I am playing a Battle Master Fighter. I dual wield with the Fighting Style and Feat. We have just leveled to 5. Recently I was in a position during combat with no good attack options as the only ranged attacks I have are a handaxe and a spear. With this level up should I:
A. Stick with Fighter and get essentially three melee attacks per turn.
B. Dip a level in Sorcerer to get some ranged cantrips and a +1 to my AC with Draconic Resilience.
Probably don't need to mention it but keep in mind if I stay with Fighter *next level up I get an ASI or Feat. But how long that may be I can't say.
I think Extra Attack is going to be a lot more useful than anything you get from a level in Sorcerer at this point.
Most classes have something (even if it's just access to third-level spells) at level 5 that makes it a better idea to stick it out that far than multiclass at all before that.
Would simply getting a Heavy Crossbow, Long Bow or even a magic item that allows some kind of range attack be enough in most cases? If you want to fundamentally change your playstyle by class dipping, that could be a thing too.
Would simply getting a Heavy Crossbow, Long Bow or even a magic item that allows some kind of range attack be enough in most cases? If you want to fundamentally change your playstyle by class dipping, that could be a thing too.
One might also consider trying to get ahold of a magic thrown weapon that automatically returns to the wielder to allow making multiple Strength-based ranged attacks in a turn.
Yeah, getting a bow seems like a lot more useful than multiclassing into sorcerer. With the extra attack you get, you're likely to do more damage with the bow than you will with a cantrip.
Now, if you want to dip into casting because it seems like fun, go for it, but it's not going to improve your combat effectiveness.
A. Stick with Fighter and get essentially three melee attacks per turn.
FYI, a Dual Wielding 5th level fighter should be getting four melee attacks per turn, not three, unless for some reason you're not using a Nick weapon
Rollback Post to RevisionRollBack
Active characters:
Edoumiaond Willegume "Eddie" Podslee, Vegetanian scholar (College of Spirits bard) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Peter "the Pied Piper" Hausler, human con artist/remover of vermin (Circle of the Shepherd druid) PIPA - Planar Interception/Protection Aeormaton, warforged bodyguard and ex-wizard hunter (Warrior of the Elements monk/Cartographer artificer) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Keep in mind that unless for some reason you built your character so your CHA is as high as your STR/DEX, you'll be taking something like a 5-15% hit to accuracy with Sorcerer cantrips, and the attack itself will be all or nothing rather than several rolls per turn, leaving you with a decent chance of just whiffing on the attack roll. Definitely agree that your best bet is just having a bow to use for ranged encounters rather than trying to dip for magic.
One other thing to keep in mind- there's always going to be the odd encounter where some confluence of circumstances leaves your character feeling marginalized. Maybe it was ranged while you're a melee guy, maybe turn order meant you couldn't find a good position or you got whammied by an incapacitating effect and couldn't break it for a few rounds, or maybe the dice were really out to get you and managed to down you early on. It happens, and it's best to just let it ride rather than trying to significantly retool your build around it. Now, if it happens several times, then you might want to have a quick discussion with your DM; sometimes they miss a trend in their encounter designs until it's pointed out. But sounds like this was more a one-off for you, so best to avoid investing anything with the value and permanence of a character level trying to retool around it.
What are your str, dex and cha?, are you playing 5e or 5.5?
Duel wielders are usually dex based but hand axe and spear are not finesse making me think you might be strength based
Getting a +1 AC thorugh draconic resiliance with a one level dip only applies if you are a dex based fighter in studded leather playing 5e but you might have misunderstood something.
So my thoughts:
If you are dex based you really should have a longbow, you get two attacks per turn, will be more likely to hit than using a cantrip and doing more damage. If you are playing 5.5e it also slows them down
If you are strength based and playing 5.5e tridents are great for topple against flying enemies.
It is in the interests of the spellcasters that you get into melee so they are less likely to get hit, and it doesn't matter who in the party does the damage you want just be effective as a team so ask them to consider the following:
Longstrider is a cheap method on increasing your speed enabling you to sometimes get into melee when you would not have been able to otherwise
Haste is a bigger commitment but doubles your speed and gives you an extra (limited) action. If you dash with that action you can move 4 times your normal speed and still have your (main) action and bonus action to attack.
Fly would enable you to engage with flying enemies in the air, you you could ask your DM about the possibilities of getting a magic item that allows flying.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
ISO knowledgeable opinions for me to weigh.
I am playing a Battle Master Fighter. I dual wield with the Fighting Style and Feat. We have just leveled to 5. Recently I was in a position during combat with no good attack options as the only ranged attacks I have are a handaxe and a spear. With this level up should I:
A. Stick with Fighter and get essentially three melee attacks per turn.
B. Dip a level in Sorcerer to get some ranged cantrips and a +1 to my AC with Draconic Resilience.
Probably don't need to mention it but keep in mind if I stay with Fighter *next level up I get an ASI or Feat. But how long that may be I can't say.
Thank you for any insights.
I think Extra Attack is going to be a lot more useful than anything you get from a level in Sorcerer at this point.
Most classes have something (even if it's just access to third-level spells) at level 5 that makes it a better idea to stick it out that far than multiclass at all before that.
pronouns: he/she/they
Would simply getting a Heavy Crossbow, Long Bow or even a magic item that allows some kind of range attack be enough in most cases? If you want to fundamentally change your playstyle by class dipping, that could be a thing too.
One might also consider trying to get ahold of a magic thrown weapon that automatically returns to the wielder to allow making multiple Strength-based ranged attacks in a turn.
pronouns: he/she/they
Yeah, getting a bow seems like a lot more useful than multiclassing into sorcerer. With the extra attack you get, you're likely to do more damage with the bow than you will with a cantrip.
Now, if you want to dip into casting because it seems like fun, go for it, but it's not going to improve your combat effectiveness.
FYI, a Dual Wielding 5th level fighter should be getting four melee attacks per turn, not three, unless for some reason you're not using a Nick weapon
Active characters:
Edoumiaond Willegume "Eddie" Podslee, Vegetanian scholar (College of Spirits bard)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Peter "the Pied Piper" Hausler, human con artist/remover of vermin (Circle of the Shepherd druid)
PIPA - Planar Interception/Protection Aeormaton, warforged bodyguard and ex-wizard hunter (Warrior of the Elements monk/Cartographer artificer)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Keep in mind that unless for some reason you built your character so your CHA is as high as your STR/DEX, you'll be taking something like a 5-15% hit to accuracy with Sorcerer cantrips, and the attack itself will be all or nothing rather than several rolls per turn, leaving you with a decent chance of just whiffing on the attack roll. Definitely agree that your best bet is just having a bow to use for ranged encounters rather than trying to dip for magic.
One other thing to keep in mind- there's always going to be the odd encounter where some confluence of circumstances leaves your character feeling marginalized. Maybe it was ranged while you're a melee guy, maybe turn order meant you couldn't find a good position or you got whammied by an incapacitating effect and couldn't break it for a few rounds, or maybe the dice were really out to get you and managed to down you early on. It happens, and it's best to just let it ride rather than trying to significantly retool your build around it. Now, if it happens several times, then you might want to have a quick discussion with your DM; sometimes they miss a trend in their encounter designs until it's pointed out. But sounds like this was more a one-off for you, so best to avoid investing anything with the value and permanence of a character level trying to retool around it.
Stay Fighter and switch from spear to trident. Prone makes a flying creature fall unless they can hover.
What are your str, dex and cha?, are you playing 5e or 5.5?
So my thoughts: