I've seen a lot of people say that Battlemaster is the best Fighter Subclass. The Fighters I've played are Champion, Eldritch Knight and Gunslinger, and I've enjoyed those greatly. Battlemaster never seemed that alluring, but the sheer amount of people on here that love it is making me consider trying one out. So if y'all have any build ideas, or general tips and tricks for Battlemaster, I'd love to hear them! Thanks!
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“Basically, if you tell anyone, we’ll kill you. We’re pretty good at that sort of stuff”-Salros Viper, Whispers Bard, paid assassin
I think the reason people enjoy playing it ( it is the only subtype I've played, usually don't play fighters) is because it allows for flexibility and more depth than most other subtypes. You can have a bit of battlefield control, bit of support skills, greater offense and/or defense.
Build would depend on what you want the Battlemaster to do. Would be glad to help out if I havr a bit more info (tank/damage/supporty stuff)
I've seen a lot of people say that Battlemaster is the best Fighter Subclass. The Fighters I've played are Champion, Eldritch Knight and Gunslinger, and I've enjoyed those greatly. Battlemaster never seemed that alluring, but the sheer amount of people on here that love it is making me consider trying one out. So if y'all have any build ideas, or general tips and tricks for Battlemaster, I'd love to hear them! Thanks!
I enjoyed creating a Battlemaster (Tactician in my games since we use a Variant Fighter class instead) using this forum post as inspiration. It actually turned out quite well and allowed the scope of my Fighter to broaden considerably. I was able to provide great utility to my party inside and outside of combat initiatives without sacrificing too much DPR when it was time to lock blades. It added a lot of flavor to Role Playing scenarios, and since he was a Variant Human I was able to take a feat right away which provided a really good (an lucky) saving throw right away (I took Resilient (wisdom) for my first feat)
I was thinking maybe using an Aarakocra or a Variant Human with the Mobile Feat, and either using a halberd from above or shortswords or rapiers on the ground. Disarming Strike and Commanders Strike seem like good maneuvers to take, but I'm still open to any suggestions
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“Basically, if you tell anyone, we’ll kill you. We’re pretty good at that sort of stuff”-Salros Viper, Whispers Bard, paid assassin
Battle Master is a very good, versatile subclass. It works with all types of weapon setups(unlike say the Cavalier which only reaches its potential if you're a Str-based melee attacker), and has a variety of maneuvers to suit the role you want to play in combat. You can give a companion an extra attack(great to use with your party's Rogue to let them get Sneak Attack twice in a round), there are defensive buffs, control maneuvers to either keep someone away or draw aggro to yourself, and there's the simplest maneuver which boosts your attack roll(NEVER underestimate this one, the simplest way to increase your damage output is to turn a miss into a hit). Plus, the Superiority Dice recharge on a Short Rest, so it's easier to manage them over the course of a day than a Cavalier's abilities or an EK's spells. And when you learn new maneuvers you can also swap one out in case you find that one of your choices hasn't been as useful as you thought it would be.
I was thinking maybe using an Aarakocra or a Variant Human with the Mobile Feat, and either using a halberd from above or shortswords or rapiers on the ground. Disarming Strike and Commanders Strike seem like good maneuvers to take, but I'm still open to any suggestions
Both of those Races are well suited for Battlemaster. I will say though that pre-planning this particular subclass, even with feats, can be a hindrance on its natural composite functionality. I found it best just to play the class out across levels and adjust accordingly. Of course feats like Mobile, Alert, Observant, and a few others which offer flat bonuses are just that, bonuses, and can be considered very early on. As far as the maneuvers go; Disarming Strike, Commander's Strike, Tripping Attack, and Maneuvering Attack are probably my most favorite, most frequently used, and will be my most highly suggested maneuvers to take.
Battle master gets called the best because of the Allure of extra damage dice (in a very limited quantity) and the impression that they get to do more, have more variety in their actions on the battlefield.
If you've played an EK. You've already had these things as well. AT least over a certain level. it will just be a bit different flavor of it because you'll be doing it from chosen maneuvers and it will be all physical instead of the magical element mixed in.
Personally while it is a good subclass(All of the fighter ones are in their own ways) I find Battle Master a bit over rated. And a bit of an easy trap to fall into because your letting only stats and abilities on a sheet dictate what you can do and when instead of actual understanding of the battlefield itself and ways you can get creative for their own unique results by using that battlefield to it's fullest. you may not necessarily get the damage die increase that battle masters have but your not really necessarily limited to "oh I hit the monster" like many tend to treat something like the Champion.
