We just started a new campaign and I'm trying to plan out my Champion Fighter. I'm wondering if it's possible to take more than two fighting styles (other than at lvls 1 and 7.)
I took GWF at lvl 1 as I'm using a warhammer, longsword, and halberd.
In later levels, I'm looking at DUELING (6,) DEFENSE (7, sub-class feature,) and SUPERIOR TECHNIQUE (16.) I'm also considering BLIND FIGHTING.
I guess I'm confused as I can take DUELING as an ASI FEAT in the character builder, but it has the Fighting Style Feat (Prerequisite: Fighting Style Feature) caveat.
Would/could I have to take FIGHTING INITIATE more than once to be able to take DUELING, SUPERIOR TECHNIQUE, and/or BLIND FIGHTING?
Or is it if you have the fighting style feature at any point, you can take additional styles? Or are you limited to only two styles.
If you have the Fighting Style feature, you can take a Fighting Style feat at any time that you can normally choose a feat. Since you have the Fighting Style feature, you meet the prerequisites for those feats.
That said, I think that most of the time it's probably not worth it, because the Fighting Style feats don't include any ability score increases and are generally considerably less impactful than other feats you can take at the typical ASI levels.
I generally agree with wagnarokkr, but what are your ability scores? If you rolled and got high scores, it could be a fighting style may help. But even then, it would be unusual.
I created a test character (linked in the original post) and fully built it out to Level 20.
Base ability scores (via point buy) are 15 STR, 14 DEX, 15 CON, 10 WIS, 8 INT, 8 CHA.
Granted, anything past Lvl 2 is just theoretical at this point, options may change as the campaign progresses. This is just to get an idea of the direction that I think I'd like to go with the character.
Brawler feat background for improvised weapon. Take protector fighting style, then take shield master feat. Grapple with one hand and use shield in other hand to beat them to death. Obtain Boomerang shield for ease of use. Also pairs well with a Returning hand axe or Javelins.
This isn't a meme.... there is an actual action economy benefit here.
Unarmed Attack lets you Strike (which is now a d4) and Push in the same action. Improvised weapon on Shield qualifies for Shield Bash, giving a free topple or push attempt. Grappling also imposes disadvantage on the victim's attempts to attack anyone else. You also have 2 options for reactions. Protection to impose disadvantage on attacks against an adjacent ally (great if you're covering someone, or paired with another front liner), or you can use on a Dex save to take half damage down to no damage. If reaction is still not used, you can also grapple as an AoOP.
The basic idea is that you're trading damage output for field control.
One issue with Champion is that you don't get much to do with your bonus action. Battlemaster would give you a lot of options with bonus actions, or piling on effects on top of your other attacks. Bulwark can lean harder into the control and tanking strategy, letting you taunt/disadv as many things as you can hit a turn, plus whatever you're grappling. Telekinetic can shove on bonus action, so thats a possible option.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
We just started a new campaign and I'm trying to plan out my Champion Fighter. I'm wondering if it's possible to take more than two fighting styles (other than at lvls 1 and 7.)
I took GWF at lvl 1 as I'm using a warhammer, longsword, and halberd.
In later levels, I'm looking at DUELING (6,) DEFENSE (7, sub-class feature,) and SUPERIOR TECHNIQUE (16.) I'm also considering BLIND FIGHTING.
I guess I'm confused as I can take DUELING as an ASI FEAT in the character builder, but it has the Fighting Style Feat (Prerequisite: Fighting Style Feature) caveat.
Would/could I have to take FIGHTING INITIATE more than once to be able to take DUELING, SUPERIOR TECHNIQUE, and/or BLIND FIGHTING?
Or is it if you have the fighting style feature at any point, you can take additional styles? Or are you limited to only two styles.
My test character link below:
https://www.dndbeyond.com/characters/156662843/MMU6q4
If you have the Fighting Style feature, you can take a Fighting Style feat at any time that you can normally choose a feat. Since you have the Fighting Style feature, you meet the prerequisites for those feats.
That said, I think that most of the time it's probably not worth it, because the Fighting Style feats don't include any ability score increases and are generally considerably less impactful than other feats you can take at the typical ASI levels.
pronouns: he/she/they
I generally agree with wagnarokkr, but what are your ability scores? If you rolled and got high scores, it could be a fighting style may help.
But even then, it would be unusual.
Thank you for your feedback.
I created a test character (linked in the original post) and fully built it out to Level 20.
Base ability scores (via point buy) are 15 STR, 14 DEX, 15 CON, 10 WIS, 8 INT, 8 CHA.
Granted, anything past Lvl 2 is just theoretical at this point, options may change as the campaign progresses. This is just to get an idea of the direction that I think I'd like to go with the character.
Thought experiment.....
Brawler feat background for improvised weapon. Take protector fighting style, then take shield master feat. Grapple with one hand and use shield in other hand to beat them to death. Obtain Boomerang shield for ease of use. Also pairs well with a Returning hand axe or Javelins.
This isn't a meme.... there is an actual action economy benefit here.
Unarmed Attack lets you Strike (which is now a d4) and Push in the same action. Improvised weapon on Shield qualifies for Shield Bash, giving a free topple or push attempt. Grappling also imposes disadvantage on the victim's attempts to attack anyone else. You also have 2 options for reactions. Protection to impose disadvantage on attacks against an adjacent ally (great if you're covering someone, or paired with another front liner), or you can use on a Dex save to take half damage down to no damage. If reaction is still not used, you can also grapple as an AoOP.
The basic idea is that you're trading damage output for field control.
One issue with Champion is that you don't get much to do with your bonus action. Battlemaster would give you a lot of options with bonus actions, or piling on effects on top of your other attacks. Bulwark can lean harder into the control and tanking strategy, letting you taunt/disadv as many things as you can hit a turn, plus whatever you're grappling. Telekinetic can shove on bonus action, so thats a possible option.