Question: Is there anyway for a fighter to defeat the Tank (High Con/Dex, AC) Satyr Chronurgist Wizard (With Metamagic and/or Alert + Lucky) with a build that isn’t just a pure Nova build (Samurai, Echo Knight, Battlemaster, Etc) because so far against such a powerful foe (the Wizard master build) the fighter stands at such low odds you’d probably have a better chamce at getting struck by a lightning on a sunny day. Against the satyr builds/strategies the following just don’t work:
Ultimate no components/spells strategy with. Counter: Metamagic Adept for Subtle Spell, then Subtle Etherealness or Wish to get out of the situation (though there are other spells to get out of such a situation).
Eldritch Knight with Hold Person, Piecer and other feats for Huge Critical damage Build. Counter: Wizard is a satyr (Fey not humanoid) so hold person doesn’t work.
AAA (Aasimer Arcane Archer) Double Banish Arrow Volley Build: Counter: Chronurgist just Convergent Future the first banish arrow and if you want tank all the arrows (don’t have enough damage to take out wizard without the multiple turns).
The Survivor (high hp/Ac/saves) build: Counter: A competent wizard… yeah the survivor build is that bad but anyway…
Now there are others though those are ether to weak or can’t deal much (of anything) against the wizard.
So I guess the best bet for the fighter is a type of pure Nova as tbh my hideous laughter EK has potential but at that point you might as well just become a true Nova build of ether being a Samurai, Or Echo Knight with Elven Accuracy, GWM/SS or whatever you need to get to try to reach the average hp of the wizard.
Question: Is there anyway for a fighter to defeat the Tank (High Con/Dex, AC) Satyr Chronurgist Wizard (With Metamagic and/or Alert + Lucky) with a build that isn’t just a pure Nova build (Samurai, Echo Knight, Battlemaster, Etc) because so far against such a powerful foe (the Wizard master build) the fighter stands at such low odds you’d probably have a better chamce at getting struck by a lightning on a sunny day. Against the satyr builds/strategies the following just don’t work:
Ultimate no components/spells strategy with. Counter: Metamagic Adept for Subtle Spell, then Subtle Etherealness or Wish to get out of the situation (though there are other spells to get out of such a situation).
Eldritch Knight with Hold Person, Piecer and other feats for Huge Critical damage Build. Counter: Wizard is a satyr (Fey not humanoid) so hold person doesn’t work.
AAA (Aasimer Arcane Archer) Double Banish Arrow Volley Build: Counter: Chronurgist just Convergent Future the first banish arrow and if you want tank all the arrows (don’t have enough damage to take out wizard without the multiple turns).
The Survivor (high hp/Ac/saves) build: Counter: A competent wizard… yeah the survivor build is that bad but anyway…
Now there are others though those are ether to weak or can’t deal much (of anything) against the wizard.
So I guess the best bet for the fighter is a type of pure Nova as tbh my hideous laughter EK has potential but at that point you might as well just become a true Nova build of ether being a Samurai, Or Echo Knight with Elven Accuracy, GWM/SS or whatever you need to get to try to reach the average hp of the wizard.
If the wizard is a satyr it might spare them from the wrath of hold person, but it also makes them vunerable to magic circle, banishment, protection from evil and good and probably a whole host of other spells i am forgetting, all abjuration spells on the wizard spell list, no clear idea for a strategy here yet (i'm not even sure if there is one) but i'm just saying that the wizard's fey-ness could potentially be exploited
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Question: Is there anyway for a fighter to defeat the Tank (High Con/Dex, AC) Satyr Chronurgist Wizard (With Metamagic and/or Alert + Lucky) with a build that isn’t just a pure Nova build (Samurai, Echo Knight, Battlemaster, Etc) because so far against such a powerful foe (the Wizard master build) the fighter stands at such low odds you’d probably have a better chamce at getting struck by a lightning on a sunny day. Against the satyr builds/strategies the following just don’t work:
Ultimate no components/spells strategy with. Counter: Metamagic Adept for Subtle Spell, then Subtle Etherealness or Wish to get out of the situation (though there are other spells to get out of such a situation).
Eldritch Knight with Hold Person, Piecer and other feats for Huge Critical damage Build. Counter: Wizard is a satyr (Fey not humanoid) so hold person doesn’t work.
AAA (Aasimer Arcane Archer) Double Banish Arrow Volley Build: Counter: Chronurgist just Convergent Future the first banish arrow and if you want tank all the arrows (don’t have enough damage to take out wizard without the multiple turns).
The Survivor (high hp/Ac/saves) build: Counter: A competent wizard… yeah the survivor build is that bad but anyway…
Now there are others though those are ether to weak or can’t deal much (of anything) against the wizard.
So I guess the best bet for the fighter is a type of pure Nova as tbh my hideous laughter EK has potential but at that point you might as well just become a true Nova build of ether being a Samurai, Or Echo Knight with Elven Accuracy, GWM/SS or whatever you need to get to try to reach the average hp of the wizard.
If the wizard is a satyr it might spare them from the wrath of hold person, but it also makes them vunerable to magic circle, banishment, protection from evil and good and probably a whole host of other spells i am forgetting, all abjuration spells on the wizard spell list, no clear idea for a strategy here yet (i'm not even sure if there is one) but i'm just saying that the wizard's fey-ness could potentially be exploited
Ok banishment does not target creature types specifically, and both protection from and magic circle provide mostly the same benefits with the exception of planar travel, but there is probably something somewhere that can use the fey creature type to gain an advantage
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i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
Ok banishment does not target creature types specifically, and both protection from and magic circle provide mostly the same benefits with the exception of planar travel, but there is probably something somewhere that can use the fey creature type to gain an advantage
Answer: Yes there are spells that do affect Fey and those spells are:
Although, there is a big problem and you probably already noticed not only are many of these spells divine (not available to EK) in nature but also ether not that helpful besides just banishing and disadvantage on a few things (of which others spells do also) but also the fact that a level 20 EK can only cast up to the 4th tier of magic (4th level spell slot) so he couldn’t even cast many of these spells (5th and Up).
All of this is only compounded by the fact that most of these spells have long casting time (and/or are ritual spells). And as for these spell tbh there are already spells like those except that they don’t require the creature type perquisite while accomplishing the same goal (i.e. banishment).