I know I'm coming in WAAAY late here, but I think that Battlemaster is not only the best Fighter subclass, but the best subclass in the whole game - period. Want to play a great ranged character - we've got maneuvers for that. Want to play a brutal up-close fighter - we've got maneuvers for that. Want to be more of a battlefield controller - we've got maneuvers for that. Want to just be able to cool shit like disarm an opponent - you guessed it, we've got maneuvers for that -- using die that increase in number and power as you increase in level, and replenish on a short rest...and most maneuvers don't require that you spend your die until you already know that you hit. And all of this is built on the chassis of the class that gets the most ASIs in the game for added flavor from Feats. I've played 3 or 4 different Battlemasters in D&D and all of them were vastly distinct from each other not just in personality, but in what they could do/achieve in combat. I can't think of a single other subclass which allows that level of customization...*maybe* a Sorcerer or a Warlock come close with Metamagic feats and Invocations, but those are functions of the class, not the subclass....and of course you could make a myriad of different Wizards by changing what spells you have in your spellbook, but again - this ties to the class not the subclass. In short, if you end up reading this or if some other person has a similar question and stumbles across this thread, Battlemaster is a fantastic option to go into at 3rd level, regardless of the kind of Fighter you want to play.
I dont get the allure. Superiority dice control how many times you can do a class feature. Level 9 you have 5. If your in some easy going campaign and can short rest after every fight, you can only do one of your cool tricks 5 times during that whole fight. Then your back to generic fighter with nothing but I hit you..you hit me.
I dont get the allure. Superiority dice control how many times you can do a class feature. Level 9 you have 5. If your in some easy going campaign and can short rest after every fight, you can only do one of your cool tricks 5 times during that whole fight. Then your back to generic fighter with nothing but I hit you..you hit me.
Having played a battle master for an entire campaign, I feel this so strongly. In fact, my DM almost never did short rest, so it really wasn't in my favor.
I think it depends. Based on the first three levels a campaign does, you'll get a good feeling for how the DM likes to do their rests.
But, I did abuse precision attack. You'd be hard-pressed to statistically justify using GWM's attack boost on a flame tongue greatsword, because the boost from the fire damage is really good and makes missing all the more painful. However, the boost to hit from precision does make it viable, so my nova action surge rounds were super painful and consistent for the most part.
Few fighters can match that type of burst.
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I've seen a lot of people say that Battlemaster is the best Fighter Subclass. The Fighters I've played are Champion, Eldritch Knight and Gunslinger, and I've enjoyed those greatly. Battlemaster never seemed that alluring, but the sheer amount of people on here that love it is making me consider trying one out. So if y'all have any build ideas, or general tips and tricks for Battlemaster, I'd love to hear them! Thanks!
“Basically, if you tell anyone, we’ll kill you. We’re pretty good at that sort of stuff”-Salros Viper, Whispers Bard, paid assassin
I think the reason people enjoy playing it ( it is the only subtype I've played, usually don't play fighters) is because it allows for flexibility and more depth than most other subtypes. You can have a bit of battlefield control, bit of support skills, greater offense and/or defense.
Build would depend on what you want the Battlemaster to do. Would be glad to help out if I havr a bit more info (tank/damage/supporty stuff)
I usually play as a tanky damage dealer, but i'm open to try new builds too
“Basically, if you tell anyone, we’ll kill you. We’re pretty good at that sort of stuff”-Salros Viper, Whispers Bard, paid assassin
https://www.dndbeyond.com/forums/class-forums/fighter/2896-how-to-build-a-smart-fighter
I enjoyed creating a Battlemaster (Tactician in my games since we use a Variant Fighter class instead) using this forum post as inspiration. It actually turned out quite well and allowed the scope of my Fighter to broaden considerably. I was able to provide great utility to my party inside and outside of combat initiatives without sacrificing too much DPR when it was time to lock blades. It added a lot of flavor to Role Playing scenarios, and since he was a Variant Human I was able to take a feat right away which provided a really good (an lucky) saving throw right away (I took Resilient (wisdom) for my first feat)
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Chief Innovationist, Acquisitions Inc. The Series 2
Successfully completed the Tomb of Horrors module (as part of playing Tomb of Annihilation) with no party deaths!
