Our guide today aims to explain to you How To Build A Fighter in Dungeons & Dragons, let's see.
Who among us doesn't enjoy wreaking havoc with a sword? It's rewarding to see your damage total increase as you level up in Dungeons & Dragons. As for classes that deal martial damage, fighters are among the best. You don't have to fully forego spells altogether; in fact, fighters are frequently the first choice of many D&D players due to their somewhat simpler spell lists compared to more sophisticated classes. In any case, understanding how to construct a fighter and being well-liked are entirely different things. Learn the ins and outs of fighters and how to make a character you'll love playing with this comprehensive tutorial.
How To Build A Fighter in Dungeons & Dragons?
Dungeons & Dragons fighters are physical specimens that excel in Strength, Dexterity, and Constitution. It's not that they can't have high stats in any part of their character sheet; it's just that such stats should, and often do, take precedence. Fighters, in contrast to classes with more nuanced characteristics, excel in just a few combat-oriented skills. In comparison to, instance, a wizard or sorcerer, they are also considerably more damage resilient. Plus, you'll have more stamina to last through the battle thanks to their Second Wind ability. If you love the thrill of battle and the challenge of maximizing your chances of survival in battle, then creating a fighter to accompany you on adventures is sure to be a blast.
Variations in the 2024 Resource Guide
Fighters, in contrast to some classes whose abilities have undergone extensive changes, tend to retain many of their traits or keep a trait while modifying it little. Not only that, but the 2014 Player's Handbook has no mention of the newly additional features.
Feat Name -New to 2024 PHB - Feat Description
- Fighting Style: Tailor your combat approach by selecting a fighting style that aligns with your preferred tactics. This could be a focus on precision, power, or defense.
- Second Wind: Regain health as a bonus action, allowing for a temporary reprieve during intense battles. The frequency of this ability increases as you gain experience, making it a more reliable resource.
- Weapon Mastery: Unlock the potential of your chosen weapon with a unique weapon mastery trait. This could grant you additional benefits like increased critical hit chances, improved damage, or the ability to disarm opponents.
- Action Surge: Unleash a burst of energy by taking an extra action during your turn. This allows you to perform additional attacks, cast spells, or use abilities, providing a strategic advantage in combat situations.
- Tactical Mind: Combine your combat prowess with mental acuity. Use Second Wind to reroll a failed ability check and add your fighter level to the roll, giving you a second chance to overcome challenges.
- Extra Attack: Deliver multiple strikes with each attack action, increasing your damage output and overwhelming your foes. This ability becomes even more potent at levels 11 and 20, allowing you to inflict devastating blows.
- Tactical Shift: Maintain battlefield mobility while using Second Wind. Move up to half your movement speed without provoking opportunity attacks, enabling you to reposition, avoid attacks, or pursue retreating enemies.
- Indomitable: Demonstrate unwavering resolve in the face of adversity. Reroll failed saving throws, adding your fighter level to the roll as a bonus. This ability becomes more reliable as you level up, providing a safety net against harmful effects.
- Tactical Master: Customize your weapon mastery with the Tactical Master feat. Replace a weapon mastery property with Push, Sap, or Slow, granting you specialized abilities to control the battlefield and disrupt your enemies' strategies.
- Studied Attacks: Learn from your misses and improve your accuracy. If you miss an attack roll, your next attack against the same creature will have advantage, increasing your chances of landing a hit.
- Epic Boon: Reach new heights of power with an Epic Boon or Feat. These extraordinary abilities can grant you incredible benefits, such as invincibility, elemental mastery, or the ability to control the minds of others.
Most notably, increasing the number of Second Wind uses for both short and lengthy pauses is a good move. With the 2014 ruleset, all it could do was regenerate health; now that you have more options, its worth stays high regardless of how long your campaign lasts. You can choose an Epic Boon for any class after you reach level 19, but you can't do it until then. I am not at the level of player you are.
Emphasis on Subclasses
A fighter can be an eldritch knight, a champion, a combat master, or a psi warrior. Although the psi warrior is new, the other characters are familiar to anyone who used the 2014 Player's Handbook. The idea for this fighter subclass actually came from Xanather's Guide to Everything.