Ok guys this might sound weird but I found out a way for how a fighter could deal more damage/get another turn against a wizard using a Nova Samurai build and to do so you commit suicide… I’m not even joking (ok maybe a little) since the samurai has “ Strength Before Death” that makes him be able to take an extra turn when he is reduced to 0 hp (though it’s a little weird if you say suicide is dealing damage but it is “damage” so I think RAW would permit it). As for the suicide part I think a “I slit my throat,” “I hang myself,” or more thematically “I commit Seppuku on myself,” to commit suicide is more than enough to warrant being damaged down to 0hp for “Strength Before Death” to activate for the Extra Turn.
Ok now assuming this works (I see no problem with the logic but do tell if I missed something) that means the samurai can effectively be able to attack 15 times… Action: 4 Attacks, Action Surge: 3 Attacks, One Seppuku, Strength Before Death: Extra Turn. Extra Turn Action: 4 Attacks, Action Surge (Because this is a different turn): 4 Attacks. And this isn’t counting the bonus action.
Additionally, this strategy would no doubt be used with maybe some blindfold action (blindfold Wizard as an attack can become a grapple) or knock the wizard prone for advantage or whatever. PS: Samurai has Rapid Strikes (once a turn) so if he has Advantage on all of his attacks he could get an additional 2 attacks in total.
Ok guys this might sound weird but I found out a way for how a fighter could deal more damage/get another turn against a wizard using a Nova Samurai build and to do so you commit suicide… I’m not even joking (ok maybe a little) since the samurai has “ Strength Before Death” that makes him be able to take an extra turn when he is reduced to 0 hp (though it’s a little weird if you say suicide is dealing damage but it is “damage” so I think RAW would permit it). As for the suicide part I think a “I slit my throat,” “I hang myself,” or more thematically “I commit Seppuku on myself,” to commit suicide is more than enough to warrant being damaged down to 0hp for “Strength Before Death” to activate for the Extra Turn.
Ok now assuming this works (I see no problem with the logic but do tell if I missed something) that means the samurai can effectively be able to attack 15 times… Action: 4 Attacks, Action Surge: 3 Attacks, One Seppuku, Strength Before Death: Extra Turn. Extra Turn Action: 4 Attacks, Action Surge (Because this is a different turn): 4 Attacks. And this isn’t counting the bonus action.
Additionally, this strategy would no doubt be used with maybe some blindfold action (blindfold Wizard as an attack can become a grapple) or knock the wizard prone for advantage or whatever. PS: Samurai has Rapid Strikes (once a turn) so if he has Advantage on all of his attacks he could get an additional 2 attacks in total.
They would still need to go first and hit most of the attacks. The ADV helps but Shield puts the AC pretty high so even then its not completely granted but its a good shot at it for sure.
They would still need to go first and hit most of the attacks. The ADV helps but Shield puts the AC pretty high so even then its not completely granted but its a good shot at it for sure.
Answer: True, but I think some type of Str (GWM, GWF) or Dex (SS Archery) build along with perhaps Elven Accuracy and blindfolding the wizard, knocking him prone (crossbow expert) to close/long range pump the wizard full of attacks at “triple advantage seems like it could do well (there are a lot of build for the Seppuku Build to use as all it requires is suicide. But yes the Wizard would still be formidable but I think a good Dex oriented build could get the initiative and damage out put with like 17 attacks at triple advantage (2 attacks are normal because of rapid strikes) could deal enough damage.
The best build (I Think) for the Seppuku Samurai is some type of High Dexterity Archer Archery Elven Accuracy Sharpshooter (and maybe Crossbow Expert) Build that focuses on reliable high damage attacks (Archery: +2 to hit, Elven Accuracy:Triple Advantage, Sharpshooter: -5 to hit/+10 to damage).
Additionally by being Dex focused it means you passively have a higher initiative (than Str builds) then compound that with Alert and (maybe) Martial Adept: Ambush (1d6 to initiative) among other feats and stuff the samurai becomes a really reliable strong choice that may turn the match into a more favourable bout than just the wizard winning easily.
14, 17, 8, 8, 12, 16 (Tashas: +2 Cha now is +2 Dex and a +1 Str +1 Cha)
14, 20, 8, 8, 12, 16 (ASI: Total): The Reason for Strength is For Grapple (Shove Checks/Knock Prone), While The Wisdom bonus is for if the wizard uses temporal shunt.
This is assuming Fighter wins initiative with a +10 and lucky (Already Hard) against the Wizard.
Right Off the bat samurai casts hex and this is do two things ether for the wizard Counterspelling it stopping him from using shield or to deal more damage (1d6). Additionally, hex gives disadvantage on all checks linked to a stat (all Cha checks perhaps) but in this case that disadvantage is for dexterity (mostly for acrobatics to help stop the wizard from not getting shoved prone). After that he drops his component and draws his longbow walking within 5ft of the wizard. Then Action 4 attacks the first of which is a shove attack and the fighter makes a Athletics check while the wizard makes ether an Athletics (Low Strength) or Acrobatics (Dis if didn’t use Counterspell). From this we can assume a failure on the first try. The Wizard is now prone the Fighter gaining advantage on all of his shots (gunner: makes ranged attacks within 5ft not at disadvantage). Rest of attacks are shot (3 attacks) at triple adavantage (Elven Accuracy) +8 to hit (Archery/SS) dealing ether 1d8 + 15 or 1d8 + 1d6 + 15 damage. Action Surge: 3 more shots then seppuku/suicide. The samurai gets one Rapid strike that is ether SS or not but we are gonna assume sharpshooter.
Wizard is still prone. Action: 4 Attacks, Action Surge: 4 Attacks. The Samurai gets one Rapid Strike that is ether SS or not but we gonna assume again this is sharpshooter.
So best case damage wise (assuming all attacks hit and he didn’t counter hex): that is 16 attack (2 are rapid strikes) dealing 1d8 (4.5) + 1d6 (3.5) + 15 damage for an averaged damage per hit of 23 damage x 16 for around 368 damage.
And that is without even using any criticals (44 dice are rolled) so we could technically assume that we rolled at least 2 critical strikes. But we would still be leaving out piercer and it’s once a turn damage reroll and the extra damage dice on a crit. So piercer if we do that to say the rapid strikes they become 1d8 (Piercer: 4.9375 round up to 5) + 1d6 (3.5) + 15 for an average 23.5 damage. As for the crits I’ll just assume they are two dice attack damage worth of damage: 2d8 + 2d6 (16 extra damage). So if we do that the new total is 385 damage.
