I've set a bit of a challenge for myself: To build a Fighter who fills the role of support. I have the majority of the build worked out, but I want your feedback.
Race: Gem Dragonborn (Sapphire) OR Metallic Dragonborn (Brass) OR Chromatic Dragonborn (Red)
The basic idea is that this character is a tactician. They can hold their own in a fight, but are more concerned with controlling the field and granting allies openings to strike. In a pinch, they can get someone back on their feet when they fall in battle. A battle plays out like a round of dragonchess in their eyes, a game they intend to win.
In other words, I'd be a mid-ground character. I'd use maneuvers such as Commander's Strike and Trip Attack to help my party members attack, and others like Maneuvering Attack, Rally, or Bait and Switch to buff or defend them. When an ally goes down, I can use my Healer's Kit to heal them.
My main conundrums are as follows. 1. Do I go STR or DEX? DEX is generally a better score, but STR would grant me grappling and allow me to use chainmail armor. 2. Should I invest in Charisma and take Inspiring Leader to give Temporary HP during a short rest? 3. I'm a Dragonborn, but I'm divided on which type. Gem gives me telepathy and flight, Metallics have a handy second breath weapon for battlefield control, and being a Chromatic would allow the party wizard to go all out with Fireball for a minute without harming me.
NOTE: I'm ok with multiclassing, but in the end, this is a fighter. I'd like to stay true to the original challenge and find a way to play a fighter as a support class. And yes, I know that Purple Dragon Knights (Bannerets) are a thing. But I like the Battlemaster too much to stray away from it. AND yes, I know this is NOT an optimized build. A Cleric will always beat out a Fighter for a support role any day. This is supposed to be functional, not min-maxed.
1 I would go with strength because using chainmail armor would keep the character alive longer, due to higher armor class. You can't support someone if you're unconscious. Also, grappling could be fun to allow the other characters to get better hits. If you're going with Fizban's for ability score modifiers, then it doesn't matter as much, but if you're going with PH, then definitely strength for that +2. Also, with shield master, having a higher strength so that your shove works better is definately a good idea.
2 Not sure. It depends on your vision of the character. The max your charisma would be at first level is 15, which is not bad, so it could work. I definitely wouldn't do it into at first level. I would also probably spend an ASI buffing your strength score first, since a strength of 20 would be great, especially for grappling, shoving, pulling your party members up a vertical shaft in a makeshift harness (totally happened with my dragonborn), etc.
3 They are all pretty good, but I think Chromatic is the best. It helps protect you from the fire AoEs of your allies and enemies, and the wizard would love to be able to cast Fireball more often without taking the Evocation subclass.
1 I would go with strength because using chainmail armor would keep the character alive longer, due to higher armor class. You can't support someone if you're unconscious. Also, grappling could be fun to allow the other characters to get better hits. If you're going with Fizban's for ability score modifiers, then it doesn't matter as much, but if you're going with PH, then definitely strength for that +2. Also, with shield master, having a higher strength so that your shove works better is definately a good idea.
2 Not sure. It depends on your vision of the character. The max your charisma would be at first level is 15, which is not bad, so it could work. I definitely wouldn't do it into at first level. I would also probably spend an ASI buffing your strength score first, since a strength of 20 would be great, especially for grappling, shoving, pulling your party members up a vertical shaft in a makeshift harness (totally happened with my dragonborn), etc.
3 They are all pretty good, but I think Chromatic is the best. It helps protect you from the fire AoEs of your allies and enemies, and the wizard would love to be able to cast Fireball more often without taking the Evocation subclass.
Max charisma would be 16 with a 14 strength and 15 charisma for a 16/16 strength/Charisma. This is generally going to be better than a 15/14 leading to a 17/15 at lower levels as it gives you an extra +1 to charisma without reducing the strength mod. It also reduces the need for splitting ASIs down the road. Where none of the planned feats giving stat bonuses, you'd be sitting at 17/15 until level 12 and having the 16/16 will benefit inspiring leader. The exception to a 17 being better than a 16 is typically custom lineage plus a half feat to get an 18 main stat with possible exceptions for planned half feats early to prevent having to drop into the odd stat later when it's typically more critical to get the mod boost.
