D&D 5E What to do with fighter's extra feasts at converting?

Firstly, feats are far more powerful in 5e, than 3.5. Everyone gets less of them but they do more. Fighters still get extra ones at 6th and 10th. Power Attack, Cleave and Great Cleave are pretty much covered by the new Great Weapon Master feat. And the new feat for extra Hit Points (Durabke?)is now +2 hps per level. Some parts of his character would now be class features. The Battlemaster fighter gets maneuvers that make him a master bull-rusher. +1 bonus feats (Weapon Focus) don't exist (and shouldn't) in 5e. They would break bounded accuracy and I can't imagine are really part of his identity anyway. Not sure what Two-handed Flurry does but perhaps it is covered by a fighting style.



As for multi-attack with horns, that's something you'll have to look at yourself. Perhaps start with the Shifter race that was included in the recent Eberron rules update and move from there.



The key isn't to copy the exact same feats and powers, the key is to look at what he is and build something similar. I'm imagining a big hulking minotaur fighter that likes to charge into people and send them sprawling, before finishing the prone Emmy with a great big axe?



That's easily done in 5e with a battlemaster fighter and the right maneuvers and feats. They're not the same feats, but they'll make the same style of character.


Thanks a lot. That has really helped.

He does like to hit everything with his horns and his great hamme. You got him perfectly but for the weapon.
 

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There are some things that just won't convert easily though. I'm playing a spellthief in a 3.5/Pathfinder game at the moment and I can't even begin thinking of how to convert steal spells.
The Rogue (Arcane Trickster) gets an ability at 17th level called Spell Thief, although that's probably way too late to build a character around.
 

LH Almeida said:
He does like to hit everything with his horns and his great hamme. You got him perfectly but for the weapon.

You might consider allowing him to attack with his horns as a bonus action, but without adding any ability score bonus (similar to the two-weapon fighting rules). As long as the horns don't do more than 1d6 damage, that wouldn't be too powerful for a fighter.
 

Instead of allowing him an extra attack (which will conflict with his cleave/extra attack on a crit) how about letting him use his horns to deal (d6+str) damage when he uses the push/trip option? That means he can push and trip more often without spending battlemaster resources.
 

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