But now assuming we hit but don’t have hex total of 18d6 (it’s 18 due to the crit otherwise it’s be 16) from hex that comes out 18d6 (3.5) = average of 63 damage. So without hex the average damage is 322.
Now we can assume ether two AC amounts: Statuses
AC 23: 13 Mage Armor, +5 Dex, +5 Shield and Hexed: 385 average damage: Chance to hit: 65.7%, 385 x 65.7% = 252.945 (253) damage on average taking in account chance to hit.
OR AC 18: Mage Armor, +5 Dex, No Shield or Hex: 322 average damage: Chance to hit: 90.88%, 322 x 90.88% = 292.63 (293) damage on average taking in account chance to hit.
Do tell if I messed something up, missed something, or there’s something that makes this build better.
So as of now there are a total of three builds that do well if not amazing considering the circumstances and those are:
1. The Seppuku Archer Samurai: The best seemingly so far having great damage output/reliablity and good initiative only compounded by the multitude of feats that make this samurai a feared foe… for one turn (though I guess he could use second wind if he really wanted to say alive).
2. The Hold Person Eldritch Knight: This guy is second though he is not the best because well he has a huge counter and that is the satyr or well just things that are good against spells.
3. The Aasimer Arcane Archer: This thing… this abomination that I have created is so meh. The AAA does one thing and that is Nova or in this case sad Nova since he barely keeps up with the SS (Seppuku Samurai) or EK In damage though he can still eek out maybe enough to take out the wizard but if the wizard succeeds once the AAA is a goner.
PS: I made all of these builds… I can’t tell if that is a good or a bad thing… well anyways what others builds are there that stand a chance any guesses?
So as of now there are a total of three builds that do well if not amazing considering the circumstances and those are:
1. The Seppuku Archer Samurai: The best seemingly so far having great damage output/reliablity and good initiative only compounded by the multitude of feats that make this samurai a feared foe… for one turn (though I guess he could use second wind if he really wanted to say alive).
PS: I made all of these builds… I can’t tell if that is a good or a bad thing… well anyways what others builds are there that stand a chance any guesses?
I didn't read the whole thread, but your samurai post above isn't doing a proper samurai nova. If we assume the samurai has access to some sort of way to kill himself - perhaps a bunch of wyvern poison pills that he can swallow as a free action - this is a half-elf samurai nova:
Turn 2: Bonus action advantage, 7 shots at triple advantage, 2 shots normal. If allowed by the DM to be done as 1 use item interaction, pull out and use on himself a healer's kit.
Assuming you have access to the Gunner feat, each shot is damage 1d12+15. Advantage shots are at triple advantage, all shots are accuracy +8. Against an AC 23 target, the expected damage is more than 252.11475 - that's ignoring the re-roll part of piercer, which is hard to calculate. It's worth between 2 and 3 damage per turn, but I don't have the specifics handy. Because the re-roll is 1/turn, we can pretty safely just add 4 to the expected damage - we're not gonna miss every shot in a turn with high enough probability to matter. So a reasonably conservative statement of damage is 256.11475.
As you correctly pointed out, if you can assume the samurai can get into melee range, you can muddy the waters with Hex(dexterity)+shove, but it's still a risky click compared to Fighting Spirit; you'll for sure also want skill expert (athletics). Both skill expert and fey touched are excellent samurai feats. To correctly math a samurai novaing that way, you need to calculate the odds of the shove working.
A level 20 wizard has 6+4*19 = 82 + 20*C hp, where 20 is con mod; assuming Con 16, that's another 60 hp, or 142. This can be driven higher, of course, like with an Abjuration Wizard (+45, so 187), and/or with THP. Since this build relies on rolling to hit, it would have a much harder time killing a Bladesinger, who would probably spend the nova at AC 28. In fact, the Bladesinger would probably live through the barrage, taking between 140 and 141 damage (assuming the Samurai knows not to use SS - if the Samurai doesn't and uses SS, the Bladesinger takes even less), but rocking, as I just noted, 142 hp.
I didn't read the whole thread, but your samurai post above isn't doing a proper samurai nova. If we assume the samurai has access to some sort of way to kill himself - perhaps a bunch of wyvern poison pills that he can swallow as a free action - this is a half-elf samurai nova:
Answer: Well what’s a “proper samurai Nova?” As for the wyvern poison there are many problems with that, first: it is a injury not ingest poison, second: it would definitely be an action to eat the pills if not a bonus as apposed to seppuku or just using a single attack to commit suicide. Last and not least is the gold problem since in this battle you cannot have anything more than what you can get with your starting gold/equipment (besides spell components which are freely provided to those who need them). That is the reason why I went with just committing seppuku instead as it is simple easy and efficient.
Turn 2: Bonus action advantage, 7 shots at triple advantage, 2 shots normal. If allowed by the DM to be done as 1 use item interaction, pull out and use on himself a healer's kit.
Assuming you have access to the Gunner feat, each shot is damage 1d12+15. Advantage shots are at triple advantage, all shots are accuracy +8. Against an AC 23 target, the expected damage is more than 252.11475 - that's ignoring the re-roll part of piercer, which is hard to calculate. It's worth between 2 and 3 damage per turn, but I don't have the specifics handy. Because the re-roll is 1/turn, we can pretty safely just add 4 to the expected damage - we're not gonna miss every shot in a turn with high enough probability to matter. So a reasonably conservative statement of damage is 256.11475.
Answer:
Part One: The Turn 1: Your Bonus Action is Fighting Spirit that makes sense but I’m confused on the Action Surge: 7 attacks triple and 2 normal, shouldn’t it be 8 attacks triple and 1 normal for how rapid strikes works as it gets rid of the advantage for the one attack not it’s own bonus attack. So you should have 8 attacks at triple advantage and one rapid strike, then swallow the pills (although I don’t think I’d work as shown above).
Part Two: As for Turn 2: you spend your bonus action again (of which if you where doing the above you wouldn’t since the wizard would still be prone), then do your strikes (though as said I’d be 8 triple and 1 normal). Yes if the DM allowed you could do the healers kit as a free action but since there are rules that have the healers kit must use an action to apply so I don’t think so but say if you had a bonus action you could second wind and stay alive that way.
Part Three: Now for the paragraph… first off where did that 1d12 dice come from because longbow 1d8 so did you use some other weapon (I assume a gun due to mention of the gunner feat but do tell: also if you are using a gun that means you must reload and blah blah blah but do clarify please). Also with piercer it’s like a half a damage increase if you use it on a 1 (damage roll). As for the damage yeah it’s probably around there.
