own choise, both Battle Master and Champion can be awsome!</p><p></p><p>In 5th edition there is a lot of good feats for fighters. Solid feats!</p><p></p><p>-Alert: +5 initiativ! That's never wrong!</p><p>-Defensive Duelist: If you are using finesse weapons, you can use</p><p>your reaction to add proficiency bonus to AC. </p><p>-Dual Wielder: If you use two weapons you get +1 AC and some </p><p>nice abilities.</p><p>-Great Weapon Master: I can see a Champion with a heavy </p><p>weapon of some sort combined with hes crit:19-20 (18-20) dealing</p><p>a lot of damage with this one.</p><p>-Inspiring Leader: Grant your party with some ekstra temporary</p><p>Hit Points before entering battle. Why not...?</p><p>-Lucky: This looks like a real off the hook feat. This might be that </p><p>one thing preventing you from taking a serious critical hit. </p><p>-Mage Slayer: To be a pain in the butt for spell casters...yes please!</p><p>-Martial Adept: Some ekstra maneuvers and superiority dices.</p><p>-Polearm Master: If you fight with reach weapons.</p><p>-Savage Attacker: Reroll damage.</p><p>-Sentinel: Very effective against opportunity attacks.</p><p>-Shield Master: If you use shields, you can shove or knock targets</p><p>prone. (I use this and It's very effective, granting advantage).</p><p>-Sharpshooter: If you use bows.</p><p>-Tough: For ekstra Hit Points. (I will always pick this feat, if possible)</p><p></p><p>My Battle Master is Dexterity based instead of Strenght. I use light </p><p>armor, finesse weapon (scimitar) and a shield. Only lvl5 so far.</p><p></p><p>-Fighting Style: Protection:</p><p>If you are fighting adjacent to other members in</p><p>your party you can protect them a little, granting enemies </p><p>disadvantage on attacks.</p><p></p><p>-I have the feat Shield Master:</p><p>As a bonus action I can knock targets prone, granting myself and </p><p>the others advantage. </p><p>After turning level 5 I have an extra attack. If it's necessary I can</p><p>use one of the attacks to use my maneuver 'command'. My friend</p><p>the ranger can finish them off!</p><p></p><p>I see maneuvers as a last resort and/or when times calls for </p><p>something extra. To maybe manipulate the battle field a little. </p><p>Or gain an upper hand against opponents. Even the odds a little.</p><p></p><p>-I have 3 maneuvers so far: Command, Reposte and Parry. </p><p>Other maneuvers will come along later, but I guess those 3 will be</p><p>the most used. The superiority dices will become stronger and </p><p>I get some more uses eventually. </p><p>The feat Martial Adept will grant even more when I get it.</p><p></p><p>Suprisingly my Battle Master works well as a Tank/controller role!</p><p>If I can later add the feat Defensive Duelist, I think that could </p><p>be usefull. Staying alive means I can protect others.</p><p></p><p>The other characters in my group:</p><p></p><p>-A paladin: Tank with heavy armor and a greatsword. Deals tons of </p><p>damage now with extra attacks. Heals and grants blesses.</p><p></p><p>-A ranger: Deals a lot of damage to wounded foes. Also has a</p><p>few tricks up his sleave. Pinning targets with arrows.</p><p></p><p>-A rogue: Holy cow they can deal alot of damage to single foes</p><p>when they have advantage. </p><p>(I'm planing an Assassin for a later campaign. Looks insane!).</p><p></p><p>-A Sage/wizard: I think glass canon is the right term here. But he </p><p>has some very potent spells, and can bring groups of targets down.</p><p></p><p>I see my Battle Master as a "playmaker" of sorts. A team player</p><p>that compliments the other players. </p><p>It's fun to se one of the team mates get a critical hit because you</p><p>provided advantage.</p></blockquote><p></p>
[QUOTE="Xxandx, post: 6618758, member: 6795513"] [b]I love 5th edition[/b] I'm currantly playing with a Fighter/Battle Master in our new campaign, and I am having such a great time with it. If you combine your class features with some other feats of your own choise, both Battle Master and Champion can be awsome! In 5th edition there is a lot of good feats for fighters. Solid feats! -Alert: +5 initiativ! That's never wrong! -Defensive Duelist: If you are using finesse weapons, you can use your reaction to add proficiency bonus to AC. -Dual Wielder: If you use two weapons you get +1 AC and some nice abilities. -Great Weapon Master: I can see a Champion with a heavy weapon of some sort combined with hes crit:19-20 (18-20) dealing a lot of damage with this one. -Inspiring Leader: Grant your party with some ekstra temporary Hit Points before entering battle. Why not...? -Lucky: This looks like a real off the hook feat. This might be that one thing preventing you from taking a serious critical hit. -Mage Slayer: To be a pain in the butt for spell casters...yes please! -Martial Adept: Some ekstra maneuvers and superiority dices. -Polearm Master: If you fight with reach weapons. -Savage Attacker: Reroll damage. -Sentinel: Very effective against opportunity attacks. -Shield Master: If you use shields, you can shove or knock targets prone. (I use this and It's very effective, granting advantage). -Sharpshooter: If you use bows. -Tough: For ekstra Hit Points. (I will always pick this feat, if possible) My Battle Master is Dexterity based instead of Strenght. I use light armor, finesse weapon (scimitar) and a shield. Only lvl5 so far. -Fighting Style: Protection: If you are fighting adjacent to other members in your party you can protect them a little, granting enemies disadvantage on attacks. -I have the feat Shield Master: As a bonus action I can knock targets prone, granting myself and the others advantage. After turning level 5 I have an extra attack. If it's necessary I can use one of the attacks to use my maneuver 'command'. My friend the ranger can finish them off! I see maneuvers as a last resort and/or when times calls for something extra. To maybe manipulate the battle field a little. Or gain an upper hand against opponents. Even the odds a little. -I have 3 maneuvers so far: Command, Reposte and Parry. Other maneuvers will come along later, but I guess those 3 will be the most used. The superiority dices will become stronger and I get some more uses eventually. The feat Martial Adept will grant even more when I get it. Suprisingly my Battle Master works well as a Tank/controller role! If I can later add the feat Defensive Duelist, I think that could be usefull. Staying alive means I can protect others. The other characters in my group: -A paladin: Tank with heavy armor and a greatsword. Deals tons of damage now with extra attacks. Heals and grants blesses. -A ranger: Deals a lot of damage to wounded foes. Also has a few tricks up his sleave. Pinning targets with arrows. -A rogue: Holy cow they can deal alot of damage to single foes when they have advantage. (I'm planing an Assassin for a later campaign. Looks insane!). -A Sage/wizard: I think glass canon is the right term here. But he has some very potent spells, and can bring groups of targets down. I see my Battle Master as a "playmaker" of sorts. A team player that compliments the other players. It's fun to se one of the team mates get a critical hit because you provided advantage. [/QUOTE]
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Is the Champion weak compared to Battle Master?
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