
Fighter Legacy This doesn't reflect the latest rules and lore. Learn More Class Details
A human in clanging plate armor holds her shield before her as she runs toward the massed goblins. An elf behind her, clad in studded leather armor, peppers the goblins with arrows loosed from his exquisite bow. The half-orc nearby shouts orders, helping the two combatants coordinate their assault to the best advantage.
A dwarf in chain mail interposes his shield between the ogre’s club and his companion, knocking the deadly blow aside. His companion, a half-elf in scale armor, swings two scimitars in a blinding whirl as she circles the ogre, looking for a blind spot in its defenses.
A gladiator fights for sport in an arena, a master with his trident and net, skilled at toppling foes and moving them around for the crowd’s delight—and his own tactical advantage. His opponent’s sword flares with blue light an instant before she sends lightning flashing forth to smite him.
All of these heroes are fighters, perhaps the most diverse class of characters in the worlds of Dungeons & Dragons. Questing knights, conquering overlords, royal champions, elite foot soldiers, hardened mercenaries, and bandit kings—as fighters, they all share an unparalleled mastery with weapons and armor, and a thorough knowledge of the skills of combat. And they are well acquainted with death, both meting it out and staring it defiantly in the face.
Well-Rounded Specialists
Fighters learn the basics of all combat styles. Every fighter can swing an axe, fence with a rapier, wield a longsword or a greatsword, use a bow, and even trap foes in a net with some degree of skill. Likewise, a fighter is adept with shields and every form of armor. Beyond that basic degree of familiarity, each fighter specializes in a certain style of combat. Some concentrate on archery, some on fighting with two weapons at once, and some on augmenting their martial skills with magic. This combination of broad general ability and extensive specialization makes fighters superior combatants on battlefields and in dungeons alike.
Trained for Danger
Not every member of the city watch, the village militia, or the queen’s army is a fighter. Most of these troops are relatively untrained soldiers with only the most basic combat knowledge. Veteran soldiers, military officers, trained bodyguards, dedicated knights, and similar figures are fighters.
Some fighters feel drawn to use their training as adventurers. The dungeon delving, monster slaying, and other dangerous work common among adventurers is second nature for a fighter, not all that different from the life he or she left behind. There are greater risks, perhaps, but also much greater rewards—few fighters in the city watch have the opportunity to discover a magic flame tongue sword, for example.
Creating a Fighter
As you build your fighter, think about two related elements of your character’s background: Where did you get your combat training, and what set you apart from the mundane warriors around you? Were you particularly ruthless? Did you get extra help from a mentor, perhaps because of your exceptional dedication? What drove you to this training in the first place? A threat to your homeland, a thirst for revenge, or a need to prove yourself might all have been factors.
You might have enjoyed formal training in a noble’s army or in a local militia. Perhaps you trained in a war academy, learning strategy, tactics, and military history. Or you might be self-taught—unpolished but well tested. Did you take up the sword as a way to escape the limits of life on a farm, or are you following a proud family tradition? Where did you acquire your weapons and armor? They might have been military issue or family heirlooms, or perhaps you scrimped and saved for years to buy them. Your armaments are now among your most important possessions—the only things that stand between you and death’s embrace.
QUICK BUILD
You can make a fighter quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, depending on whether you want to focus on melee weapons or on archery (or finesse weapons). Your next-highest score should be Constitution, or Intelligence if you plan to adopt the Eldritch Knight martial archetype. Second, choose the soldier background.
The Fighter Table
Level | Proficiency | Features |
---|---|---|
1st | +2 | |
2nd | +2 | Action Surge (one use) |
3rd | +2 | |
4th | +2 | |
5th | +3 | |
6th | +3 | |
7th | +3 | |
8th | +3 | |
9th | +4 | Indomitable (one use) |
10th | +4 | |
11th | +4 | Extra Attack (2) |
12th | +4 | |
13th | +5 | Indomitable (two uses) |
14th | +5 | |
15th | +5 | |
16th | +5 | |
17th | +6 | Action Surge (two uses), Indomitable (three uses) |
18th | +6 | |
19th | +6 | |
20th | +6 | Extra Attack (3) |
Class Features
As a fighter, you gain the following class features.
Hit Points
Hit Dice: 1d10 per fighter level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st
Proficiencies
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) chain mail or (b) leather armor, longbow, and 20 arrows
- (a) a martial weapon and a shield or (b) two martial weapons
- (a) a light crossbow and 20 bolts or (b) two handaxes
- (a) a dungeoneer’s pack or (b) an explorer’s pack
Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Second Wind
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.
Action Surge
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
Martial Archetype
At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Champion, Battle Master, or Eldritch Knight, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
Ability Score Improvement
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
Indomitable
Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest.
You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
Extra Attack
Beginning at 11th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn.
The number of attacks increases to four when you reach 20th level in this class.
Extra Attack
At 20th level, you can attack four times, instead of three, whenever you take the Attack action on your turn.
Martial Archetypes
Different fighters choose different approaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach.
Champion Legacy This doesn't reflect the latest rules and lore. Learn More
The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.
Improved Critical
Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.
Remarkable Athlete
Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus.
In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.
Additional Fighting Style
At 10th level, you can choose a second option from the Fighting Style class feature.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Superior Critical
Starting at 15th level, your weapon attacks score a critical hit on a roll of 18–20.
Survivor
At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points.
Gunslinger
THIS IS UNOFFICIAL MATERIAL
These game mechanics are usable in your campaign if your DM allows them but not refined by final game design and editing. They aren’t officially part of the Dungeons & Dragons game and aren’t permitted in D&D Adventurers League events unless otherwise stated. To use this content, toggle the Critical Role content on in the character builder.
