D&D 5E Suggestions for fun 2-level dip after 10 levels of Battlemaster Fighter?

So I'm intentionally making a character that doesn't get three attacks, in hopes it will motivate me to do neat stuff in combat.
That seems reasonable enough - but in that case why go to 10 with Fighter? Is there a specific benefit there you're after? Or just a round number? I think if you hit the brakes at 6 or 8 you can get some cool stuff from other classes.
Any sort of cleverness was inefficient. I hated it.
Definitely feel you here, I've played RPGs and CRPGs and indeed MMORPGs were that was the case and it's super-depressing.
 

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Bonus attacks are an exceedingly boring way to use my turn. I don't play the game to make numbers change. I play it for drama and action. If the only way I interact with an enemy is by hitting them for damage, I'll be bored out of my skull.

I want a suite of interesting options that I can use to gain benefits in combat, or to disrupt my foes, or to help my allies, or just to do neat stuff.

I once played a Pathfinder campaign to 17th level, and my character was a Brawler, the class that lets you switch fighting styles by gaining combat feats temporarily. I thought it'd be neat to be able to change my tactics based on what the encounter demanded. Instead, it was almost always optimal to just make as many attacks as possible, to try to do as much damage as possible. Any sort of cleverness was inefficient. I hated it.

So I'm intentionally making a character that doesn't get three attacks, in hopes it will motivate me to do neat stuff in combat.

What about 2 levels of Wizard (bladesinger) to get the bladesong plus cantrips and some first level spells to give some versatility?
 

So I'm intentionally making a character that doesn't get three attacks, in hopes it will motivate me to do neat stuff in combat.
I get where your coming from, though for what it's worth a lot of the battlemaster's fun rider effects require you to hit first, such as pushing, tripping, disarming, and striking fear into their hearts. The extra attack gives you one more chance to do that cool thing. Also you're limit on spending superiority dice is by attack, not by round, so an extra attack lets you do an extra cool thing.
 

You don't really get that many dice. Just five starting at seventh level. Since some abilities are reactions or trigger when you move, you run out really fast.
 


thanks for explaining your thinking - almost anything would be fun, but I still think mobility would really be a great asset.

Let us know what you pick!
 

Rogue 2 will give you Cunning Action and some skill expertise.

Cunning action gives you something for your bonus action every turn, and will mean that you can always use your main action on Attacks or whatever creative thing you come up with. Expertise on Athletics, means you'll just do better when you try things.

I'd also consider investing an earlier ASI in either Magic Initiate or Ritual Caster (or Feytouched or Telekinetic from Tasha's if you aren't concerned with Cantrips). So many ways to add flexibility.
 
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Given your goals, I'd suggest barbarian, and get the Skill Expert feat for Athletics.

If you're looking to do wild improvised stuff in combat, Athletics is the single most important skill. Any time you want to move something, break something, climb something, swing over something, or leap onto something flying through the air*, you're probably going to be making an Athletics check. With +13 on your skill and the ability to rage for advantage, you can attempt a "very hard" (DC 25) check and make it seven times out of ten. That allows you to do crazy, crazy stuff.

Athletics also sets you up for a grappler build if you want to go that way, so you aren't sacrificing raw power.

(I also agree with the general sentiment that it's better to switch at 8 rather than 10. You just aren't getting a lot for those two levels, compared to the benefits of going from 2 to 4 in a secondary class. But whatever works for you.)

*And by "something flying through the air," I mean "a dragon." The ultimate badass move for a melee warrior in D&D is to jump onto a dragon and hack it to death while it's airborne. You may wish to invest in magic items that let you cast feather fall.
 

Battlemaster 7, Swords Bard 5

More maneuvers! Everything recharges on a short rest!
Expertise in athletics or acrobatics (or both?) and shove, grapple, jump, climb, etc.
actually, you want bard 6 to get everything refreshing on a short rest (and your spell slots still will only refresh on a long rest) - but yes that would be a very fun character IMO.

(edit: I was wrong about the short rest, sorry about that. I'm still right about a fun character concept)
 
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