As you correctly pointed out, if you can assume the samurai can get into melee range, you can muddy the waters with Hex(dexterity)+shove, but it's still a risky click compared to Fighting Spirit; you'll for sure also want skill expert (athletics). Both skill expert and fey touched are excellent samurai feats. To correctly math a samurai novaing that way, you need to calculate the odds of the shove working.
Answer: The Reason for push prone is because it saves you a bonus action while doing fighting spirit (it’s still very good) is reliable it still costs where knocking prone doesn’t except for a single attack. Also as for the shove the chances the wizard has a high score in strength is none as doing so would mean sacrificing ASI’s and feats where it would count (I.e. Int, Con, Dex, Etc). Also yeah Fey touched is better than magic Initiate because not only can you get hex but also a score increase (+Misty step even if you won’t see it’s use) while skill expert sure it has its uses but I think i’d be a waste to spend a feat on it. But yeah I think the samurais favour is in such a degree that it doesn’t warrant much though and even so if it does a slight change in plans is all it would do.
A level 20 wizard has 6+4*19 = 82 + 20*C hp, where 20 is con mod; assuming Con 16, that's another 60 hp, or 142. This can be driven higher, of course, like with an Abjuration Wizard (+45, so 187), and/or with THP. Since this build relies on rolling to hit, it would have a much harder time killing a Bladesinger, who would probably spend the nova at AC 28. In fact, the Bladesinger would probably live through the barrage, taking between 140 and 141 damage (assuming the Samurai knows not to use SS - if the Samurai doesn't and uses SS, the Bladesinger takes even less), but rocking, as I just noted, 142 hp.
Answer: I guess in a way a Bladesinger is the Boulder for the Samurai’s Shears (Medival Themed Rock/Paper/Scissors). Though by being a Bladesinger that would also change the plans a bit for the fighter and for how he would approach the fight as the wizard wouldn’t be the Chronurgist or Divination (One of the most discussed subclasses for wizard). But it is as you say the Bladesinger even if he has 28 AC the samarai is still swing over 15!attacks with triple advantage and dealing quite a bit of damage no matter what (especially if you have hex on the wizard for like 16d6 damage).
I think I addressed everything but do tell if I missed something, misunderstood something, or just got something wrong… well anyways sorry for the page of text haha.
Ok I guess if we allow it the Samurai could technically use a Musket/Firearms (Choose it as one of his martial weapons) from the DMG since not only do they exist but the samurai has the feat Gunner to back up the viability (proficiency with firearms) while getting rid of the loading property with firearms.
Additionally, by using a musket your making the normally only 1d8 damage longbow (or 1d10 if you do a type of crossbow variant build) go all the way up to a 1d12 for an average of 6.5 or a +2 damage per attack.
So now if we plug in the 1d12 (6.5) instead of the 1d8 (4.5) we get a 417 (With hex) or 354 (without hex). But now if we put those numbers with the to hit chance we come out with 273.9/274 damage (With AC 23, Hexed) and 321.7/322 (With 18, not Hexed).
Just saying the Bladesinger isn’t really great because its main abilitiy Bladesong uses a bonus action (must have a turn) to activate it but since you can’t the samurai (or fighter) just has to Nova you normally.
So I guess the best way to tank would be a hobgoblin (like done before), use the feat to get proficiency with shields then drop everything into Dex, Con, then Int in that order. Buuuuuut if you do the hobgoblin abjuration build it leaves you open to the EK build (Hold Person). So yeah…
Additionally most fighter builds if you want the most damage seem to all use a combination of: Archery, Gunner (Musket instead of Longbow + no disadv. when within 5ft), Sharpshooter, Piercer, Fey Touched/Magic Initiate (For Hex), and Elven Accuracy among others like Alert and Lucky. So is there any thoughts on which there would be another build that doesn’t use those stratagems.
P.S: Most builds will ether use Vumen/Custom Lineage, Half Orc (Savage Attacks), or the best in my opinion the Half Elf (Elven Accuracy + Stats). And I also just realized that If the fighter can charm the wizard (incredibly unlikely) the wizard becomes the fighters friend and now I don’t know what the fighter could do with that at this moment but I thought I should say it nonetheless.
Now as for the Wizard subclasses:
Chronurgist: RACE: Satyr/Yuan-ti/Hobgoblin, Type, Dice Control, Special Uses: N/A
Divination: RACE: Satyr/Yuan-ti/Hobgoblin, Type, Dice Control, Special Uses: N/A
Abjuration: RACE: Satyr/Yuan-ti/Hobgoblin, Type, Endure, Special Uses: N/A
War Magic: RACE:Satyr/Yuan-ti/Hobgoblin, Type, Endure, Special Uses: N/A
And Practically Any other Subclass…
As for spell choices I think Counterspell, Maze (cast on self), and Wish is enough but after that say Simulacrum, Ethearealness, Sickening Radiance, Shield, True Polymorph, Magic Jar, perhaps Sequester (for the meme of killing the fighter via him dying of age) and of course there is others but they are to much to list. As for feats, they would be Metamagic Adept, Alert and Lucky among a few others.
P.S: Most/All of the best race choices are Yuan-ti, Vumen/Custom Lineage, Hobgoblin and Satyr.
I think I talked of most things but if I missed something do tell.
The problem of a Fighter 20 vs a Wizard 20 argument is how the two classes grow; fighters start decently and end quite well, while wizards begin quite frail and eventually become phenomenally strong.
Without even factoring the wizard's subclass, any wizard can potentially gain access to wish, which many would agree is the most versatile spell in the game that takes no more than an action and being able to speak to cast. This can then be used for a long-casting-time spell like mirage arcane, which is insanely powerful.
This essentially forces the fighter to both go first and outright kill the wizard in one turn or be utterly destroyed. That's not a very likely scenario as the fighter has to roll well on just about every ability check and attack while the wizard rolls poorly on pretty much every check and/or save.
Is the matchup impossible? No, but odds are that the wizard will win.
The problem of a Fighter 20 vs a Wizard 20 argument is how the two classes grow; fighters start decently and end quite well, while wizards begin quite frail and eventually become phenomenally strong.