Most warriors and combat specialists spend their years perfecting the classic arts of swordplay, archery, or pole arm tactics. Whether duelist or infantry, martial weapons were seemingly perfected long ago, and the true challenge is to master them.
However, some minds couldn’t stop with the innovation of the crossbow. Experimentation with alchemical components and rare metals have unlocked the secrets of controlled explosive force. The few who survive these trials of ingenuity may become the first to create, and deftly wield, the first firearms.
This archetype focuses on the ability to design, craft, and utilize powerful, yet dangerous ranged weapons. Through creative innovation and immaculate aim, you become a distant force of death on the battlefield. However, not being a perfect science, firearms carry an inherent instability that can occasionally leave you without a functional means of attack. This is the danger of new, untested technologies in a world where the arcane energies that rule the elements are ever present.
Should this path of powder, fire, and metal call to you, keep your wits about you, hold on to your convictions as a fighter, and let skill meet luck to guide your bullets to strike true.
Firearm Proficiency
Starting when you choose this archetype at 3rd level, you gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms.
Gunsmith
Upon choosing this archetype at 3rd level, you gain proficiency with Tinker’s Tools. You may use them to craft ammunition at half the cost, repair damaged firearms, or even draft and create new ones (DM’s discretion). Some extremely experimental and intricate firearms are only available through crafting.
Firearm Properties
Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.
Reload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.
Explosive. Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.
Ammunition
All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.
Firearms
Name | Cost | Ammo | Damage | Weight | Range | Properties |
---|---|---|---|---|---|---|
Palm Pistol | 50g | 2g (20) | 1d8 piercing | 1 lb. | (40/160) | |
Pistol | 150g | 4g (20) | 1d10 piercing | 3 lb. | (60/240) | |
Musket | 300g | 5g (20) | 1d12 piercing | 10 lb. | (120/480) |
|
Pepperbox | 250g | 4g (20) | 1d10 piercing | 5 lb. | (80/320) | |
Blunderbuss | 300g | 5g (5) | 2d8 piercing | 10 lb. | (15/60) | |
Bad News | Crafted | 10g (5) | 2d12 piercing | 25 lb. | (200/800) |
|
Hand Mortar | Crafted | 10g (1) | 2d8 fire | 10 lb. | (30/60) |
Adept Marksman
When you choose this archetype at 3rd level, you learn to perform powerful trick shots to disable or damage your opponents using your firearms.
Trick Shots. You learn two trick shots of your choice, which are detailed under “Trick Shots” below. Many maneuvers enhance an attack in some way. Each use of a trick shot must be declared before the attack roll is made. You can use only one trick shot per attack.
You learn an additional trick shot of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a new trick shot, you can also replace one trick shot you know with a different one.
Grit. You gain a number of grit points equal to your Wisdom modifier (minimum of 1). You regain 1 expended grit point each time you roll a 20 on the d20 roll for an attack with a firearm, or deal a killing blow with a firearm to a creature of significant threat (DM’s discretion). You regain all expended grit points after a short or long rest.
Saving Throws. Some of your trick shots require your targets to make a saving throw to resist the trick shot’s effects. The saving throw DC is calculated as follows:
Trick Shot save DC = 8 + your proficiency bonus + your Dexterity modifier
Quickdraw
When you reach 7th level, you add your proficiency bonus to your initiative. You can also stow a firearm, then draw another firearm as a single object interaction on your turn.
Rapid Repair
Upon reaching 10th level, you learn how to quickly attempt to fix a jammed gun. You can spend a grit point to attempt to repair a misfired (but not broken) firearm as a bonus action.
Lightning Reload
Starting at 15th level, you can reload any firearm as a bonus action.
Vicious Intent
At 18th level, your firearm attacks score a critical hit on a roll of 19-20, and you regain a grit point on a roll of 19 or 20 on a d20 attack roll.
Hemorrhaging Critical
Upon reaching 18th level, whenever you score a critical hit on an attack with a firearm, the target additionally suffers half of the damage from the attack at the end of its next turn.
Trick Shots
These trick shots are presented in alphabetical order.
Bullying Shot
You can use the powerful blast and thundering sound of your firearm to shake the resolve of a creature. You can expend one grit point while making a Charisma (Intimidation) check to gain advantage on the roll.
Dazing Shot
When you make a firearm attack against a creature, you can expend one grit point to attempt to dizzy your opponent. On a hit, the creature suffers normal damage and must make a Constitution saving throw or suffer disadvantage on attacks until the end of their next turn.
Deadeye Shot
When you make a firearm attack against a creature, you can expend one grit point to gain advantage on the attack roll.
Disarming Shot
When you make a firearm attack against a creature, you can expend one grit point to attempt to shoot an object from their hands. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object of your choice and have that object be pushed 10 feet away from you.
Forceful Shot
When you make a firearm attack against a creature, you can expend one grit point to attempt to trip them up and force them back. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or be pushed 15 feet away from you.
Piercing Shot
When you make a firearm attack against a creature, you can expend one grit point to attempt to fire through multiple opponents. The initial attack gains a +1 to the firearm’s misfire score. On a hit, the creature suffers normal damage and you make an attack roll with disadvantage against every creature in a line directly behind the target within your first range increment. Only the initial attack can misfire.
Violent Shot
When you make a firearm attack against a creature, you can expend one or more grit points to enhance the volatility of the attack. For each grit point expended, the attack gains a +2 to the firearm’s misfire score. If the attack hits, you can roll one additional weapon damage die per grit point spent when determining the damage.
Winging Shot
When you make a firearm attack against a creature, you can expend one grit point to attempt to topple a moving target. On a hit, the creature suffers normal damage and must make a Strength saving throw or be knocked prone.
