Between the sheer number of feats fighters get between 4th and 12th level and the number of maneuvers you get access to, this is really the chassis for one of the most flexible, customizable builds in all of 5e. I expect I'll use almost all my Superiority dice there. On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn. While she doesn't have much experience in the world of actual beasts and monsters, mostly just sparing in a school setting, she is adventuring to learn the tactics of beasts and fiends, and hone her skills. Stats:. Rule 0 applies. You can be a close combat specialist, a grappler, a very effective archer all with the right choices of feats, ASIs and maneuvers. You regain all of your expended superiority dice when you finish a short or long rest.

Martial Archetype: Fighter subclasses are briefly summarized below.See my Fighter Subclasses Breakdown for help selecting your subclass.. Arcane Archer: Gain the ability to enchant and fire magic arrows in battle. So they just threw in Artisan's Tools to fill the slot. BM offers you an opportunity to build exactly what you want in terms of abilities that is unparalleled, even compared to a multi-class. I'm thinking of having her quote from elven 'guides to combat' and 'art of war' style books, and have more head knowledge than practical to start with. I almost always play spellcasters, or rangers who multiclass into druids after 5th level if the party needs more weaponry. Lots of feats, lots of attacks, cool maneuvers, some light wizardry out of combat. Says who? You're right. Playing online vs. in person has meant we are doing shorter adventures rather than long campaigns (like 5-6 sessions with the same character, maybe two levels, then we try something new and switch up the groups because we have lots of people who want to play, and a few who are learning to DM). Beginning at 17th level, you have gained the ability to create advanced battle tactics. Learning the Ropes for Your Next Adventure. Extra attacks only lets them spend it faster, but they have no problem using them all from level 3. Taking longbow, rapiers, and studded leather armor (equipment buy). Those who emulate the archetypal Battle Master employ martial techniques passed down through generations. I didn't say it was the only feature at 3rd level, nor does your reply address the actual context of my post.

You'd be better off as almost anything else, e.g. On a failed save, it is frightened of you until the end of your next turn. Was thinking her backstory would be a wood elf who was shamed by her elven weapon training instructor and has decided the best revenge would be to outperform her former master - she aspires to be the best elven weapons master her tribe has ever seen. This sheet is a form-fillable PDF that follows the style and theme of other classic WOTC 5th edition products. A superiority die is expended when you use it. Your experience and study in combat tactics lets you shout out guiding words to aid your allies. To a Battle Master, combat is an academic field, sometimes including subjects beyond battle such as weaponsmithing and calligraphy. For the champion, every extra attack (and many of the possible magic weapons) will make an increased critical range better at higher levels. When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet.

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. I had been thinking Feinting, Distracting and Snipe... but I'll look again at Riposte! For only the battle master, they get 46% of their final per short rest value of superiority right at level 3.

Trying to decide which maneuvers and fighting style to take - any advice? You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back.

It's arguably better in terms of survivability, but you're giving up a significant amount of nova ability in order to do so. the battlemaster is stronger, that is indeed part of the tradeoff. Precision looks like another obvious one.

(The party has a cleric and a sorcerer in addition to me). You're the GM. dragon breath Indomitable is strictly inferior to Evasion anyway--not to mention Absorb Elements potentially on top. Adventure Game Industry Market Research Summary (RPGs) V1.0, TSR, WotC, & Paizo: A Comparative History, Eric Noah's Unofficial D&D 3rd Edition News, Over the Next Hill: 5 Plug-In Settlements for your 5E Game.

The maneuvers are presented in alphabetical order. Their 3rd level feature. At 3rd level, you gain proficiency with one type of artisan’s tools of your choice. Their main 3rd level feature is maneuvers and superiority dice and is quite good. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. Battlemaster 12/Arcane Trickster 8. The Battlemaster is one of the mechs that’s been variant-spammed to hell (actually tied with a few others for the prestigious award of “most variants”), which has led to more than a few headaches on my part due to the quirks being pretty goddamn similar on most of them too. It makes Battlemaster 20 a very unattractive choice compared to multiclassing though.

A second and third use of indomitable, a BONUS ability score increase (at level 14), a second use of action surge, your third extra attack, relentless, two maneuvers, one extra superiority die, and a die increase for ALL superiority dice. But yes, against mental threats/Banishment/etc.

Battlemaster is a relatively complex subclass too, with lots and lots of options. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack. I get to use UA, which means I can switch out a manoeuver each long rest! When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. On a failed save, you knock the target prone. I will be building with battle mater for sure - and I am enjoying how flexible and flavourful it can be! When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. Is it just me, or is the Battlemaster 18th level feature the lamest 18th level feature ever? I honestly think if there were an easier way to recall the dice, or if you had some bigger manuvers (say ones that you couldn't access until level 10) that the subclass would work better. According to the Fighter advancement chart, at 18th level the fighter is supposed to get an archetype feature. Between the sheer number of feats fighters get between 4th and 12th level and the number of maneuvers you get access to, this is really the chassis for one of the most flexible, customizable builds in all of 5e.