Answer: The wizard being frail in the beginning is merely how most low level wizards are built: 12 con, no Dex, only prioritize int that type a thing but a wizard even a lower level (1-4) can be surprisingly hardy especially at second level where they gain their subclass with the Chronurgist, and Divination can survive via dice manipulation or War Magic with the Reaction abilities and the bonus to initiative (just like Chronurgist) and more like the abjuration subclass for a regenerating pool of “hp” (arcane ward). To be honest I feel the reason most wizards are frail is just the lack of build sense as most players don’t try to cover up the wizards weaknesses (grab shield, Misty step, put points into something other than int, etc) and just leave him a glass cannon when in fact the wizard can be an amazing iron cannon instead.
P.S: When I talk about putting points in other areas other than intelligence I’m not say you should just abandon int but you should acquire a broader scope of what the wizard can accomplish like being an absolute tank (Hobgoblin/Shield/Shield Spell/Bladesinger/Tough… etc those type of things) on the battlefield, or the ultimate utility (ritual) caster, or perhaps the walking nuke, or just maybe the Jack of all trades by picking up all the prime spells to make the best wizard possible.
Without even factoring the wizard's subclass, any wizard can potentially gain access to wish, which many would agree is the most versatile spell in the game that takes no more than an action and being able to speak to cast. This can then be used for a long-casting-time spell like mirage arcane, which is insanely powerful.
Answer: As for wish yes it is definitely powerful especially when you can just use it to make a copy of you on a whim (simulacrum) or cast any other type of spell (like say mirage arcane). Although even without this power in this battle to just with that you WIN the wizard is insanely powerful to such a degree if as said thousands of time before if he gets a single turn he wins.
This essentially forces the fighter to both go first and outright kill the wizard in one turn or be utterly destroyed. That's not a very likely scenario as the fighter has to roll well on just about every ability check and attack while the wizard rolls poorly on pretty much every check and/or save.
Is the matchup impossible? No, but odds are that the wizard will win.
Answer: Weeeeelllllll I don’t know about that but the fighter as of now (having my new and improved Seppuku Samurai™) I’d say the fighter has at least like a 25-35% chance to win though yeah it still is like 7:3 (in wizards favour depending on the matchup) and 7:3 is most better than the less than 5% said at the start of the forum for the fighter. So yeah the wizard will almost always have the higher odds depending on the matchup. As for how high I think the fighters possible win rate could reach I think it could get to anywhere from 40-49% with the fighter being hard pressed to get past the 40% mark as the wizard just has such great capabilities that are only compounded by the fact that the wizard can get up to like a 25 AC or a over +15 initiative.
But who knows there might be a better build than my seppuku samurai or perhaps a better build using the same seppuku strategy ether way there may be a better build than the one we have to achieve even greater results.
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Question: Is there anyway for a fighter to defeat the Tank (High Con/Dex, AC) Satyr Chronurgist Wizard (With Metamagic and/or Alert + Lucky) with a build that isn’t just a pure Nova build (Samurai, Echo Knight, Battlemaster, Etc) because so far against such a powerful foe (the Wizard master build) the fighter stands at such low odds you’d probably have a better chamce at getting struck by a lightning on a sunny day.
Against the satyr builds/strategies the following just don’t work:
Ultimate no components/spells strategy with. Counter: Metamagic Adept for Subtle Spell, then Subtle Etherealness or Wish to get out of the situation (though there are other spells to get out of such a situation).
Eldritch Knight with Hold Person, Piecer and other feats for Huge Critical damage Build. Counter: Wizard is a satyr (Fey not humanoid) so hold person doesn’t work.
AAA (Aasimer Arcane Archer) Double Banish Arrow Volley Build: Counter: Chronurgist just Convergent Future the first banish arrow and if you want tank all the arrows (don’t have enough damage to take out wizard without the multiple turns).
The Survivor (high hp/Ac/saves) build: Counter: A competent wizard… yeah the survivor build is that bad but anyway…
Now there are others though those are ether to weak or can’t deal much (of anything) against the wizard.
So I guess the best bet for the fighter is a type of pure Nova as tbh my hideous laughter EK has potential but at that point you might as well just become a true Nova build of ether being a Samurai, Or Echo Knight with Elven Accuracy, GWM/SS or whatever you need to get to try to reach the average hp of the wizard.
If the wizard is a satyr it might spare them from the wrath of hold person, but it also makes them vunerable to magic circle, banishment, protection from evil and good and probably a whole host of other spells i am forgetting, all abjuration spells on the wizard spell list, no clear idea for a strategy here yet (i'm not even sure if there is one) but i'm just saying that the wizard's fey-ness could potentially be exploited
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
Ok banishment does not target creature types specifically, and both protection from and magic circle provide mostly the same benefits with the exception of planar travel, but there is probably something somewhere that can use the fey creature type to gain an advantage
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
Answer: Yes there are spells that do affect Fey and those spells are:
Dispel Evil and Good, Protection from Evil and Good, Protection from Evil and Good, Divine Word, Magic Circle, Forbiddance, Hallow, Planar Binding, and Temple of the Gods. That’s all the spells that effect Fey, now as for abilities and features you would find most like that probably in cleric and Paladin subclasses not the fighter. As for planar binding it would be good if you know… it wasn’t planar binding.
Although, there is a big problem and you probably already noticed not only are many of these spells divine (not available to EK) in nature but also ether not that helpful besides just banishing and disadvantage on a few things (of which others spells do also) but also the fact that a level 20 EK can only cast up to the 4th tier of magic (4th level spell slot) so he couldn’t even cast many of these spells (5th and Up).
All of this is only compounded by the fact that most of these spells have long casting time (and/or are ritual spells). And as for these spell tbh there are already spells like those except that they don’t require the creature type perquisite while accomplishing the same goal (i.e. banishment).
Do tell if I missed something…
Ok guys this might sound weird but I found out a way for how a fighter could deal more damage/get another turn against a wizard using a Nova Samurai build and to do so you commit suicide… I’m not even joking (ok maybe a little) since the samurai has “ Strength Before Death” that makes him be able to take an extra turn when he is reduced to 0 hp (though it’s a little weird if you say suicide is dealing damage but it is “damage” so I think RAW would permit it). As for the suicide part I think a “I slit my throat,” “I hang myself,” or more thematically “I commit Seppuku on myself,” to commit suicide is more than enough to warrant being damaged down to 0hp for “Strength Before Death” to activate for the Extra Turn.
Ok now assuming this works (I see no problem with the logic but do tell if I missed something) that means the samurai can effectively be able to attack 15 times… Action: 4 Attacks, Action Surge: 3 Attacks, One Seppuku, Strength Before Death: Extra Turn. Extra Turn Action: 4 Attacks, Action Surge (Because this is a different turn): 4 Attacks. And this isn’t counting the bonus action.