I was thinking maybe using an Aarakocra or a Variant Human with the Mobile Feat, and either using a halberd from above or shortswords or rapiers on the ground. Disarming Strike and Commanders Strike seem like good maneuvers to take, but I'm still open to any suggestions
“Basically, if you tell anyone, we’ll kill you. We’re pretty good at that sort of stuff”-Salros Viper, Whispers Bard, paid assassin
Battle Master is a very good, versatile subclass. It works with all types of weapon setups(unlike say the Cavalier which only reaches its potential if you're a Str-based melee attacker), and has a variety of maneuvers to suit the role you want to play in combat. You can give a companion an extra attack(great to use with your party's Rogue to let them get Sneak Attack twice in a round), there are defensive buffs, control maneuvers to either keep someone away or draw aggro to yourself, and there's the simplest maneuver which boosts your attack roll(NEVER underestimate this one, the simplest way to increase your damage output is to turn a miss into a hit). Plus, the Superiority Dice recharge on a Short Rest, so it's easier to manage them over the course of a day than a Cavalier's abilities or an EK's spells. And when you learn new maneuvers you can also swap one out in case you find that one of your choices hasn't been as useful as you thought it would be.
The maneuver that lets you trip ppl is a lot of fun, decent source of advantage for your many, many attacks.
If your ac is high enough the riposte one( one that lets you attack on a fauled attack roll vs you)can be nice as well.
Both of those Races are well suited for Battlemaster. I will say though that pre-planning this particular subclass, even with feats, can be a hindrance on its natural composite functionality. I found it best just to play the class out across levels and adjust accordingly. Of course feats like Mobile, Alert, Observant, and a few others which offer flat bonuses are just that, bonuses, and can be considered very early on. As far as the maneuvers go; Disarming Strike, Commander's Strike, Tripping Attack, and Maneuvering Attack are probably my most favorite, most frequently used, and will be my most highly suggested maneuvers to take.
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Watch DnD Shorts on youtube.
Chief Innovationist, Acquisitions Inc. The Series 2
Successfully completed the Tomb of Horrors module (as part of playing Tomb of Annihilation) with no party deaths!
Battle master gets called the best because of the Allure of extra damage dice (in a very limited quantity) and the impression that they get to do more, have more variety in their actions on the battlefield.
If you've played an EK. You've already had these things as well. AT least over a certain level. it will just be a bit different flavor of it because you'll be doing it from chosen maneuvers and it will be all physical instead of the magical element mixed in.
Personally while it is a good subclass(All of the fighter ones are in their own ways) I find Battle Master a bit over rated. And a bit of an easy trap to fall into because your letting only stats and abilities on a sheet dictate what you can do and when instead of actual understanding of the battlefield itself and ways you can get creative for their own unique results by using that battlefield to it's fullest. you may not necessarily get the damage die increase that battle masters have but your not really necessarily limited to "oh I hit the monster" like many tend to treat something like the Champion.
This is some really great stuff! Battlemaster always seemed really complex but this really helped break it down
“Basically, if you tell anyone, we’ll kill you. We’re pretty good at that sort of stuff”-Salros Viper, Whispers Bard, paid assassin
I know I'm coming in WAAAY late here, but I think that Battlemaster is not only the best Fighter subclass, but the best subclass in the whole game - period. Want to play a great ranged character - we've got maneuvers for that. Want to play a brutal up-close fighter - we've got maneuvers for that. Want to be more of a battlefield controller - we've got maneuvers for that. Want to just be able to cool shit like disarm an opponent - you guessed it, we've got maneuvers for that -- using die that increase in number and power as you increase in level, and replenish on a short rest...and most maneuvers don't require that you spend your die until you already know that you hit. And all of this is built on the chassis of the class that gets the most ASIs in the game for added flavor from Feats. I've played 3 or 4 different Battlemasters in D&D and all of them were vastly distinct from each other not just in personality, but in what they could do/achieve in combat. I can't think of a single other subclass which allows that level of customization...*maybe* a Sorcerer or a Warlock come close with Metamagic feats and Invocations, but those are functions of the class, not the subclass....and of course you could make a myriad of different Wizards by changing what spells you have in your spellbook, but again - this ties to the class not the subclass. In short, if you end up reading this or if some other person has a similar question and stumbles across this thread, Battlemaster is a fantastic option to go into at 3rd level, regardless of the kind of Fighter you want to play.
I dont get the allure. Superiority dice control how many times you can do a class feature. Level 9 you have 5. If your in some easy going campaign and can short rest after every fight, you can only do one of your cool tricks 5 times during that whole fight. Then your back to generic fighter with nothing but I hit you..you hit me.
Having played a battle master for an entire campaign, I feel this so strongly. In fact, my DM almost never did short rest, so it really wasn't in my favor.
I think it depends. Based on the first three levels a campaign does, you'll get a good feeling for how the DM likes to do their rests.
But, I did abuse precision attack. You'd be hard-pressed to statistically justify using GWM's attack boost on a flame tongue greatsword, because the boost from the fire damage is really good and makes missing all the more painful. However, the boost to hit from precision does make it viable, so my nova action surge rounds were super painful and consistent for the most part.
Few fighters can match that type of burst.