D&D 5E My dwarf fighter is always last into combat?

I'd talk with the other players (for fun I'd do it in-character, but if that's not effective out of character might be needed). Are you the tankiest character in the party? If so, you might want to mention that perhaps they should avoid getting in front of you so you can do your job better. There is no reason they have to move ahead of the tank, and it's probably not the best tactical idea in any event.
 

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Fighter/Barbarian Multiclass is very strong. Barbarians get +10' of movement at level 5.

How deep into Fighter are you?

I'm playing in 2 games right now. One as an Elf Fighter with 35' of movement, the other as a Half-Elf Paladin with 35' of movement. It seems I always have just enough to get were I want to be. If you are playing a melee class, movement speed is important.
 

Am I the only one experiencing this?

Scenario - enemies enter room/corridor which is 30 feet or say 60 feet from where my character stands. I win iniative however based on speed i'm either having to do a double move to get there or doing regular movement but not attacking. often the elves/humans are getting in the first attack

I want to see if this happens to others and what have you done to get around this.
The way we play it, all slower moving characters who can use them, carry Bows or crossbows and backup the frontline fighters.

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Don't play a dwarf? Gently telegraph to your DM that you'd love that feat. Make it a roleplaying motif. Ask for a solo quest to recover the boots of Spring heeled Jack, the bugbear serial killer of Waterdeep?

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The solutions you're looking for are to increase your movement, your stealth, or your ability to impact of battle without using an action.

Stealth will allow you to get in position for a fight prior to the fight beginning. I know that a dwarf and heavy armor with a low dexterity doesn't seem like the type of PC that can be stealthy, but there are options available to you if you take some precautions and work with the party.

You heard various suggestions about how to increase your movement comma and nobody is mentioned picking up a few levels of a spell Caster class so that you can cast Misty step when necessary to close that Gap. Also, nobody has really spent time talking about what allies can do to help you get closer to the front lines in the first round of combat. It is often beneficial for the party to make sure that the fighter is in the right spot in combat before the enemy goes.

Finally, if you need to use both your action and move to get into position, you may want to consider what used to be productive using your bonus action to be effective. There are a lot of little things you can do with a bonus action and interact with object that I can have a significant impact on the battle even if you're not dealing damage.
 

Misty step is a 2nd level spell.

At the minimum, that is 3 levels to be able to use it 3 times a day:
Wizards can use Arcane Recovery to get back a 2nd level slot, and Sorcerers can convert 3 points into a 2nd level slot.

3 levels in Rogue would let him dash every turn, all day.

Both are good solutions if he has the stats for it.
 
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Sounds like your DM is using multiples of 30 feet as a "default distance". This means that most races can close to melee distance in 1 turn but dwarves need two.

The DM might not really be conscious of this or aware of how it unproportionally impacts the dwarf. I suggest taking it up with the DM and ask if he can vary encounter distances a bit more so that enemies are not alway exactly 5 feet to far from the dwarf.
 

Own your dwarfishness and the beard it implies! If the Nancy boy elves and humans dash in be ready to lay low what is left! If they get beat up, be fresh and ready when the reinforcements arive!

If a race was stronger, tougher AND faster we would have a problem.

If they are first to the fight, be first to the tavern...and the last one standing in combat and when the barkeep says last call!
 

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