Additionally, this strategy would no doubt be used with maybe some blindfold action (blindfold Wizard as an attack can become a grapple) or knock the wizard prone for advantage or whatever.
PS: Samurai has Rapid Strikes (once a turn) so if he has Advantage on all of his attacks he could get an additional 2 attacks in total.
They would still need to go first and hit most of the attacks. The ADV helps but Shield puts the AC pretty high so even then its not completely granted but its a good shot at it for sure.
Answer: True, but I think some type of Str (GWM, GWF) or Dex (SS Archery) build along with perhaps Elven Accuracy and blindfolding the wizard, knocking him prone (crossbow expert) to close/long range pump the wizard full of attacks at “triple advantage seems like it could do well (there are a lot of build for the Seppuku Build to use as all it requires is suicide. But yes the Wizard would still be formidable but I think a good Dex oriented build could get the initiative and damage out put with like 17 attacks at triple advantage (2 attacks are normal because of rapid strikes) could deal enough damage.
The best build (I Think) for the Seppuku Samurai is some type of High Dexterity Archer Archery Elven Accuracy Sharpshooter (and maybe Crossbow Expert) Build that focuses on reliable high damage attacks (Archery: +2 to hit, Elven Accuracy:Triple Advantage, Sharpshooter: -5 to hit/+10 to damage).
Additionally by being Dex focused it means you passively have a higher initiative (than Str builds) then compound that with Alert and (maybe) Martial Adept: Ambush (1d6 to initiative) among other feats and stuff the samurai becomes a really reliable strong choice that may turn the match into a more favourable bout than just the wizard winning easily.
What are they armed with?
Fighter: sharp stuff and hard stuff
Wizard: power
Ok I’m making the Samurai Build (probably gonna be revised like 5 times… maybe) The Build is an Dex Seppuku Samurai Fighter Build:
Fighter (Fighting Style: Archery), Level 20, Samuri, Half Elf, 7 ASI’s:
13, 15, 8, 8, 12, 15 (Point Buy)
14, 17, 8, 8, 12, 16 (Tashas: +2 Cha now is +2 Dex and a +1 Str +1 Cha)
14, 20, 8, 8, 12, 16 (ASI: Total): The Reason for Strength is For Grapple (Shove Checks/Knock Prone), While The Wisdom bonus is for if the wizard uses temporal shunt.
ASI’s: Piercer (+1 Dex), Gunner (+1 Dex), Elven Accuracy (+1 Dex), Alert (+5 Initiative), Lucky (3 Rerolls), Sharpshooter and Magic Initiate (Hex).
Equipment: Longbow, Ammunition, And Focus/Material Components for Hex (You are already holding the Components).
Round One: TLDR: 1 Shove, 6 Attacks, 1 Seppuku, 1 Rapid Strike
This is assuming Fighter wins initiative with a +10 and lucky (Already Hard) against the Wizard.
Right Off the bat samurai casts hex and this is do two things ether for the wizard Counterspelling it stopping him from using shield or to deal more damage (1d6). Additionally, hex gives disadvantage on all checks linked to a stat (all Cha checks perhaps) but in this case that disadvantage is for dexterity (mostly for acrobatics to help stop the wizard from not getting shoved prone). After that he drops his component and draws his longbow walking within 5ft of the wizard. Then Action 4 attacks the first of which is a shove attack and the fighter makes a Athletics check while the wizard makes ether an Athletics (Low Strength) or Acrobatics (Dis if didn’t use Counterspell). From this we can assume a failure on the first try. The Wizard is now prone the Fighter gaining advantage on all of his shots (gunner: makes ranged attacks within 5ft not at disadvantage). Rest of attacks are shot (3 attacks) at triple adavantage (Elven Accuracy) +8 to hit (Archery/SS) dealing ether 1d8 + 15 or 1d8 + 1d6 + 15 damage. Action Surge: 3 more shots then seppuku/suicide. The samurai gets one Rapid strike that is ether SS or not but we are gonna assume sharpshooter.
Extra Turn: Strength Beyond Death, TLDR: 8 Attacks, 1 Rapid Strike
Wizard is still prone. Action: 4 Attacks, Action Surge: 4 Attacks. The Samurai gets one Rapid Strike that is ether SS or not but we gonna assume again this is sharpshooter.
So best case damage wise (assuming all attacks hit and he didn’t counter hex): that is 16 attack (2 are rapid strikes) dealing 1d8 (4.5) + 1d6 (3.5) + 15 damage for an averaged damage per hit of 23 damage x 16 for around 368 damage.
And that is without even using any criticals (44 dice are rolled) so we could technically assume that we rolled at least 2 critical strikes. But we would still be leaving out piercer and it’s once a turn damage reroll and the extra damage dice on a crit. So piercer if we do that to say the rapid strikes they become 1d8 (Piercer: 4.9375 round up to 5) + 1d6 (3.5) + 15 for an average 23.5 damage. As for the crits I’ll just assume they are two dice attack damage worth of damage: 2d8 + 2d6 (16 extra damage). So if we do that the new total is 385 damage.
But now assuming we hit but don’t have hex total of 18d6 (it’s 18 due to the crit otherwise it’s be 16) from hex that comes out 18d6 (3.5) = average of 63 damage. So without hex the average damage is 322.
Now we can assume ether two AC amounts: Statuses
AC 23: 13 Mage Armor, +5 Dex, +5 Shield and Hexed:
385 average damage: Chance to hit: 65.7%, 385 x 65.7% = 252.945 (253) damage on average taking in account chance to hit.
OR AC 18: Mage Armor, +5 Dex, No Shield or Hex:
322 average damage: Chance to hit: 90.88%, 322 x 90.88% = 292.63 (293) damage on average taking in account chance to hit.
Do tell if I messed something up, missed something, or there’s something that makes this build better.
Oh yeah a good thing to note a wizard max hp count he can achieve is 277.5 hp (with average hit die):
Base Hp Count: 6 + (19 x 3.5/4 if you choose fixed hit points) = 72.5 /76hp
20 Constitution: +5 x 20 = 100 hp
Tough Feat: +2 x 20 = 40 hp
Racial Boost (Hill Dwarf): +1 x 20 = 20
Class Boost (Abjuration: Arcane Ward): 2 x 20 + 5 (Int) = 45
Which Totals up to: 277.5 (281: If fixed hit points) Hp but that number is still easily within the seppuku damage range.
