Leave it to "Tasha's Cauldron" to give a fresh injection into a class that may have started to get stale...at least, to some.
The "Fighter" class has always been one of the more martially-creative classes in D&D...the ability to customize your Fighter with whatever weapon, armor or fighting style they desire meant that you could design a warrior suited to pretty much any role.
The Battlemaster Fighter represented the apex of this sentiment...giving you an added layer of versatility with your "Maneuvers".
"Tasha's Cauldron" not only added new Battlemaster Maneuvers; it also added new "Fighting Styles", AND the ability to use your ASI's to potentially gain another style to compliment your character build.
With these enhancements, our Battlemasters can now fulfill an astounding amount of roles on the battlefield..."Tasha's Cauldron" even gives a few suggestions.
Personally, I like the idea of a "Bodyguard" Battlemaster...take the "Interception" Fighting Style, grab the "Bait and Switch", "Maneuvering Attack", "Goading Attack" to reposition and protect your allies from harm...maybe "Grapple Attack", 'Pushing Attack", "Trip Attack" or "Disarming Attack" to batter or debilitate threats...and you have a character who is solely committed to keeping that one party member alive.
Bonus points if your Fighter has the "City Guard / Investigator" background, and is a pseudo-Secret Service agent..."PROTECT THE WIZARD!"
Alternatively, I like the idea of a roguish, dagger-throwing character...take the "Throwing Weapon" Fighting Style, grab the "Precision Attack", "Disarming Attack" and "Quick Toss" maneuvers...maybe sprinkle in the "Ambush" maneuver for added Stealth, or "Brace" for when they get too close and you wanna stab them in the eye...and you got a tricky little fighter who'll make pincushions out of targets.
What are some of the Battlemaster Fighters you all plan on making with the new "Tasha's Cauldron" features?
What are their backstories, races, concepts?
What weapons, Fighting Styles, and Maneuvers do you plan on using?
I've been tinkering with a "Keshig / Mongol" style character - though ditching the mounted element as in my personal experience mounted combat situations are few and far between.
Multiclass Battlemaster Fighter (5) / Scout Rogue (3) (earliest the build comes into its own, from my POV)
DEX / CON priority, WIS secondary (thematic reasons)
Trip Attack / Riposte / Precision Attack (precision offsets the MAD nature in which I build characters)
The Rogue element offers a bit of a padding to the lower overall damage of the weapon selections with Sneak Attack and slower Extra Attack ramp due to multiclassing. Should be able to self-trigger the sneak attack advantage with Trip Attack (scimitar) or Steady Aim (longbow). Skirmisher overall was chosen for more thematic than gameplay reasons - it's not the strongest Rogue subclass I think.
I've been tinkering with a "Keshig / Mongol" style character - though ditching the mounted element as in my personal experience mounted combat situations are few and far between.
Multiclass Battlemaster Fighter (5) / Scout Rogue (3) (earliest the build comes into its own, from my POV)
DEX / CON priority, WIS secondary (thematic reasons)
Trip Attack / Riposte / Precision Attack (precision offsets the MAD nature in which I build characters)
The Rogue element offers a bit of a padding to the lower overall damage of the weapon selections with Sneak Attack and slower Extra Attack ramp due to multiclassing. Should be able to self-trigger the sneak attack advantage with Trip Attack (scimitar) or Steady Aim (longbow). Skirmisher overall was chosen for more thematic than gameplay reasons - it's not the strongest Rogue subclass I think.
I love that concept from history...the Mongol fighting styles really suit this sort of build.
Awesome execution of the mongol build! Scout 3 does so much to establish the character's identity and from there you can lean on the proven power of the battlemaster. I love builds that manage to weave concept and mechanics so fluidly.
I've been tooling around with a different kind of thrower build, as the Dart qualifies for archery fighting style + sharphooter, which is very powerful when combined with a steady source of bonus action attacks (quick shot). Taking two levels of Artificer for the returning infusion solves all of the issues around packing enough magic weapons to get around resistance. Plus it turns the build into Yondu. This was a suggestion made to me in my own thread I have about battlemaster throwers. I've been obsessed with it ever since, mostly playing around with character concepts that reskin the dart to fit a different theme.
I like the idea of pairing a melee weapon thrower with the new Crusher or Slasher feats. Messing with enemy movement looks strong when combined with trip/push/goad, especially when done at range.
Lastly, I'm quite fond of the scholarly tactician. Ambush, Bait and Switch, Commander's Strike, Commanding Presence, Maneuvering Attack, and Tactical Assessment. Take Superior Technique and Martial Adept to maximize the number of superiority die and maneuver options. Choose a background that helps pick up intelligence and charisma skills. Roleplay your ass off. Seems like a super refreshing way to play a fighter.
Awesome execution of the mongol build! Scout 3 does so much to establish the character's identity and from there you can lean on the proven power of the battlemaster. I love builds that manage to weave concept and mechanics so fluidly.
