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But Kobold! What about proficiency in Gaming Kits!? Surely Yugioh never lied to me, about the importance of a children's card game! D: ...But yeah. One fun build I slapped together, using Battle Master, involves pairing it with Inquisitive Rogue and (as a Variant Human) picking up Shillelagh, using Magic Initiate. After that, I pretty much just grabbed an Expertise in Insight, and maxed out Wisdom (ft. Observant). Character-wise, my guy's an old Veteran Flagbearer who may or may not be missing half his limbs, but by reading the opponents movements, and relying on decades of battle experience, he can still do more with one hand than most adventurers can do with two. Strategy-wise, this build is basically a Wisdom Fighter who is heavily reliant on Shillelagh, Insightful Fighting (from Inquisitive Rogue), and careful use of just about every trick in Battle Master's book ( _especially_ Tactical Assessment and Trip Attack). Shillelagh essentially turns Wisdom into my main attack stat, so long as I'm using a Quarterstaff or Club (Luckily, a flagpole, or "Flagstaff," is likely close enough, so long as it's made of wood). Using Insightful Fighting, I can essentially gain advantage to attacks for a minute straight against most enemies, due to contesting their Deception check with what's pretty much a maxxed-out Insight check (further buffed by Tactical Assessment, if need be), and I can do so as a bonus action as many times as I want. This feature, paired with Battle Master being... well... _Fighter,_ ensures that you can get off your Battle Maneuvers a lot more effectively. To be fair, this build sucks at range, although Frostbite, Produce Flame, and Thorn Whip can probably help with that. What this build _does_ excel at, however, is pushing the Insight skill to its absolute limits, especially if the Observant feat is picked up. With Expertise, your passive Perception/Insight is going to be _insane._ The DM will have to throw enemies at you that are literally invisible, if he wants anyone to sneak up on you, and proficiency with Thieves' Tools (from Rogue) means that traps become practically useless (as you'll passively see them coming). Also, picking up a background that gives you access to Artisans Tools (such as Folk Hero or Inquisitor) will allow you to pair Mason's Tools with Carpenter's Tools, thus allowing you to passively perceive just about any form of secret door and/or passageway (if the DM bothers with them). ...And yes, that much insight can probably allow you to give Seto Kaiba a run for his infinite money, if you're proficient in Gaming Kits. XD
Dear Pack Tacktics, I'd like to build a character with the fastest movement speed possible in my campaign. A lot of different classes give movement buffs, but what order should I do things in to maximize survivability? I think I will have to be a Elk Totem Barbarian with some levels in Monk and Bladesinger, but somehow I also need to get longstrider and haste. What's the best way to get all of these things in the long run without sacrificing survivability in the short run? (I want my character to live through a difficult campaign while they become the fastest known creature in the entire universe.) Thank you, A D&D Player.
@@lightning_11 My recommendations: Start with Bladesinger 4/Druid 2, with the Mobile feat. Among your starter spells, grab Longstrider and Expeditious Retreat. After casting both, your base speed is going to be 30 +10 (Bladesinging) +10 (Longstrider) +10 (Mobile Feat) +10 (Monk), for a total of 70 movement speed. Dash as both an Action and Bonus Action, and you'll be able to move 210 feet in a turn. If you buy a pair of Boots of Speed, that doubles to a grand total of 420 movement speed. If you're still not fast enough, _then_ you can go for Barb 5, and even three levels in Scout Rogue, to both eliminate the need for Expeditious Retreat (via Cunning Action), and also to allow you to move half your speed as a reaction, if an enemy ends its turn close to you. Without the need for Expeditious Retreat, you can *then* level up Bladesinger a bit, in order to access Ashardalon's Stride, for an extra 20 movement speed. Haste lets you be more expedient, yes, but it has its issues. I'd ordinarily also recommend 2 levels into Druid, so you can Wild Shape into a Riding Horse, in order to change your base speed to 60+. HOWEVER, due to the fact that Boots of Speed exists, and the fact that most DMs won't allow your sneakers to turn into horseshoes, the core of this build kinda ruins such an option, as you'll obviously be running much faster with Boots of Speed. Also, as good as Haste may be, I'd actually recommend _against_ using it, or at least casting it yourself. After all, if you drop Concentration on it, then all that movement speed drops to a big fat zero. Meanwhile, if you have an ally cast it on you, and they're able to keep themselves safe, then you'll be able to concentrate on your _own_ speed spells, while still gaining the benefits of Haste. Instead of stopping you in your tracks, losing Concentration will now only slow you by a bit, until you can re-cast whatever spell you just dropped. For Race, I'd recommend Tortle. Sure, there are faster races out there (Tabaxi, Centaur, Swiftstride Shifters, etc.), but Tortle gives you 17 AC, which stacks with Bladesinger's AC boost, which really helps with survivability. Plus... speedy turtles are funny. XD Also, I should probably mention that this build takes a couple turns to get completely revved up, due to the spells, Bladesinging, and other prepwork tossed in. Once it gets going though... well... good luck stopping it.