EDIT: Oh yeah the max hp the satyr build can muster is 212.5 (216: If fixed hit points).
While the Max AC possible with a wizard is 25 (13 + 5 Dex + 2 Shield + 5 Shield Spell). By being a hobgoblin and getting some feats.
So as of now there are a total of three builds that do well if not amazing considering the circumstances and those are:
1. The Seppuku Archer Samurai: The best seemingly so far having great damage output/reliablity and good initiative only compounded by the multitude of feats that make this samurai a feared foe… for one turn (though I guess he could use second wind if he really wanted to say alive).
2. The Hold Person Eldritch Knight: This guy is second though he is not the best because well he has a huge counter and that is the satyr or well just things that are good against spells.
3. The Aasimer Arcane Archer: This thing… this abomination that I have created is so meh. The AAA does one thing and that is Nova or in this case sad Nova since he barely keeps up with the SS (Seppuku Samurai) or EK In damage though he can still eek out maybe enough to take out the wizard but if the wizard succeeds once the AAA is a goner.
PS: I made all of these builds… I can’t tell if that is a good or a bad thing… well anyways what others builds are there that stand a chance any guesses?
I didn't read the whole thread, but your samurai post above isn't doing a proper samurai nova. If we assume the samurai has access to some sort of way to kill himself - perhaps a bunch of wyvern poison pills that he can swallow as a free action - this is a half-elf samurai nova:
Turn 1: Bonus action advantage, action surge, 7 shots at triple advantage, 2 shots normal. Swallow pills.
Turn 2: Bonus action advantage, 7 shots at triple advantage, 2 shots normal. If allowed by the DM to be done as 1 use item interaction, pull out and use on himself a healer's kit.
Assuming you have access to the Gunner feat, each shot is damage 1d12+15. Advantage shots are at triple advantage, all shots are accuracy +8. Against an AC 23 target, the expected damage is more than 252.11475 - that's ignoring the re-roll part of piercer, which is hard to calculate. It's worth between 2 and 3 damage per turn, but I don't have the specifics handy. Because the re-roll is 1/turn, we can pretty safely just add 4 to the expected damage - we're not gonna miss every shot in a turn with high enough probability to matter. So a reasonably conservative statement of damage is 256.11475.
As you correctly pointed out, if you can assume the samurai can get into melee range, you can muddy the waters with Hex(dexterity)+shove, but it's still a risky click compared to Fighting Spirit; you'll for sure also want skill expert (athletics). Both skill expert and fey touched are excellent samurai feats. To correctly math a samurai novaing that way, you need to calculate the odds of the shove working.
A level 20 wizard has 6+4*19 = 82 + 20*C hp, where 20 is con mod; assuming Con 16, that's another 60 hp, or 142. This can be driven higher, of course, like with an Abjuration Wizard (+45, so 187), and/or with THP. Since this build relies on rolling to hit, it would have a much harder time killing a Bladesinger, who would probably spend the nova at AC 28. In fact, the Bladesinger would probably live through the barrage, taking between 140 and 141 damage (assuming the Samurai knows not to use SS - if the Samurai doesn't and uses SS, the Bladesinger takes even less), but rocking, as I just noted, 142 hp.
Answer: Well what’s a “proper samurai Nova?” As for the wyvern poison there are many problems with that, first: it is a injury not ingest poison, second: it would definitely be an action to eat the pills if not a bonus as apposed to seppuku or just using a single attack to commit suicide. Last and not least is the gold problem since in this battle you cannot have anything more than what you can get with your starting gold/equipment (besides spell components which are freely provided to those who need them). That is the reason why I went with just committing seppuku instead as it is simple easy and efficient.
Answer:
Part One: The Turn 1: Your Bonus Action is Fighting Spirit that makes sense but I’m confused on the Action Surge: 7 attacks triple and 2 normal, shouldn’t it be 8 attacks triple and 1 normal for how rapid strikes works as it gets rid of the advantage for the one attack not it’s own bonus attack. So you should have 8 attacks at triple advantage and one rapid strike, then swallow the pills (although I don’t think I’d work as shown above).
Part Two: As for Turn 2: you spend your bonus action again (of which if you where doing the above you wouldn’t since the wizard would still be prone), then do your strikes (though as said I’d be 8 triple and 1 normal). Yes if the DM allowed you could do the healers kit as a free action but since there are rules that have the healers kit must use an action to apply so I don’t think so but say if you had a bonus action you could second wind and stay alive that way.
Part Three: Now for the paragraph… first off where did that 1d12 dice come from because longbow 1d8 so did you use some other weapon (I assume a gun due to mention of the gunner feat but do tell: also if you are using a gun that means you must reload and blah blah blah but do clarify please). Also with piercer it’s like a half a damage increase if you use it on a 1 (damage roll). As for the damage yeah it’s probably around there.
Answer: The Reason for push prone is because it saves you a bonus action while doing fighting spirit (it’s still very good) is reliable it still costs where knocking prone doesn’t except for a single attack. Also as for the shove the chances the wizard has a high score in strength is none as doing so would mean sacrificing ASI’s and feats where it would count (I.e. Int, Con, Dex, Etc). Also yeah Fey touched is better than magic Initiate because not only can you get hex but also a score increase (+Misty step even if you won’t see it’s use) while skill expert sure it has its uses but I think i’d be a waste to spend a feat on it. But yeah I think the samurais favour is in such a degree that it doesn’t warrant much though and even so if it does a slight change in plans is all it would do.
Answer: I guess in a way a Bladesinger is the Boulder for the Samurai’s Shears (Medival Themed Rock/Paper/Scissors). Though by being a Bladesinger that would also change the plans a bit for the fighter and for how he would approach the fight as the wizard wouldn’t be the Chronurgist or Divination (One of the most discussed subclasses for wizard).
But it is as you say the Bladesinger even if he has 28 AC the samarai is still swing over 15!attacks with triple advantage and dealing quite a bit of damage no matter what (especially if you have hex on the wizard for like 16d6 damage).
I think I addressed everything but do tell if I missed something, misunderstood something, or just got something wrong… well anyways sorry for the page of text haha.
Ok I guess if we allow it the Samurai could technically use a Musket/Firearms (Choose it as one of his martial weapons) from the DMG since not only do they exist but the samurai has the feat Gunner to back up the viability (proficiency with firearms) while getting rid of the loading property with firearms.
