![]() ![]() ![]() With a wide selection of Maneuvers, we’re able to contribute more than just damage in many scenarios. While the net tossing shenanigans are the star attraction of the Bug Game Hunter, don’t think this is some one-trick pony. This relatively easy and cheap source of the Restrained condition benefits the whole party in a manner similar to a shoving grappler, granting Advantage to all attacks (instead of just Melee) as well as imposing Disadvantage on the target’s Dexterity saves. Taking advantage of the Quick toss Maneuver, we can bypass the special limitation on nets that normally interfere with the extra attack feature. The example build below, Bug Game Hunter, is our take on using Battle Master to bring a little support and control to the table without sacrificing the kind of damage Fighters are known for. While we always feature an example build in these handbooks, we also see the opportunity to give example packages of full choices, as a single-classed Battle Master will choose just nine of the twenty-three available Maneuvers (not counting feats, fighting style, etc.). With our help, you’ll be able to avoid the few poor options and assemble the Fighter you want to be. The customizability of the Battle Master’s Maneuver choices gives almost as much choice as some spellcasters, so we’ll be going over and rating the available Maneuvers further down on this page. If you want to use cool martial abilities with better names than “Swing my Sword”, then maybe the Battle Master is for you. Not quite as big and flashy as spells, each Maneuver is very focused on accomplishing a specific purpose, from making an attack more accurate to throwing an opponent across the room, while usually also adding extra damage to the attack. This subclass allows a fighter to learn and use Maneuvers, a kind of special attack. The Battle Master is a callback to the most important book in Dungeons and Dragons 3.5, The Tome of Battle: Book of the Nine Swords (I can hear Tyler screaming from here). As for coming up with the flavor for the archetype, they’ll have to use their imagination for that.But glitz and glamour’s gonna let you down Nails & Kneecaps – Jonathan Young and Annapantsu Introduction For instance, the Eldritch Knight’s magic allows players to choose spells that help with these pillars, so it does not have a dedicated utility feature.Ĭreators should keep these guidelines in mind, and make sure they don’t make the subclass too strong or too weak at any given level. It is worth noting, however, that some subclasses have potential to fulfill social and exploration subclasses baked in. Some fighter subclasses include utility features at 7 th level, so adding a social or exploration ability here will stay balanced with other archetypes. The 7 th level ability is a good place to add a social or exploration ability. ![]() Creators should add at least one ability that allows fighters that can do something other than fight. While 5 th Edition puts a heavier mechanical emphasis on the combat pillar, no character should be entirely focused on one pillar. Dungeons & Dragons is made up of three pillars – combat, exploration, and social interaction. However, fighting cannot be the only thing they do. ![]()
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