Personally feel Rune Knight (UA) would do better with Wisdom. It has a more "primal earth" feel to it which is definitely less "Wizard casting arcane spells" and much more "calling forth the primal elements of nature to enhance your martial prowess" vibe which is blatantly something more attributed to Wisdom.
However, I'll admit that is just a, potentially bias, personal opinion since Eldritch Knight and Psychic Warrior are already Int based and a Wisdom based Fighter subclass would be nice. (and no, I wouldn't say that the Samurai counts since a bonus to persuasion equal to Wis isn't really basing a subclass on the stat as a secondary)
IDK. Opinions?
You're getting pretty worked up. Calm down. This is a discussion about fantasy. I'm going to continue to ridicule you for your grammar. If you are going to continue typing like that. You should get used to it and get over it.
"action surge? one of the key features of fighter? ... seriusly i refuse to believe you dont know i ment that and i will assume you are just pretending to be that stupid"
You didn't say action surge, and no one can read your mind (or your spelling for that matter.) It's not a reflection on me at all that your intentionally poorly written comments are illegible and hard to understand.
"it seems the only thing to complicated here is reading for you, the fact i dont care about useing grammar and you reading that as i cant comprehand grammer seriusly kiddo if MY PREFFERENCE IS BACKD BY FACTS and then you proceed to only name opinions or wrong facts that you then back up by saying WELL MY DM ALLOWS IT that just means you are wrong and your "facts" are lies and bullshit"
Well, conflating two different points I made as the same point really isn't helping you. I'm praising the fighter in the post you are criticizing me for, and denouncing the fighter for being sub-optimal in the post where I got confused about the rules. I think getting confused about the rules is normal and ok. Especially when your DM follows the rule that allows him to change the rules at any time he chooses and he does this with a group for several years. That will definitely throw some people off. So I made a mistake, I admit that. I'm not apologizing to you though. I don't need your forgiveness or approval. Anyone who types like that probably doesn't deserve much more than a gesture indicating a foul smell.
"i was talking about that ghost you need the killing blow for that
and no battlemaster doesnt have the same feature to allow several people a reaction attack they have one that sacrifices one of THEIR OWN ATTACKS A BONUS AND YOUR ALLYS REACTION instead of being something added ontop of action surge ... not even remotely the same"
It is the same mechanically. It does cost more but you don't have to choose it, so it makes it better.
Also, nowhere in the ability does it state you have to get the killing blow, it just states you have to slay them. If your party slays them, you could say "we slayed the enemy" and it would be valid. So technically speaking, you don't have to get the killing blow, you just have to be partially responsible for slaying the creature. So the second the party kills an enemy for the first time during the day, you could have a specter. It doesn't cost an action either, so it will just immediately rise from the first humanoid you kill already in your service.
Now our boy Jeremy might've Sage Adviced that extra requirement in. I don't know if that is the case or not. But AS WRITTEN, you don't need the killing blow.
"to quote you yourself : 5. Correction. Not sure if it is to myself or you, either way I don't care.
That's a conflation. I operate much like the rules stated in the Player's Handbook. Specific beats general. In general, I care, unless like in the instance you pointed out, I don't. So no, I don't care if it was you or I who thought I was talking about all fighters, and I'm not going to use it against you if it was you, nor will I hold it against myself if it was me. That's not worth my time. That doesn't mean I don't care about everything else because I don't care about ONE THING. This kind of reasoning you are using is called inductive reasoning, and it's incredibly flawed reasoning because it does not account for exceptions.
"several things 1 you used your "i design games" as a justification as if that gives you some knowledge that i lack
you pointed out my "shit grammar" several times and stated things that were wrong to try and disprove me ... thats called defending yourself "
Saying that I design games is the truth and it helps establish an ethos. It does give me knowledge that others lack, but not necessarily you, you could be a game developer and I have no idea. I've made no value judgement on your game designing experience. Just your atrocious grammar.
"forgetting about homebrew rules is 1 thing stating them as fact and then when someone points out thats wrong insulting them and claiming "my dm lets me homebrew that" is not a i forget it its an insult and using it as an excuse and you know it"
This statement is incomprehensible. I'm going to try and correct it so I might be able to understand it.
Forgetting about homebrew rules is one thing, but stating them as fact is another. Okay, easy to translate into actual English.
When someone points out your mistake, you insult them by claiming "My DM lets me homebrew that." That is not something you just forget, it's an insult, and you are using it as an excuse and you know it.
You are either saying that or, in addition to that, I also insulted you separately. I have no idea which one it is. I certainly did insult your grammar because it is stinky poo poo and you need to change your diaper promptly. Also, as an excuse for what? Making the mistake? I admitted to making the mistake already so no. I'm giving you a reason why the mistake happened.
Also, it wasn't something that I homebrewed. The DM homebrewed it and informed me of the change himself, I wasn't experienced enough of a player at the time to know to make that change. I just accepted it and that's the way we have played for two years.
"this is called meta gaming and is considerd DISGUSTING in dnd community (and yes its still metagaming if the dm does it)"
Okay, I like it when the DM meta-games in certain ways, because it is challenging. Exploiting a weakness in the party ups the danger aspect of the game a great deal. There are ways the DM can Meta-game to be not fun though, so it is a double edged sword. Also, this isn't necessarily meta-gaming. It's not too far fetched to assume a Dragon, a highly intelligent creature that lives thousands of years, would be familiar with rogues and Dragon Knights and their abilities. We don't shout accusations of meta-gaming nor do we pretend that we are professional actors who can totally avoid it. It's a bit more relaxed at my table than that. Meta-gaming is also an ambiguous term, it could mean everything from using outside knowledge to influence your game, to coming up with an idea on the spot that the DM feels exceeds your intelligence score, to calling an ability by its actual name instead of role-playing it, sometimes Meta-gaming is defined as constantly referencing the rules and at some tables, I've heard the DM refer to meta-gaming as doing or saying ANYTHING out of character. Certainly egregious examples of any of these habits can be disgusting, but I'd prefer if these habits had their own names instead of falling under the blanket term "Meta-gaming." Our rule at the table is "Moderation is key." So some meta-gaming is allowed, but we can tell each-other to tone it down as needed.