If boosting your scores with ASIs, going with a +2/+2 strength (at 4 and 6) is identical to a (+1 strength/+1 charisma)/+2 strength ASI boost between levels 4-8 and superior to flipping the split ASI after the +2 from 4-6 in addition to being superior 1-4)
You could go dex and be ranged. Most BM maneuvers work with any weapon attack. Not all, but most. Then you can hang back, or get some elevation. And shout orders from the back, while using your arrows to move enemies where you want them. Also, the chef feat would help you heal people on a short rest, and carry around treats of temp hp on a long rest.
Max charisma would be 16 with a 14 strength and 15 charisma for a 16/16 strength/Charisma. This is generally going to be better than a 15/14 leading to a 17/15 at lower levels
He had 16 for his maximum stat. Wouldn't that be a 16/17 over a 16/14 for an 18/14?
Other fighter options that could be fun would be the Eldritch Knight or dare I say the PDK
The EK is nice because alot of your spells will be from the abjuration school already. Combo that with a few buff spells from other schools of magic every few levels and you are set. You can also take cantrips like Shocking Grasp or Ray of Frost to better control enemy movement or Mind Sliver to help soften up an enemy for your casters (and after 7th level still be able to make a weapon attack).
The PDK seems like it was built to be a sort of rallying/supporting fighter, passing out buffs to allies as they use their own abilities. But of course, several of those abilities are used so infrequently that you wouldnt really feel like an active support.
I still think your suggestion of Battlemaster is the best option, but I wanted to put in my two cents on the other possible options. I wonder what sort of weapons would work best for a support fighter?? I imagine carrying around a few nets would be helpful.
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You could go dex and be ranged. Most BM maneuvers work with any weapon attack. Not all, but most. Then you can hang back, or get some elevation. And shout orders from the back, while using your arrows to move enemies where you want them. Also, the chef feat would help you heal people on a short rest, and carry around treats of temp hp on a long rest.
I like the idea of the chef feat in lieu of the Inspiring leader feat, though it could be used in conjunction with Inspiring Leader if your party is sufficiently large. Being able to concentrate on your attack stat and constitution helps with the tanking aspect of support while the feat helps with healing. It is weaker in that it triggers off your proficiency bonus for the number of creatures affected and the temp HP bonus, as opposed to a straight 6 creatures who can hear and understand you and your character level + your charisma modifier.
Having Rally, Inspiring Leader, and Chef is a lot of methods of giving temp HPs, though, and temp HPs don't stack. As such, consider what other sources of temp HPs your party members may have access to and whether they may prefer the other source (ie. Someone who uses Armor of Agathys.
Max charisma would be 16 with a 14 strength and 15 charisma for a 16/16 strength/Charisma. This is generally going to be better than a 15/14 leading to a 17/15 at lower levels
He had 16 for his maximum stat. Wouldn't that be a 16/17 over a 16/14 for an 18/14?
I was assuming standard array and forgot that you had point buy. However, point buy still runs on the same constraints that standard array uses. It looks like you went with a 15, 14, 14 (upgrading the 13 with the 2 points that you sold from the 10), 12, 8, 8. That still puts it in line for an 18/14 top to stats with a custom lineage with a half feat increasing the same stat as the +2 (perhaps constitution with the +1 from chef feat). It could also do a 17/15 or 16/16 top two stat depending on whether you paired the +2 with the 15 or the 16. You chose to apply it to the 12 instead and put the +1 to the 15, although I suppose with the +1/+1/+1 method you could have a 15, 14, 13, 13, 9,8 that becomes a 16, 14, 14, 14, 9,8 which would be theoretically superior to your stat line, but wouldn't be any different mechanically unless you somehow got a +1 to make the 9 stat a 10 (perhaps a split ASI to help offset the +1 from chef pushing one of your higher stats to an odd without having to have OCD anxiety from having an odd ability score or finding a second half feat that you may not actually want).
