D&D 5E (2024) Practical Build #1. Champion Fighter.

Zardnaar

Legend
The following is a comparatively simple build. Its a tank/defender with a little bit of control. So what's my definition of a practical build?

1. It switches on early. Not level 14 for a 300 damage youtube thumbnail.

2. DM style mostly doesn't matter. As long as they aren't actively screwing you over.

3. Doesn't require excessive multiclassing.

4. Doesn't require excessive powergaming. For example using a great weapon plus great weapon master feat is kind of obvious. Sharpshooter for archer etc.

So nice simple build. Champion fighter sword and board. This is not a most damage build but I want to bring the damage up to something respectable. Doesn't matter if a GWM fighter deals more damage in a white room thats not the goal.

Fighter. In general the 5.5 fighter is great even going into the higher levels. Thanks indomitable. They also get 3 feats by level 8 so can hit 20 strength of dexterity taking feats you want to take anyway. That's practical. Everyone else has to wait to level 12. Game ends level 6? 1 feat and 20 in your prime. Practical.

Champion fighter. Abilities I really care about are remarkable athelete and heroic warrior. Improved critical is nice but its gone from main feature to not quite a ribbon ability. Advantage on initiative rolls. I would heavily consider combining this with the alert origin feat. Heroic warrior you might not make it but combined with other abilities its key for various builds or expanding your defenses namely saving throws. At higher level they start creeping up to 17-27 range.

Weapons. Lots of good options. In a vacuum im going to pick the trident. It has topple. This may be a bad choice depending on magic weapon drops. Plan B is a magic spear or longsword depending on magic item drops. That part will depend on DM style so check about that.

So we are building a tank. Trident and board. Topple requires a con save. The obvious feats to pick with sword and board is shield master. At level 4 take it. We are going to double down on knocking stuff prone. It gives you and your melee allies advantage to hit. Another reason to take the alert origin feat. Shield master is a strength save.

How this works. At level 4 you attack. On a hit con save or be knocked prone. Bonus action shield bash strength save or be knocked prone. You have the option of action surging. With advantage via prone you also crit on 19+. Theres no size requirement on topple or the shield bash.

At level 5 two attacks. That's potentially 3 saving throws. 2 of which can feed your second attack. With a potential 2 more via action surge. Crittng on 19+.

Next relevant thing is level 6. Your second feat. Im looking at the piercer feat. The puncture effect let's you reroll damage. That includes critical hits. On a critical you deal+ 1W damage. Closing the gap on a GWM fighter espicially with the likely advantage granting. They still probably win but you shouldn't be embarrassing yourself.

Level 8 next level that matters. Your final feat that matters. I'm inclined to take Sentinel. A bit of control and defender action. 20 strength. Often an extra attack via reaction. Gives you something to do as well with reaction, bonus action and normal actions.

Level 10 and 11 are great as well. May or may not make it but heroic inspiration every round and 3rd attack.

This build is reasonably simple. Switches on very early I'm happy playing it from level 1. I have also seen it level 4-11 and it works well basically as advertised. Strength and con saves are some of the worst to target but youre throwing out so many knocking prone will happen A lot. That feeds the build. Basic idea more crits and advantage to hit via knocking prone.

The one drawback is the way DMs hand out magic items. Tridents in published adventures are few and far between. 5.5 does have recommendations but DM may not allow them and is under no obligation to provide specific ones. By late Tier 2 a couple of rares, 1 very rare and a few uncommon is along the lines of what you should have. That's could be +1 shield, +2 armor and a vicious weapon (or boring +2). As per usual ask the DM. Even with the most basic items though you should ge around AC 22 or higher and have a +1 weapon at least imho.
 

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Magic items are always hard to guess at. As the DM, I might take into account the items the players use like trident and make something for them specifically. I also tend to use the more common ones thinking that they would be the ones most commonly made into magic items. This tends to lead to longswords and shortswords though.
 

Magic items are always hard to guess at. As the DM, I might take into account the items the players use like trident and make something for them specifically. I also tend to use the more common ones thinking that they would be the ones most commonly made into magic items. This tends to lead to longswords and shortswords though.
Yup.

I'll also try and place stronger ones for the weaker styles.

Here's my +1 trident (if you're lucky) vs Flame Tongue greatsword.

Hmmnn.
 

I feel like sentinel is required asap. That’s the tanky feat.

There’s a ton of good masteries to pair it with, mostly depending on your situation.

Push to me seems like an essential option. Knocking enemies away from squishies which allows the squishy to run away helps keep enemies focused on you.

Sap could be really nice with sentinel. Depends on precisely how it works.

Proning is a good all around one.

Vex is amazing with sentinel as well. Advantage on many sentinel OA’s is great.
 