Combat Expert
For those who value teamwork more than anything else, battle masters are the way to go. Their extensive repertoire of maneuvers, which includes twenty different moves in total, has brought them great fame. At the beginning, you'll be able to choose three, and once you reach fighter level 15, you'll be able to study up to nine. In order to activate your Maneuvers, you'll need to spend your Superiority Dice, which you acquire as well. You can do a lot more than simply attack with these Maneuvers, but one of the most effective feats is Know Your Enemy, which helps you identify your enemies' strengths and weaknesses and then transmit this information to your team so that you can defeat them.
Champion
Becoming a Remarkable Athlete is your new subclass. You gain an advantage on initiative rolls and Athletics checks with that feat, so it's not a fluke. However, that saying is accurate for the vast majority of a Champion's abilities. The thrill of battle alone can grant you Heroic Inspiration, increase your critical hits, and give you access to a second fighting style. Anyone who has never played a fighter before or who finds themselves anticipating battles more than anything else during D&D sessions can consider joining this subclass.
Knight of Eldritch
Those warriors who would rather not be entirely devoid of magic can consider becoming eldritch knights. The quantity of spells available to you is far lower than other classes that focus solely on spells, and you can only study spells up to level four because this class is mainly martial in nature. But there's a ton of variation available to you because you can choose from the wizard's spell list. Your kit is also heavily infused with magic, so you can cast a cantrip with one of your attacks. You have the ability to form a magical relationship with some weapons, making them impenetrable to physical harm or manipulation.
Warrior Psi
Players who are still apprehensive about spell lists but are interested in exploring talents beyond the raw martial might of champions and battle masters may find what they're looking for in this subclass. Your spellcasting options are limited to a handful of skills that make use of Psionic Energy Dice. Because of this, you can use your mind to move friends or obstacles, attack enemies, or help allies. At some point, you figure out how to protect your mind from psychic attacks as well. Plus, this subclass does grant one spell, Telekinesis, after you reach level 18.
Top Choices for Species
There isn't a bad species to choose when it comes to fighters and the various methods you can level them up. This is particularly true with the new 2024 Player's Handbook framework, which suggests choosing your species after your class.
But having said that, a lot of species in the 2024 ruleset are good fits for fighting gear. Species as physically formidable as Goliaths and Orcs are terrifyingly effective combatants.
Consider yuan-ti or bugbears if you'd want to play a character from a Fifth Edition D&D race that isn't in the 2024 Player's Handbook. Actually, you can use your martial abilities to harm adversaries without even being close by because to bugbears' ten-foot reach.
When it comes to non-physical saving throws, yuan-ti can be a great aid. This helps when facing off against spellcasters that would normally disregard attributes like Intelligence, Wisdom, and Charisma in favor of Strength and Constitution.
Top Statistics Jobs
The People of Yeonido Are Encountered by Mysterious Creatures Written by Vicki Pangestu
Two things will determine the final placement of your statistics. Both the type of fighter you aspire to be and the subclass you choose to specialize in are determined by these factors. While both Strength and Dexterity might help you become a better fighter, they are distinct abilities.
The advantages of these two abilities are substantial. It doesn't matter how much dexterity you have if you can't lift a heavy door. But you might be strong enough to push the door in, but not deft enough to avoid the traps beyond.
Unless you're a barbarian or a certain kind of paladin, you won't find any class that ranks Strength highly, thus it's a good choice for most party setups.
Subclass Choice and Ability Scores
When selecting a subclass for your fighter, consider the following ability score priorities:
- Battle Master: Prioritize Constitution for maximum hit points, as this directly impacts your survivability in combat. Dexterity is also essential for Finesse weapons, which offer a balance between damage and accuracy. Additionally, Dexterity is a key attribute for Acrobatics, a skill that can be useful for avoiding attacks or navigating difficult terrain. If you plan to focus on ranged combat, consider swapping Strength and Dexterity. This will ensure you have the necessary accuracy and damage output for your chosen playstyle.
- Champion: Similar to the Battle Master, Constitution is crucial for maximizing hit points. Dexterity remains a valuable attribute for Finesse weapons and Acrobatics. However, the Champion's focus on critical hits might make Strength a more attractive option, as it directly increases weapon damage.