An alternative would be to play as an Eldritch Knight and take spells like Protection from Evil and Good that can be used to buff up party members, or warding wind to control the field.
Sentinel is the most important feat. You'll want to go for heavy armour and tank at the front to control the battlefield, locking down enemy movement.
I've set a bit of a challenge for myself: To build a Fighter who fills the role of support. I have the majority of the build worked out, but I want your feedback.
Race: Gem Dragonborn (Sapphire) OR Metallic Dragonborn (Brass) OR Chromatic Dragonborn (Red)
Class: Fighter (Battlemaster)
Point Buy Stats: 16, 8, 14, 14, 14, 8 (Using Fizban's ability score improvements.)
Maneuvers: Commander's Strike, Maneuvering Attack, Rally; Bait and Switch, Trip Attack; Tactical Assessment, Commanding Presence;
Feats: Healer, Shield Master, Inspiring Leader(?)
The basic idea is that this character is a tactician. They can hold their own in a fight, but are more concerned with controlling the field and granting allies openings to strike. In a pinch, they can get someone back on their feet when they fall in battle. A battle plays out like a round of dragonchess in their eyes, a game they intend to win.
In other words, I'd be a mid-ground character. I'd use maneuvers such as Commander's Strike and Trip Attack to help my party members attack, and others like Maneuvering Attack, Rally, or Bait and Switch to buff or defend them. When an ally goes down, I can use my Healer's Kit to heal them.
My main conundrums are as follows. 1. Do I go STR or DEX? DEX is generally a better score, but STR would grant me grappling and allow me to use chainmail armor. 2. Should I invest in Charisma and take Inspiring Leader to give Temporary HP during a short rest? 3. I'm a Dragonborn, but I'm divided on which type. Gem gives me telepathy and flight, Metallics have a handy second breath weapon for battlefield control, and being a Chromatic would allow the party wizard to go all out with Fireball for a minute without harming me.
NOTE: I'm ok with multiclassing, but in the end, this is a fighter. I'd like to stay true to the original challenge and find a way to play a fighter as a support class. And yes, I know that Purple Dragon Knights (Bannerets) are a thing. But I like the Battlemaster too much to stray away from it. AND yes, I know this is NOT an optimized build. A Cleric will always beat out a Fighter for a support role any day. This is supposed to be functional, not min-maxed.
1 I would go with strength because using chainmail armor would keep the character alive longer, due to higher armor class. You can't support someone if you're unconscious. Also, grappling could be fun to allow the other characters to get better hits. If you're going with Fizban's for ability score modifiers, then it doesn't matter as much, but if you're going with PH, then definitely strength for that +2. Also, with shield master, having a higher strength so that your shove works better is definately a good idea.
2 Not sure. It depends on your vision of the character. The max your charisma would be at first level is 15, which is not bad, so it could work. I definitely wouldn't do it into at first level. I would also probably spend an ASI buffing your strength score first, since a strength of 20 would be great, especially for grappling, shoving, pulling your party members up a vertical shaft in a makeshift harness (totally happened with my dragonborn), etc.
3 They are all pretty good, but I think Chromatic is the best. It helps protect you from the fire AoEs of your allies and enemies, and the wizard would love to be able to cast Fireball more often without taking the Evocation subclass.
Only spilt the party if you see something shiny.
Ariendela Sneakerson, Half-elf Rogue (8); Harmony Wolfsbane, Tiefling Bard (10); Agnomally, Gnomish Sorcerer (3); Breeze, Tabaxi Monk (8); Grace, Dragonborn Barbarian (7); DM, Homebrew- The Sequestered Lands/Underwater Explorers; Candlekeep
Max charisma would be 16 with a 14 strength and 15 charisma for a 16/16 strength/Charisma. This is generally going to be better than a 15/14 leading to a 17/15 at lower levels as it gives you an extra +1 to charisma without reducing the strength mod. It also reduces the need for splitting ASIs down the road. Where none of the planned feats giving stat bonuses, you'd be sitting at 17/15 until level 12 and having the 16/16 will benefit inspiring leader. The exception to a 17 being better than a 16 is typically custom lineage plus a half feat to get an 18 main stat with possible exceptions for planned half feats early to prevent having to drop into the odd stat later when it's typically more critical to get the mod boost.