This is an entirely separate discussion...
"point im trying to make and i think is very obvius right now, you are arrogant and somehow think you are above the other people in this thread and that makes me believe that no matter how often i prove that your math is wrong and your assumptions only work in homebrew and your specific typ of fun you will never agree with me ... hell i could 100% prove you are wrong and you would still bs and insult me somehow, so this is going to be my last responce since i dont like exercisez in futility like this. you keep playing adverserial dnd like its just an rpg and i guess ill just be over here with my group haveing the time of our lives with dualwielding rangers fighters with whips and sorceres with low charisma but high int"
Arrogance, to me, is taking the English Language and intentionally doing it a disservice and acting like that doesn't matter at all or reflect on your intelligence.
You could never prove me 100% wrong. If your approach was a little better, maybe not so abrasive, you might've been able to have a productive discussion. I might have even apologized to you for getting the rules confused with homebrew. That opportunity is gone now. This is only an exercise in futility because you made it that way.
I do not play adversarial DnD. Never claimed to. I like to optimize builds and try them out on my own. Then I make characters that I love to roleplay. I research not only optimizing combat, but also I like to look up accents and stay in character during the entire game, making decisions my character would make based the story I wrote with the DM for him. It's a bit of wish fulfillment and the chance to be someone else for me, not really a war game. I do my research because I want my character to survive until the end, so I can complete my journey.
Which brings me to my last point.
"no ... seriusly never ever is, if your build is sub-optimal and you dont enjoy it ... kill off the character and play a different one."
We're playing different games. I don't just kill off my characters. I put a lot of time and effort into them and try to have them survive any way possible.
You are only okay with playing a dual wielding whip ranger and a high intellect sorcerer with low charisma because it isn't important to you that your characters survive at all.
To me, it is important that my character, and the WHOLE party survives. To my party, that is more fun for us.
But I have been thinking about playing an intentionally terrible party. That does sound fun to me. But not everyone in my party feels the same way. They like the wargame aspect. That's probably the biggest reason I still try to optimize my character.
And there is nothing wrong with that type of play either.
2. You said "potential 8." I was assuming you meant from criting. Crits are not extra attacks. That's all I was pointing out.
action surge? one of the key features of fighter? ... seriusly i refuse to believe you dont know i ment that and i will assume you are just pretending to be that stupid
1. It's not helping your point having intentionally bad spelling and bad grammar.
its not helping yours by haveing your only argument being well mY OpNnEnTs SpElInG Is Bad
3. The BattleMaster is an EXCELLENT class. In my opinion the Battlemaster shouldn't be a class, it should be baked into the Fighter class as a whole, so every fighter gets those absolutely amazing benefits, and then the subclasses should scale back a bit for balance. But you are demonstrating to me that it might be too complicated for some people, the same way grammar is too complicated for you. Yes this is personal preference. Everything is personal preference. My personal preferences have facts and reasoning behind them. I'm showing you those facts and reasoning.
it seems the only thing to complicated here is reading for you, the fact i dont care about useing grammar and you reading that as i cant comprehand grammer seriusly kiddo if MY PREFFERENCE IS BACKD BY FACTS and then you proceed to only name opinions or wrong facts that you then back up by saying WELL MY DM ALLOWS IT that just means you are wrong and your "facts" are lies and bullshit
4. The Hexblade does not have to get the killing blow. He gets the healing when the target dies. Once you hex someone, when they die, you heal. And at level 7, hexblade gets 12 points of healing per kill. That's more than the Champion gets at level 20... 10 hit points. Oof. Also, did you know the Battlemaster has the exact same ability the Purple Dragon Knight does? Giving your friends one free attack, except it costs a superiority dice and bonus action and is one of SEVERAL different options? Battlemaster. The best Fighter class.
i was talking about that ghost you need the killing blow for that
and no battlemaster doesnt have the same feature to allow several people a reaction attack they have one that sacrifices one of THEIR OWN ATTACKS A BONUS AND YOUR ALLYS REACTION instead of being something added ontop of action surge ... not even remotely the same
6. I care. I've always cared.
to quote you yourself : 5. Correction. Not sure if it is to myself or you, either way I don't care
7. I'm not a game developer. I design games. Games like board games. Tabletop RPGs. For fun. Not as a job. I don't think sub-optimal equals fun. Sub-optimal is more often than not a painful experience. I also did not defend myself at all. That was a bad mistake. I'm not going to apologize to you for it though. But I did explain why I thought that was the case. We all forget about homebrew rules sometimes. I think that's forgivable, if you don't, that's fine. Your grudge is your problem, not mine.
several things 1 you used your "i design games" as a justification as if that gives you some knowledge that i lack
you pointed out my "shit grammar" several times and stated things that were wrong to try and disprove me ... thats called defending yourself
forgetting about homebrew rules is 1 thing stating them as fact and then when someone points out thats wrong insulting them and claiming "my dm lets me homebrew that" is not a i forget it its an insult and using it as an excuse and you know it
Sub-optimal is more often than not a painful experience.
no ... seriusly never ever is, if your build is sub-optimal and you dont enjoy it ... kill off the character and play a different one?