- Eldritch Knight: Intelligence is a core ability for this subclass, as it determines your spellcasting modifier and spell save DC. This allows you to cast powerful spells and resist magical effects. Constitution is still important for hit points, ensuring you can stay in the fight and deliver your spells effectively. Strength or Dexterity can be prioritized depending on your preferred combat style. If you prefer melee combat, Strength will provide increased damage and weapon proficiency. If you prefer ranged combat, Dexterity will improve accuracy and damage.
- Psi Warrior: While this subclass doesn't rely on spells, Intelligence is still a valuable attribute. It determines the power of your psychic abilities, allowing you to deal more damage and control the battlefield. Constitution is essential for hit points, ensuring you can withstand enemy attacks. Strength or Dexterity can be prioritized based on your combat style. If you prefer melee combat, Strength will increase your damage and weapon proficiency. If you prefer ranged combat, Dexterity will improve accuracy and damage.
Eldritch Knight Spells You Can't Miss
Even as an eldritch knight, you should still make sure you can cause a lot of damage with your weapon of choice if you choose to perform a spell instead of swinging it. You might also think about carrying about a few spells that you can cast at will. These can help you become a better fighter or improve your teamwork.
Offensive Spells
- Fire Bolt: A short-range spell that hurls a bolt of fire at an enemy, dealing fire damage.
- Poison Spray: Sprays a cloud of poisonous gas at a target, dealing poison damage and potentially causing the target to become poisoned.
- Ice Knife: Conjures a shard of ice and hurls it at an enemy, dealing cold damage and potentially slowing the target.
- Magic Missile: Fires a series of tiny missiles at a target, dealing force damage.
- Cloud of Daggers: Creates a swirling cloud of magical daggers around a target, dealing piercing damage and potentially disarming the target.
- Melf's Acid Arrow: Fires a beam of acid at an enemy, dealing acid damage and potentially corroding the target's armor or equipment.
- Fireball: Explodes in a burst of fire, damaging enemies in an area and potentially igniting flammable objects.
Utility Spells
- Message: Sends a mental message to a recipient, allowing for secret communication or coordination with allies.
- Jump: Grants the caster a temporary increase in jumping ability, making it easier to overcome obstacles or reach high places.
- Longstrider: Increases the caster's walking speed, allowing for faster travel or pursuit.
- Shield: Creates a magical barrier that absorbs damage, providing protection from attacks.
- Alter Self: Allows the caster to temporarily change their appearance, making them unrecognizable or providing them with beneficial physical attributes.
- Blur: Makes the caster difficult to hit in combat, reducing the accuracy of attacks against them.
- Fly: Grants the caster the ability to fly, allowing for aerial mobility and access to difficult-to-reach locations.
- Haste: Increases the caster's speed and action economy, allowing them to act more quickly and perform additional actions during their turn.
Top-Rated Beginning Tools
Most classes only offer two options for starting equipment, but fighters are one exception that give you three. Of the three, Strength is the primary emphasis in the first. The second set of tools is designed to improve dexterity. In the final option, you can forego equipment in favor of gold pieces.
As said earlier, it's totally acceptable to choose the corresponding set of loot if you want to play as a warrior who specializes on Strength or Dexterity. You are free to choose any non-magical weapon or armor you like, or to ask your Dungeon Master (DM) for permission to swap them out.
Check out the great axe, greatsword, and maul if you're after the weapon with the most damage output. War picks and warhammers are two adaptable options to consider if you'd want to keep one hand free or use a shield.
All heavy armor options reduce your Stealth checks by one, and some options may be unavailable to you until you achieve specific Strength requirements; for example, plate armor demands a Strength score of 15 or above. There is no medium armor option that will provide a high Armor Class (AC) if your Dexterity score is low.
Arm yourself heavily if your Strength is your strongest attribute or if your Dexterity is severely lacking. Choose the medium armor that best suits your Dexterity priority.
Top Performances and Experiences
- Illustrations by Fabiá Sans for the Dungeons & Dragons Solider backdrop.
- Every type of character can benefit from a plethora of feats, regardless of whether the
We conclude this guide on How To Build A Fighter in Dungeons & Dragons, hoping that the information provided allows you to easily execute the manufacturing process, try it.
Platform(s): Microsoft Windows PC, PlayStation 4 PS4, PlayStation 5 PS5, Xbox One, Xbox Series X/S
Genre(s): Action role-playing
Developer(s): Tuque Games
Publisher(s): Wizards of the Coast
Release date: June 22, 2021
Mode: Single-player, multiplayer
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