If boosting your scores with ASIs, going with a +2/+2 strength (at 4 and 6) is identical to a (+1 strength/+1 charisma)/+2 strength ASI boost between levels 4-8 and superior to flipping the split ASI after the +2 from 4-6 in addition to being superior 1-4)
You could go dex and be ranged. Most BM maneuvers work with any weapon attack. Not all, but most. Then you can hang back, or get some elevation. And shout orders from the back, while using your arrows to move enemies where you want them.
Also, the chef feat would help you heal people on a short rest, and carry around treats of temp hp on a long rest.
He had 16 for his maximum stat. Wouldn't that be a 16/17 over a 16/14 for an 18/14?
Only spilt the party if you see something shiny.
Ariendela Sneakerson, Half-elf Rogue (8); Harmony Wolfsbane, Tiefling Bard (10); Agnomally, Gnomish Sorcerer (3); Breeze, Tabaxi Monk (8); Grace, Dragonborn Barbarian (7); DM, Homebrew- The Sequestered Lands/Underwater Explorers; Candlekeep
Looks like a great framework!
Other fighter options that could be fun would be the Eldritch Knight or dare I say the PDK
The EK is nice because alot of your spells will be from the abjuration school already. Combo that with a few buff spells from other schools of magic every few levels and you are set. You can also take cantrips like Shocking Grasp or Ray of Frost to better control enemy movement or Mind Sliver to help soften up an enemy for your casters (and after 7th level still be able to make a weapon attack).
The PDK seems like it was built to be a sort of rallying/supporting fighter, passing out buffs to allies as they use their own abilities. But of course, several of those abilities are used so infrequently that you wouldnt really feel like an active support.
I still think your suggestion of Battlemaster is the best option, but I wanted to put in my two cents on the other possible options. I wonder what sort of weapons would work best for a support fighter?? I imagine carrying around a few nets would be helpful.
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
I like the idea of the chef feat in lieu of the Inspiring leader feat, though it could be used in conjunction with Inspiring Leader if your party is sufficiently large. Being able to concentrate on your attack stat and constitution helps with the tanking aspect of support while the feat helps with healing. It is weaker in that it triggers off your proficiency bonus for the number of creatures affected and the temp HP bonus, as opposed to a straight 6 creatures who can hear and understand you and your character level + your charisma modifier.
Having Rally, Inspiring Leader, and Chef is a lot of methods of giving temp HPs, though, and temp HPs don't stack. As such, consider what other sources of temp HPs your party members may have access to and whether they may prefer the other source (ie. Someone who uses Armor of Agathys.
I was assuming standard array and forgot that you had point buy. However, point buy still runs on the same constraints that standard array uses. It looks like you went with a 15, 14, 14 (upgrading the 13 with the 2 points that you sold from the 10), 12, 8, 8. That still puts it in line for an 18/14 top to stats with a custom lineage with a half feat increasing the same stat as the +2 (perhaps constitution with the +1 from chef feat). It could also do a 17/15 or 16/16 top two stat depending on whether you paired the +2 with the 15 or the 16. You chose to apply it to the 12 instead and put the +1 to the 15, although I suppose with the +1/+1/+1 method you could have a 15, 14, 13, 13, 9,8 that becomes a 16, 14, 14, 14, 9,8 which would be theoretically superior to your stat line, but wouldn't be any different mechanically unless you somehow got a +1 to make the 9 stat a 10 (perhaps a split ASI to help offset the +1 from chef pushing one of your higher stats to an odd without having to have OCD anxiety from having an odd ability score or finding a second half feat that you may not actually want).
An alternative would be to play as an Eldritch Knight and take spells like Protection from Evil and Good that can be used to buff up party members, or warding wind to control the field.
Sentinel is the most important feat. You'll want to go for heavy armour and tank at the front to control the battlefield, locking down enemy movement.