Polearm master and the reach weapon with push mastery on it make for an amazing combo. Not particularly tanky though. But may can keep enemies from wanting to approach the squishies.
 


I feel like sentinel is required asap. That’s the tanky feat.

There’s a ton of good masteries to pair it with, mostly depending on your situation.

Push to me seems like an essential option. Knocking enemies away from squishies which allows the squishy to run away helps keep enemies focused on you.

Sap could be really nice with sentinel. Depends on precisely how it works.

Proning is a good all around one.

Vex is amazing with sentinel as well. Advantage on many sentinel OA’s is great.

Yes o can see leaving piercing behind. I though this build was interesting anyway over the more obvious ones eg dual wielding or whatever.
 

So we are building a tank. Trident and board. Topple requires a con save. The obvious feats to pick with sword and board is shield master. At level 4 take it. We are going to double down on knocking stuff prone. It gives you and your melee allies advantage to hit. Another reason to take the alert origin feat. Shield master is a strength save.

The great thing with this build is if a different magic weapon drops you use that weapon. You are not taking a feat that locks you into Trident.

This is pretty much how all my martial builds are. I will start out with a staff (Shillelagh-topple) or a Flail (Bludgeoning-Sap) or a Greataxe (Cleave) on a non-shield user and then whatever we find I transition to using that.

How this works. At level 4 you attack. On a hit con save or be knocked prone. Bonus action shield bash strength save or be knocked prone. You have the option of action surging. With advantage via prone you also crit on 19+. Theres no size requirement on topple or the shield bash.

The only thing here is if I was getting Shield master, I would probably lean towards a Sap weapon instead of a topple weapon but if I found a great topple weapon that is what I would use.

Next relevant thing is level 6. Your second feat. Im looking at the piercer feat.

Not a fan of this because it is kind of restrictive, the reason I like not choosing GWM is also the reason I like not choosing this. For feats at level 6 on this build I like Mage Slayer here, or Heavy Armor Master or Sentinel.

The one drawback is the way DMs hand out magic items. Tridents in published adventures are few and far between.

See but you are not really stuck on a Trident. I mean a trident is fine until you find something better. The piercer feat means you are stuck on Dagger, Spear, Javelin, Rapier, Short Sword, Trident or Morning Star though (anything I missed?). That is a better selection than GWM (mostly because of Dagger, Javelin and Short Sword), but still not great. Give up Piercer and you have everything with a lot more weapon choices.

Since you a large number of masteries, you can even keep a non-magic Trident in your arsenal as a weapon for situational use (i.e. throw-topple).

Also on a sword and board Tank I think you really should look at Sap at low level (at high level you can Sap with everything). I think that is generally the best mastery for a character in heavy armor and shield.

All that said I am picking here and the build as you described will certainly work if you like it.(y)(y)
 
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The great thing with this build is if a different magic weapon drops you use that weapon. You are not taking a feat that locks you into Trident.

This is pretty much how all my martial builds are. I will start out with a staff (Shillelagh-topple) or a Flail (Bludgeoning-Sap) or a Greataxe (Cleave) on a non-shield user and then whatever we find I transition to using that.



The only thing here is if I was getting Shield master, I would probably lean towards a Sap weapon instead of a topple weapon but if I found a great topple weapon that is what I would use.



Not a fan of this because it is kind of restrictive, the reason I like not choosing GWM is also the reason I like not choosing this. For feats at level 6 on this build I like Mage Slayer here, or Heavy Armor Master or Sentinel.



See but you are not really stuck on a Trident. I mean a trident is fine until you find something better. The piercer feat means you are stuck on Dagger, Spear, Javelin, Rapier, Short Sword, Trident or Morning Star though (anything I missed?). That is a better selection than GWM (mostly because of Dagger, Javelin and Short Sword), but still not great. Give up Piercer and you have everything with a lot more weapon choices.

Since you a large number of masteries, you can even keep a non-magic Trident in your arsenal as a weapon for situational use (i.e. throw-topple).

Also on a sword and board Tank I think you really should look at Sap at low level (at high level you can Sap with everything). I think that is generally the best mastery for a character in heavy armor and shield.

All that said I am picking here and the build as you described will certainly work if you like it.(y)(y)

Piercer is the feat I would cut. I like the build its fun and not to obvious.

Sentinel+shield master has been good for a while.
 
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The very first 5e PC I made was a variant human with Shield Master and then Sentinel. I think it was a Battle Master but, for simplicity, Champion is the choice.

Both feats are easy and always do something useful in basically every party. And the build doesn't (or shouldn't) require a lot of thought. It's mindless and leaves the player with more time to spend describing what he's doing than figuring out what he's doing. I'm always a fan of a PC that's easy to play so I have more time to describe the stuff I'm doing.
 

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