8. I'm not surprised that people don't use their reactions. That's not really the issue.
it really is tho. you act as if giveing people an attack that uses their reaction is a bad thing and i point out often its a resource you werent using anyway,
Rogues (DPS) rely heavily on reactions,
not really? only uncanny dodge really most rogues will go in stab and disengage and generally try to go for hit and run tactics .. why? cuz rouges get most if not almost all of their dmg from sneak attack wich is 1 hit a turn thing (except for 1 subclass)
he enemy as well, and will then use a spell or dragon breath immediately on the rogue who no longer can uncanny dodge for the round.
and then the poor rogue will only have evasion to take 50% of the dmg max .. oh and a really high dex to probably make the save and take 0% dmg ... jeah dont really need uncanny dodge there
not to mention usually you give those attacks to barbarian, paladin, ranger, rogue (with ranged weapons becaus that still works)
The Purple Dragon Knight's ability gives an opening to the DM if the party cooperates with his abilities.
this is called meta gaming and is considerd DISGUSTING in dnd community (and yes its still metagaming if the dm does it)
Um, yes, you can remove all the rules. So as a DM, I would remove the Battlemaster, and integrate all the abilities from that class into every other Fighter. Now both of these classes are WAY better and the Fighter is a much more fun class overall. Bada Bing, Problem solved.
hey if your fun is making every fighter bland as possible thats on you go for it
point im trying to make and i think is very obvius right now, you are arrogant and somehow think you are above the other people in this thread and that makes me believe that no matter how often i prove that your math is wrong and your assumptions only work in homebrew and your specific typ of fun you will never agree with me ... hell i could 100% prove you are wrong and you would still bs and insult me somehow, so this is going to be my last responce since i dont like exercisez in futility like this. you keep playing adverserial dnd like its just an rpg and i guess ill just be over here with my group haveing the time of our lives with dualwielding rangers fighters with whips and sorceres with low charisma but high int
Good day
Hex is a spell of first level that adds +1d6 of Necrotic damage to attacks and forces Disadvantage on one sub-set of skill checks. It does not in any way, shape, or form heal the caster when the targeted character dies. Hex is a concentration spell, and warlocks are well-known for using it widely through-out the day, because of its long duration.
Hexblade's Curse is a class feature native to the Hexblade. It grants a bonus to damage against the cursed target, an expanded critical hit range, and a modest healing effect when the target dies. Unlike Hex, this ability can be used a single time per Short or Long rest for most of the game, and even when you may pass the curse, you may still only heal once. Meaning the soft cap for any healing you'll get from this ability is 25 HP per short rest.
You're high if you somehow think a 25 HP heal per Short Rest beats 10 HP of regeneration per turn. This ability needs to proc for a Champion only 3 times in a short rest to be a better heal than Hexblade's get. Purple Dragon Knight's Rallying Cry will exceed healing Hexblade's Curse can do at level 20, at a mere level 6.
Hexblade's Curse is a fine ability, but I think you've fundamentally misunderstood how the ability works, and you think the power is far above what it actually is. An infinite self-healer... the Hexblade is not.
1. It's not helping your point having intentionally bad spelling and bad grammar.
2. You said "potential 8." I was assuming you meant from criting. Crits are not extra attacks. That's all I was pointing out.
3. The BattleMaster is an EXCELLENT class. In my opinion the Battlemaster shouldn't be a class, it should be baked into the Fighter class as a whole, so every fighter gets those absolutely amazing benefits, and then the subclasses should scale back a bit for balance. But you are demonstrating to me that it might be too complicated for some people, the same way grammar is too complicated for you. Yes this is personal preference. Everything is personal preference. My personal preferences have facts and reasoning behind them. I'm showing you those facts and reasoning.
4. The Hexblade does not have to get the killing blow. He gets the healing when the target dies. Once you hex someone, when they die, you heal. And at level 7, hexblade gets 12 points of healing per kill. That's more than the Champion gets at level 20... 10 hit points. Oof. Also, did you know the Battlemaster has the exact same ability the Purple Dragon Knight does? Giving your friends one free attack, except it costs a superiority dice and bonus action and is one of SEVERAL different options? Battlemaster. The best Fighter class.
5. Correction. Not sure if it is to myself or you, either way I don't care. ONLY the purple dragon knight and the Champion lack roleplay potential. Not the Fighter class as a whole. If I said otherwise earlier, this new statement overrides my previous statement.
6. I care. I've always cared.
7. I'm not a game developer. I design games. Games like board games. Tabletop RPGs. For fun. Not as a job. I don't think sub-optimal equals fun. Sub-optimal is more often than not a painful experience. I also did not defend myself at all. That was a bad mistake. I'm not going to apologize to you for it though. But I did explain why I thought that was the case. We all forget about homebrew rules sometimes. I think that's forgivable, if you don't, that's fine. Your grudge is your problem, not mine.
8. I'm not surprised that people don't use their reactions. That's not really the issue.
The issue is party composition. A good one has:
DPS, Tank, Healer, Support.
This ability only really helps if you have a DPS is range. Rogues (DPS) rely heavily on reactions, so it then becomes a choice for them. And a good DM will watch the Purple Dragon Knight Surge and the Rogue use his reaction to hit the enemy as well, and will then use a spell or dragon breath immediately on the rogue who no longer can uncanny dodge for the round. The Purple Dragon Knight's ability gives an opening to the DM if the party cooperates with his abilities. That's why it is innately worse than a lot of other abilities.
Um, yes, you can remove all the rules. So as a DM, I would remove the Battlemaster, and integrate all the abilities from that class into every other Fighter. Now both of these classes are WAY better and the Fighter is a much more fun class overall. Bada Bing, Problem solved.