Additionally, by using a musket your making the normally only 1d8 damage longbow (or 1d10 if you do a type of crossbow variant build) go all the way up to a 1d12 for an average of 6.5 or a +2 damage per attack.
So now if we plug in the 1d12 (6.5) instead of the 1d8 (4.5) we get a 417 (With hex) or 354 (without hex). But now if we put those numbers with the to hit chance we come out with 273.9/274 damage (With AC 23, Hexed) and 321.7/322 (With 18, not Hexed).
Just saying the Bladesinger isn’t really great because its main abilitiy Bladesong uses a bonus action (must have a turn) to activate it but since you can’t the samurai (or fighter) just has to Nova you normally.
So I guess the best way to tank would be a hobgoblin (like done before), use the feat to get proficiency with shields then drop everything into Dex, Con, then Int in that order. Buuuuuut if you do the hobgoblin abjuration build it leaves you open to the EK build (Hold Person). So yeah…
I’ve been thinking about what subclasses have the best chance for the fighter to win so I have expanded those subclasses to now be:
Samurai: RACE: Half Elf, Type: Seppuku, Special Uses: Suicide
Eldritch Knight: RACE: Half Elf/Vumen, Type: Hold Person, Special Uses: Metamagic Adept, Cover (Item), This build doesn’t use Hex
Battlemaster: RACE: Half Elf, Type, Blitz, Special Uses: Superior Technique (Fighting Style), Martial Adept (More Dice)
Echo Knight: RACE: Half Elf, Type, Blitz, Special Uses: N/A
Arcane Archer: RACE: Aasimer/Half Elf, Type: Recurrent Banishment, Special Uses: N/A
Additionally most fighter builds if you want the most damage seem to all use a combination of: Archery, Gunner (Musket instead of Longbow + no disadv. when within 5ft), Sharpshooter, Piercer, Fey Touched/Magic Initiate (For Hex), and Elven Accuracy among others like Alert and Lucky. So is there any thoughts on which there would be another build that doesn’t use those stratagems.
P.S: Most builds will ether use Vumen/Custom Lineage, Half Orc (Savage Attacks), or the best in my opinion the Half Elf (Elven Accuracy + Stats). And I also just realized that If the fighter can charm the wizard (incredibly unlikely) the wizard becomes the fighters friend and now I don’t know what the fighter could do with that at this moment but I thought I should say it nonetheless.
Now as for the Wizard subclasses:
Chronurgist: RACE: Satyr/Yuan-ti/Hobgoblin, Type, Dice Control, Special Uses: N/A
Divination: RACE: Satyr/Yuan-ti/Hobgoblin, Type, Dice Control, Special Uses: N/A
Abjuration: RACE: Satyr/Yuan-ti/Hobgoblin, Type, Endure, Special Uses: N/A
War Magic: RACE:Satyr/Yuan-ti/Hobgoblin, Type, Endure, Special Uses: N/A
And Practically Any other Subclass…
As for spell choices I think Counterspell, Maze (cast on self), and Wish is enough but after that say Simulacrum, Ethearealness, Sickening Radiance, Shield, True Polymorph, Magic Jar, perhaps Sequester (for the meme of killing the fighter via him dying of age) and of course there is others but they are to much to list. As for feats, they would be Metamagic Adept, Alert and Lucky among a few others.
P.S: Most/All of the best race choices are Yuan-ti, Vumen/Custom Lineage, Hobgoblin and Satyr.
I think I talked of most things but if I missed something do tell.
The problem of a Fighter 20 vs a Wizard 20 argument is how the two classes grow; fighters start decently and end quite well, while wizards begin quite frail and eventually become phenomenally strong.
Without even factoring the wizard's subclass, any wizard can potentially gain access to wish, which many would agree is the most versatile spell in the game that takes no more than an action and being able to speak to cast. This can then be used for a long-casting-time spell like mirage arcane, which is insanely powerful.
This essentially forces the fighter to both go first and outright kill the wizard in one turn or be utterly destroyed. That's not a very likely scenario as the fighter has to roll well on just about every ability check and attack while the wizard rolls poorly on pretty much every check and/or save.
Is the matchup impossible? No, but odds are that the wizard will win.
Answer: The wizard being frail in the beginning is merely how most low level wizards are built: 12 con, no Dex, only prioritize int that type a thing but a wizard even a lower level (1-4) can be surprisingly hardy especially at second level where they gain their subclass with the Chronurgist, and Divination can survive via dice manipulation or War Magic with the Reaction abilities and the bonus to initiative (just like Chronurgist) and more like the abjuration subclass for a regenerating pool of “hp” (arcane ward). To be honest I feel the reason most wizards are frail is just the lack of build sense as most players don’t try to cover up the wizards weaknesses (grab shield, Misty step, put points into something other than int, etc) and just leave him a glass cannon when in fact the wizard can be an amazing iron cannon instead.
P.S: When I talk about putting points in other areas other than intelligence I’m not say you should just abandon int but you should acquire a broader scope of what the wizard can accomplish like being an absolute tank (Hobgoblin/Shield/Shield Spell/Bladesinger/Tough… etc those type of things) on the battlefield, or the ultimate utility (ritual) caster, or perhaps the walking nuke, or just maybe the Jack of all trades by picking up all the prime spells to make the best wizard possible.
Answer: As for wish yes it is definitely powerful especially when you can just use it to make a copy of you on a whim (simulacrum) or cast any other type of spell (like say mirage arcane). Although even without this power in this battle to just with that you WIN the wizard is insanely powerful to such a degree if as said thousands of time before if he gets a single turn he wins.
Answer: Weeeeelllllll I don’t know about that but the fighter as of now (having my new and improved Seppuku Samurai™) I’d say the fighter has at least like a 25-35% chance to win though yeah it still is like 7:3 (in wizards favour depending on the matchup) and 7:3 is most better than the less than 5% said at the start of the forum for the fighter.
So yeah the wizard will almost always have the higher odds depending on the matchup. As for how high I think the fighters possible win rate could reach I think it could get to anywhere from 40-49% with the fighter being hard pressed to get past the 40% mark as the wizard just has such great capabilities that are only compounded by the fact that the wizard can get up to like a 25 AC or a over +15 initiative.
But who knows there might be a better build than my seppuku samurai or perhaps a better build using the same seppuku strategy ether way there may be a better build than the one we have to achieve even greater results.