I've been tooling around with a different kind of thrower build, as the Dart qualifies for archery fighting style + sharphooter, which is very powerful when combined with a steady source of bonus action attacks (quick shot). Taking two levels of Artificer for the returning infusion solves all of the issues around packing enough magic weapons to get around resistance. Plus it turns the build into Yondu. This was a suggestion made to me in my own thread I have about battlemaster throwers. I've been obsessed with it ever since, mostly playing around with character concepts that reskin the dart to fit a different theme.
I like the idea of pairing a melee weapon thrower with the new Crusher or Slasher feats. Messing with enemy movement looks strong when combined with trip/push/goad, especially when done at range.
Lastly, I'm quite fond of the scholarly tactician. Ambush, Bait and Switch, Commander's Strike, Commanding Presence, Maneuvering Attack, and Tactical Assessment. Take Superior Technique and Martial Adept to maximize the number of superiority die and maneuver options. Choose a background that helps pick up intelligence and charisma skills. Roleplay your ass off. Seems like a super refreshing way to play a fighter.
I myself am excited to try a dagger-tossing build, as well...something with the “Spy” background.
A “scholarly tactician” character sounds like a really fun support build...I may even multiclass with Bard or Rogue for such a build.
”College of Swords” Bard to stack weapon Flourishes with Maneuvers.
”Mastermind” Rogue for the free “Help” bonus action at a range...this guy will be an unpredictable support MASTER.
I'm just so excited that throwing weapons is a supported style now. You could barely make it work just because of weapon interaction rules before Tasha's, not to mention its questionable viability numbers wise. If you're trying to build the spy theme into such a character then I could not recommend artificer enough. Take it to three and pick up the armorer subclass for infiltrator armor.
As for the tactician, I'm all about the Mastermind Rogue multiclass. What a sweet build that would be. I'd probably go rogue 1 to get skills and expertise and then pick up fighter 5 for extra attack and maneuvers. End it by picking up mastermind. Yeah, I'm all about it.
I'm also really fond of keeping it single classed though. Making such a support heavy build out of pure fighter is very interesting to me.
I'm just so excited that throwing weapons is a supported style now. You could barely make it work just because of weapon interaction rules before Tasha's, not to mention its questionable viability numbers wise. If you're trying to build the spy theme into such a character then I could not recommend artificer enough. Take it to three and pick up the armorer subclass for infiltrator armor.
As for the tactician, I'm all about the Mastermind Rogue multiclass. What a sweet build that would be. I'd probably go rogue 1 to get skills and expertise and then pick up fighter 5 for extra attack and maneuvers. End it by picking up mastermind. Yeah, I'm all about it.
I'm also really fond of keeping it single classed though. Making such a support heavy build out of pure fighter is very interesting to me.
These new maneuvers really make a single-classed Battlemaster Fighter a viable support class.
I mean, they had that capability with certain maneuvers already...Goading Attack, Tripping Attack, Maneuvering Attack, etc...
But with Bait and Switch, and others like that...it really takes it to a point where you really can’t plan what this Battlemaster is going to do next. : )
Yeah the old support battlemaster was mostly supporting through attacks with rider effects. Now you can build a breed of support fighter with a very different approach and I love it. Picking up skill expert with the new Custom Lineage race leaves you with an 18 in your attacking stat at level one while also building the skill base very close to a rogue.
Maneuvers Known (7 Superiority Dice): Ambush, Bait and Switch, Commanding Presence, Commander's Strike, Maneuvering Attack, Rally, and Tactical Assessment
Certainly one could take stronger maneuvers than some of the choices, or choose different ones that still fit the tactician theme. I like this list because it's a support kit that avoids the more obvious attack + control maneuvers. The beauty of this build to me is that it manages to get a 20 attacking stat and extra attack in a very timely manner while making support oriented choices.
Leave it to "Tasha's Cauldron" to give a fresh injection into a class that may have started to get stale...at least, to some.
The "Fighter" class has always been one of the more martially-creative classes in D&D...the ability to customize your Fighter with whatever weapon, armor or fighting style they desire meant that you could design a warrior suited to pretty much any role.
The Battlemaster Fighter represented the apex of this sentiment...giving you an added layer of versatility with your "Maneuvers".
"Tasha's Cauldron" not only added new Battlemaster Maneuvers; it also added new "Fighting Styles", AND the ability to use your ASI's to potentially gain another style to compliment your character build.
With these enhancements, our Battlemasters can now fulfill an astounding amount of roles on the battlefield..."Tasha's Cauldron" even gives a few suggestions.
Personally, I like the idea of a "Bodyguard" Battlemaster...take the "Interception" Fighting Style, grab the "Bait and Switch", "Maneuvering Attack", "Goading Attack" to reposition and protect your allies from harm...maybe "Grapple Attack", 'Pushing Attack", "Trip Attack" or "Disarming Attack" to batter or debilitate threats...and you have a character who is solely committed to keeping that one party member alive.