1 not helping your point by also being a grammar nazi
2 fighter has 4 attacks the other classes you mentiond have 2 durr extra attack unrelated to crit?
3 all you mentiond are bad about fighters is that they TO YOU dont feel like they have a huge impact and lot of singel time use abilities (ignoreing action surge) this is personal prefference and not a class flaw
4 free healing is free healing mate if you are *****ing (not even complaining at this point since you just contradict yourself to "prove me wrong" ) about free healing being bad a fighter is often an off tank or a 2nd frontliner and anything that for free lets you stay in the fight longer withoit a requirement like (getting the killing blow in) is a huge bonus
5 fighter not haveing rp potential .. you are just wrong about that seriusly google like 2minutes you will find about 10 videos explaining the thousands of rp potentials of fighter
6 me intentionally not caring about grammar doesnt change the fact your arguments were/are wrong it just means you have no leg to stand on so you cry about something everyone knows noone cares about online
7 if you are a game dev you should know the thing everyone else knows (dnd is a shit inspiration for a combat system) why? becaus the best option to take is almost always the suboptimal one becaus that will be the most fun
not to mention i pointed out 7 things you were wrong in the first comment and your defense was i forgot my dm lets me homebrew that ability to make it way op ... and you phrase it as if thats some sort of defense seriusly? cutting words killing saves is like poison dmg dealing dmg over time its imba as hell
8 the attacks are free becaus you are not in any way forced to use your reaction .. you get the option its a cooperative game if i give the wizard the option and he says : nah i think the enemy might cast a spell and i want to save for counter spell ... but the paladin does want it thats still an attack hr gets without lozing anything, and more often then not people dont use their reaction every turn (hell personally have had several battles where people didnt use reactions at all)
honestly you just seem like someone with a stick up their ass about being right and everyone who disagrees being less intelligent than you fact is dnd is a rp focusd game so almost all of it is subjective the dmg even states you can remove all rules you want as a DM if it makes the game more fun
I played a gnome rune knight at an 8th level in a one of session and it was a blast. The runes are a fun and creative way to either boost yourself or your team, as well as debuff enemies. The ability to become a large creature is amazing for controlling the battle field and increase your fighting stats, additional it adds a super funny and dramatic layer to thematic side of combat. Overall, the class seemed balanced at 8th level and was no more busted than any other subclass or class. I could also see this being a fun thing to multi-class into for 3 levels, in order to get the giant ability and runes. I would 100% play this sub-class in a campaign, if it was in a source or adventure book.
You're changing your grievances from post to post. It's making it hard to follow exactly what you're hoping to do with your argument here...
First Post: "Champion is too weak. Bards can use Cutting Words on your critical hits. Purple Dragon Knight is too weak. Everything uses action economy. Hexblade Warlock is better."
- Rebuttle: I'm not going to argue that those two subclasses are widely viewed by the community as the most lackluster fighters. I will also say that the community isn't always right and incorrect information spreads like wildfire. Champions and Purple Dragon Knights are both perfectly useful Fighters, though I would categorize the Champion as something of a "Beginner" subclass and PDK as an "Expert" level option. The former being exceedingly difficult to really screw up, and the latter requiring a lot of forethought to shine at.
As an aside, Cutting Words cannot reduce critical hits. How Natural 1's and 20's operate are outlined in the Combat section of the PHB, and they exist outside of modifiers (such as Cutting Words).
Second Post: "I'm not a power gamer. Champion and Purple Dragon Knight have no RP potential, and all they do every turn is attack. I need other stuff or the game is boring."
- Rebuttle: Champion has limitless RP potential, given that it is not trying to be anything but a warrior. An elven prince seeking to make a name for himself and step out from under the shadow of his kingly father, or the half-orc warrior woman who grew up fighting in the gladiatorial arenas of "blah blah" city and is out looking for vengeance against a rival gladiator could both easily be Champions. PDK is a knight... but I mean... whatayagonnado? Every fantasy setting should have some knight options.
Aside: If you're really a game designer, methinks you should dig a little deeper for understanding on why the designer of another game would do something before you just start trash-talking. There's a designer named Matt Colville who has an excellent Youtube channel that could offer a lot of insight for you into the different kinds of players and how they have fun... and help you understand that people can play the same game for vaaastly different reasons and to get different things out of it.
Third Post: "JK about that last thing, I like Purple Dragon Knight but it's just too weak. In fact, all Fighters should be redone. Let's make them more like Warlocks."
- Rebuttle: Pick a lane, you're back to talking about power again. I also am not sure how to break this to you, guess I'll just rip the band-aid off. The Warlock from a design standpoint... is the magical equivalent of a Fighter. Most of their stuff recharges on a short rest and Eldritch Blast, once you slap Agonizing Blast on it, is just like attacking someone with a weapon four times. For a large subsection of the D&D player-base, Warlock is far and away the most boring class in combat. Can be great or annoying for RP, depending on the player, and as someone who dabbles in design from time to time there is no aspect of character building more toxic to the game than Multi-classing with Warlock. So...
Fourth Post: "Simple =/= Bad. Most classes good. Ranger bad. Champion and Purple Dragon Knight have bad design."
-Rebuttle: I think you need to come to terms with the notion that Fighter just might not be a class for you. That's fine. It's perfectly fine to love Warlock or Rogue and love having a million things to do in a turn. But it's also obvious that you need things like Spells or Features to tell you what is allowable to do and haven't delved into what a character who doesn't have them can do. Read the section on melee combat in the PHB thoroughly again. Anyone making attacks can shove, grapple, disarm, push people down... or what have you. There's a whole list of "special attacks" and fighters are excellent at them, and someone who has mastered the combat system doesn't need to be a battle master to bully the hell out of monsters.
Champion is a really simple class that capitalizes on one of the most simple and satisfying aspects of the game. Critting is good. As a player, getting a crit feels great. The whole group cheers, you do more damage. The designers picked the perfect centerpiece for a new player, not only because it's goal as a class feels great, but because it has no resources to track. Everything you get from Champion never runs on any sort of rest. It also synergizes with any weapon style. It works great with half-orcs and elves, who both racially favor crits. It's so good at the job, that even veterans pick it up or multi-class with it when making builds that capitalize on crit-fishing. Beyond critical hits, there are nuances people don't expect, such as how Remarkable Athlete applies to Initiative. So... from a Game Design stand-point, I think this is home run. It is a perfect newbie friendly subclass, wonderful for teaching, and still a good enough fighter.
Purple Dragon Knight is hard to look at objectively, because we usually read a subclass and think about how it makes us better. PDK isn't about making ourselves better though. If you or your group is new to the game this option can be a real challenge, but speaking from experience, the PDK kit is a diamond in the rough. Rallying Cry does not require anyone's actions, not even yours and the range is 30 ft. When you get it, there are very few abilities that can heal that many people at once, and you can do it about 3 times per day. It rapidly outpaces Mass Healing Word, and Mass Cure Wounds needs to be upcast to be on par with it. Every healing spell cast is a choice. The healer chooses to use Cure instead of Guiding Bolt. This feature is always healing. You use it first, so that your ally is less squinched to heal. Expertise in Persuasion beats a poke in the eye, especially if you're the party face. Now, you've also vastly undervalued how good Inspiring Surge is. A well-played party, even batting average rolls can cut down the time it takes to kill boss-level enemies by 2-3 turns (A rogue never goes "Uh, nah. I don't want another Sneak Attack". That argument was ridiculous.). Late game, when your one Action Surge creates 4 attacks for you, and a Sneak Attack, and maybe a Divine Smite you hasten big battles with fewer ended turns... and that is where monsters kill you. The fewer turns the battle takes, the fewer Legendary Actions a monster can take. Lastly, that Bulwark ability is okay. It won't come up super often, but when it does it could very well save the whole group from Beholder beams, or something obnoxious.
The design for neither of these look impressive, but they're very clean, and pretty elegantly implemented. Champion is a learner friendly, critical hit monster. Keeps the training wheels on by making you better at skills you might not have had the foresight to be proficient in and giving you regen when you're close to dying. PDK does what a lot of the really good subclasses in the game do, by doubling down on the base class' abilities, but this is geared toward party unity, and most min-maxers are terrible at understanding how that works and so it gets filed under U for useless.
Any questions? Doesn't matter. Not gonna look at the comments in here again until I need to, I only popped in and spoke up because you were being so loud and obnoxious. Good luck on being a Game Designer.
The rogues have really good classes from the get go. Warlocks do as well. So do Paladins, Sorcerers, Clerics, Monks, and Druids. Bards and Wizards are not the only ones that have all good classes.
The one that has all bad sub-classes is the Ranger.
Simple does not equal bad. Rogues are very simple mechanically, yet they are a blast to play. My point is that the Champion and the Purple Dragon are badly designed, not that they are simple.
All classes, excluding maybe Bard and Wizard, have a fairly bad subclass or archetype in the PHB or other WotC material. I don't think it is a bad thing, and it does allow newer players a fairly simple version of the class that they can learn to play with.
Notes: I do understand that Champion Fighter and Berserker Barbarian can easily bore some newer players, but for some they are a good place to start. Druids are just hard to play at first.
Yes it is true.
They need to be reworked. They need some love. I like the idea of the Purple Dragon Knight, but it needs to be thought of differently. A friendship based fighter class isn't a bad idea at all... it just needs to be better than the purple Dragon Knight. I might homebrew something for it. Then again, the fighter class as a whole needs to be redone. It needs better feats to pull from first of all, and second, it needs way more flavor. I'm thinking the Battle-Master class should just be integrated into the class as a whole, not a subclass. Like the Warlock, certain subclasses should get special fighter "Invocations" that you can choose from. Some of the later editions of the Fighter do this well. Gunslinger sounds like it is way fun to play. I like that class.
Gunslinger however, needs to be re balanced to be more like a blastlock with 2 levels in Sorcerer. Makes no sense that an actual sniper rifle has less range and less damage than a cantrip AND it can explode in your face.
Depends on how your DM rules for the Crit thing. I've seen DMs ruling that it gets rid of the Crit. Also, if the attack just misses, let's say your armor class is 20, they have a 0 modifier to hit and they roll a 20, you roll a cutting words and... then there would be no Crit because the attack just missed.
Spell sniper = double range. Eldritch Spear = 300 feet. The thing I forgot that you have to multi-class 2 levels into Sorcerer for Distant Spell. Now you have 1200 foot range that's legal in Adventurers League. Silly me.
I did forget that the DM at my table made a homebrew rule that took away the damage roll subtraction and added a saving throw subtraction a long time ago. I've been playing with them for years and they've always played this way. Whoops Silly me. So I take back that statement, and I replace it with -12 to damage rolls. Still very powerful. You basically can just add whatever you roll to your armor class or give yourself temporary hit points as a reaction.
The attacks aren't free, they USE YOUR REACTION. So no counter-spell for the wizard, uncanny dodge for the rogue, or cutting words for the bard if they were the ones who attacked when you surged. Meanwhile, no actions are used, or action surges for the bonuses for the aura gives you. You just always have those bonuses to saving throws, attacks, or whatever the subclass aura is. You're right that I didn't specify that it was different, you are wrong in thinking that I didn't KNOW that they were different.
The Hexblade gets health regeneration at level 1 with Hex. This happens every time he kills something he hexed. It takes one bonus action to set up, and he can steal the health from that creature when it dies. This makes the Champions health regen at THAT HIGH of a level seem like a joke. Especially when you have a healer in your party that can just heal you 70 hit points, that seems redundant at best.
You're right, Disintegrate does to 3d6 more damage. That correction does not add to your point whatsoever.
Okay, I'll admit I made three mistakes in my original post. Let's tally the mistakes in your response.
A crit is not an extra attack. You just double the damage dice, not the modifier.
Spelling Errors
seriuslySeriously x2iIabilitysabilitiesjeahYeah(??)recourseresourcecantcan'tpuplePurpleTHATSTHAT'SquadrupeldquadrupledMissing Words and Phrases
thing
then you need to
and
Grammar Errors
Absolutely no punctuation.
No capitalizing.
Huge run on sentences.
Last Point
I'm not a munchkin Powergamer, I'm a game designer, so I am looking at DnD for inspiration and the imbalance that this game is bathed in is irking me quite a bit. These two classes also have ZERO roleplay potential. A champion fighter literally just picks up weapons and hits with them, that's it. A purple dragon knight is at best, a flavorless annoyance to your party members who has advantage on Persuasion checks. In a magic world of wonder both classes reject magic and replaces it with more damage. Both of these classes actually do have some of the highest damage output at-will in the game. They're exactly what a powergamer would want to play.
Their action economies also lacks variety. To me an action economy with variety is very important, perhaps the most important thing. Not DPS, Not Tanking, Not Healing. Action Economy Synergy/Variety is actually what is important. Okay I can attack, but what else do I do? What does my class add to my bonus actions, reactions, etc, that makes me feel different. Counterspell, CounterAttack, Tripping, shoving, reloading, Hexing, Inspiring, Teleporting, casting a cantrip, smiting, Jumping into another plane of existence, hiding, dashing, dodging... etc. etc. etc. Those are what makes the game for me. I don't care if I'm doing the most damage, but are my actions actually fun to use? Champion and Purple Dragon Knight add nothing to the action economy table.
Turn 1: Hit enemy with stick.
Turn 2: Hit enemy with stick.
Turn 3: Hit enemy with stick TWICE!!! OH DANG!!! Hey Rogue? Do you want to use your reaction for a free shot? No? Oh. Okay.
Turn 4: Hit enemy with stick.
Turn 5: Hit enemy with stick.
Turn 6: Hit enemy with stick.
Out of Combat.
Champion - Dull. Nothing about the class adds anything.
Purple Dragon Knight - Somewhat better persuasion checks.
These classes are bad not just from a combat standpoint, but also from a roleplaying standpoint... especially a roleplaying standpoint. They have REALLY HIGH damage output at-will. That's about the extent of their use and a trait that the core class of fighter has already.
I think these classes need to be buffed. This is not hatred or malice or anything like that. I'm trying to criticize them so that people will see that they need to be reworked.
btw cutting words would not remove the crit so you would still crit even if you lower the roll
also spell sniper + eldritch spear = 300*2=600 not sure where you got the 1200 from its doubled not quadrupeld hell eldritch blast has the exact same dmg as firebolt just a better spread potential
also cutting words doesnt lower saves just ability checks attack rolls and dmg rolls
share the worst ability ... and then you say paladin can also do it ... they dont give free attacks they give a bonus to saves THATS APPLES AND ORANGES cant compare defense ability to offense man
paladin can do the same puple dragon knight can ... if you think temp hp and healing is the same read the phb again man healing is vastly superior also the amount is more
also disintegrate gets +3d6 per lvl above 6 so thats +9d6 at 9th lvl so 19d6+40 not 16d6
seriusly mate i get that you are a munchkin powergamer but if you are going to mention other classes late game abilitys you have to mention champions hp regen is op as hell jeah free healing each turn no recourse cost? not to mention 4 attacks possible 8 seriusly mate you cant compare dmg if you ignore alot of features from one class and highlight the most dmg focusing one of another
Pardon me for attempting to read the room here, but I cant help but feel like you don't like the Purple Dragon Knight and the Champion archetypes. Is this true?
Champion and Purple Dragon Knight are just pitiful. Woohoo, you crit better. That's it. Woohoo. You share quite possibly the worst abilities in the game with your party... once a day. AND IT USES THEIR REACTION.
Hey Purple Dragon Knight, did you know that the Hexblade can summon a freaking specter at level 6 which does 3d6 (more than most martial classes) extra damage without using anyone's action economy including their own? It also has its own turns and lasts the whole day.
They also get the best at-will damage in the game. They have a range of 1200 feet. (Spell Sniper, Eldritch Spear) and all of their weapon attacks are better than yours, and that's not even their strongest at will attack. Oh AND they get 9th level spells.
Oh and Champions? You know that 18 crit you just got? Well, Lore Bards have a feature called Cutting words. So you just lost that critical... and it looks like because they subtracted a d12 and rolled a 12, you don't even hit either. Now it's their turn. Whoops, they just used a ninth level Disintegrate on you. That's 16d6+40. What's your Dex save? Doesn't matter, subtract 12 from it. You don't save.
Hey you know Paladins? The Hero Paladin can literally do everything the Purple Dragon Knight can do, except that they do it better because they give you bonuses to saves instead of asking you to use your reaction to make a weapon attack. Their aura does that, that's right, they use absolutely NO ACTION ECONOMY to do that.
DMs, don't let your players use those two classes.
I am head over heels in love with the rune knight. I feel its fairly balanced and overall really fun and immersive if you chose to base your characters life out of it.
Dragonborn Ranger.
Yes. Such a perfectly trashy character. He will hate this.
test
[Redacted]