Bonus points if your Fighter has the "City Guard / Investigator" background, and is a pseudo-Secret Service agent..."PROTECT THE WIZARD!"
Alternatively, I like the idea of a roguish, dagger-throwing character...take the "Throwing Weapon" Fighting Style, grab the "Precision Attack", "Disarming Attack" and "Quick Toss" maneuvers...maybe sprinkle in the "Ambush" maneuver for added Stealth, or "Brace" for when they get too close and you wanna stab them in the eye...and you got a tricky little fighter who'll make pincushions out of targets.
What are some of the Battlemaster Fighters you all plan on making with the new "Tasha's Cauldron" features?
What are their backstories, races, concepts?
What weapons, Fighting Styles, and Maneuvers do you plan on using?
Share below!
I've been tinkering with a "Keshig / Mongol" style character - though ditching the mounted element as in my personal experience mounted combat situations are few and far between.
The Rogue element offers a bit of a padding to the lower overall damage of the weapon selections with Sneak Attack and slower Extra Attack ramp due to multiclassing. Should be able to self-trigger the sneak attack advantage with Trip Attack (scimitar) or Steady Aim (longbow). Skirmisher overall was chosen for more thematic than gameplay reasons - it's not the strongest Rogue subclass I think.
I love that concept from history...the Mongol fighting styles really suit this sort of build.
Awesome execution of the mongol build! Scout 3 does so much to establish the character's identity and from there you can lean on the proven power of the battlemaster. I love builds that manage to weave concept and mechanics so fluidly.
I've been tooling around with a different kind of thrower build, as the Dart qualifies for archery fighting style + sharphooter, which is very powerful when combined with a steady source of bonus action attacks (quick shot). Taking two levels of Artificer for the returning infusion solves all of the issues around packing enough magic weapons to get around resistance. Plus it turns the build into Yondu. This was a suggestion made to me in my own thread I have about battlemaster throwers. I've been obsessed with it ever since, mostly playing around with character concepts that reskin the dart to fit a different theme.
I like the idea of pairing a melee weapon thrower with the new Crusher or Slasher feats. Messing with enemy movement looks strong when combined with trip/push/goad, especially when done at range.
Lastly, I'm quite fond of the scholarly tactician. Ambush, Bait and Switch, Commander's Strike, Commanding Presence, Maneuvering Attack, and Tactical Assessment. Take Superior Technique and Martial Adept to maximize the number of superiority die and maneuver options. Choose a background that helps pick up intelligence and charisma skills. Roleplay your ass off. Seems like a super refreshing way to play a fighter.
I myself am excited to try a dagger-tossing build, as well...something with the “Spy” background.
A “scholarly tactician” character sounds like a really fun support build...I may even multiclass with Bard or Rogue for such a build.
”College of Swords” Bard to stack weapon Flourishes with Maneuvers.
”Mastermind” Rogue for the free “Help” bonus action at a range...this guy will be an unpredictable support MASTER.
I'm just so excited that throwing weapons is a supported style now. You could barely make it work just because of weapon interaction rules before Tasha's, not to mention its questionable viability numbers wise. If you're trying to build the spy theme into such a character then I could not recommend artificer enough. Take it to three and pick up the armorer subclass for infiltrator armor.
As for the tactician, I'm all about the Mastermind Rogue multiclass. What a sweet build that would be. I'd probably go rogue 1 to get skills and expertise and then pick up fighter 5 for extra attack and maneuvers. End it by picking up mastermind. Yeah, I'm all about it.
I'm also really fond of keeping it single classed though. Making such a support heavy build out of pure fighter is very interesting to me.
These new maneuvers really make a single-classed Battlemaster Fighter a viable support class.
I mean, they had that capability with certain maneuvers already...Goading Attack, Tripping Attack, Maneuvering Attack, etc...
But with Bait and Switch, and others like that...it really takes it to a point where you really can’t plan what this Battlemaster is going to do next. : )
Yeah the old support battlemaster was mostly supporting through attacks with rider effects. Now you can build a breed of support fighter with a very different approach and I love it. Picking up skill expert with the new Custom Lineage race leaves you with an 18 in your attacking stat at level one while also building the skill base very close to a rogue.
Here's a little sketch:
Race: Custom Lineage
1. Fighter 1. Fighting Style: Superior Technique, Skill Expert [+1 str] (expertise: persuasion)
2. Fighter 2.
3. Fighter 3. Battlemaster
4. Fighter 4. Martial Adept
5. Fighter 5.
6. Fighter 6. ASI [+2 str]
Maneuvers Known (7 Superiority Dice): Ambush, Bait and Switch, Commanding Presence, Commander's Strike, Maneuvering Attack, Rally, and Tactical Assessment
Certainly one could take stronger maneuvers than some of the choices, or choose different ones that still fit the tactician theme. I like this list because it's a support kit that avoids the more obvious attack + control maneuvers. The beauty of this build to me is that it manages to get a 20 attacking stat and extra attack in a very timely manner while making support oriented choices.