Lower battle master dice to d6, move action surge further up in character progression and make maneuvers second level. Then make the dice progress properly. Remove either an action surge use, an indomitable use or an ASI though fighters are a bit feat hungry so even less indomitable is preferable to ASI.
I am working on a Battle Master Homebrew Feature for the martials. The Feature dice are d4/6 unless you have a martial (sub)class die like Monks, proper battle masters, etc. Different classes get a different number of maneuvers per in-class leveling, as well as dice per proficiency. Not all maneuvers are available.
It should have been every martials core mechanic. If casters get spells, martials should get maneuvers and hybrid classes should get both but less of each.
Remember kids! Most maneuvers work with any attack. Disarm that enemy with a ham shank! Use bread to trip people! Intimidate people with CHEESE! become the ham sandwich of death!
@@absolstoryoffiction6615 OOOhhhh! I should add enchanted sandwiches to my campaign that give bonuses when using them as the weapon for certain maneuvers. You could also eat the sandwich to gain extra superiority dice.
Tack on the "Trade To-Hit for damage" function of Sharpshooter and Great Weapon Master to that list, IMO. (I mean, all martials should get that, not just fighter, but still)
I love the maneuvers. They are the martial equivalent of spells and they're fun to use and effective. I really hope something like this is a base feature for all martials to add some more choice and fun.
@@absolstoryoffiction6615 5e is still 90% combat in mechanic's. Combat should be fun. I found myself never wanting to play martials after years of play because i just tone out of combat whan its happened. And that just snow balled to toning out of the session
@@yuvalgabay1023 Thank you for mentioning the that the VAST majority of rules are actually combat related. DnD has its roots in war gaming, so its natural. Heck, early DnD was more dungeon crawling, there wasn't much role play as many think of it. Heck, the reason why so many DnD UA-camrs talk about mechanics is because you don't really need that much for role play. There are plenty of other systems that are much more rules light that 5e.
This is my favorite subclass. Usually the Fighter fantasy is that of a skilled warrior, strong or agile, that picks up a weapon and beats the enemy. This one is a different fantasy: that of a commander, a general, or a smart fighter. He will beat you not because he's stronger than you, but because he saw an opportunity that you didn't. I have a character that I made and love who's an old gentleman, weak and frail, but still kicks ass. He's a battle master.
@@ryanrulesbro Terry Pratchett, talking about his elderly warrior, Cohen the Barbarian, in the Discworld series. But I'm sure he adapted it from an original source. His crew are also very old. Cohen himself said something like, "The trick to swordfighting is to put yourself where the other guy's sword isn't."
I personally love riposte, it gives you a reaction attack, with bonus damage. I prefer it over trip attack at low levels, where 1 extra attack represents a large percentage of your damage. You can pick up trip attack later, when you start facing more flying enemies. (Also brace is cool if you aren't a polearm master)
Brace/ Riposte combo's really well with Pushing Attack if a creature used up most of or all their movement to get to your character. My own Battle Master Fighter regularly denies or forces enemies to use the Dash action on their turn. It's a bit costly, but can be worth it to more or less take a heavy hitting enemy out of the Action Economy for a turn.
Thank you for covering this subclass. Battle Master is my favorite of the Fighter options because you get some variety in what you can do without having to split stats between Str/Dex, Con, and Int, plus almost everything recharges on a short rest instead of a long one meaning you can be a bit not liberal with your maneuvers.
For the Eldritch Knight. You don't need Int, really. Leave Int related Spells to the Wizard and pick up Utility, Illusion, and guaranteed damage Spells. Otherwise... Dex Int Eldritch Knights are deadly.
@@absolstoryoffiction6615 I can agree, there are enough useful spells that don't need saves or to hits that really make it ok to basically dump Int for that subclass. But of course you have the Int anyhow, all the better. Its not like say Pathfinder 1e where having a high in on an Int caster gave bonus spell slots.
My problem with rune knight is that at higher levels you need multiple rounds to come online because almost everything costs a bonus action. However the additional boni that the runes give you are great out of combat.
I played a Battlemaster Archer in Curse of Strahd and was the main DPS (once I got a magic bow to bypass resistances). Since Tasha's guide - it is also worth getting the Martial Adept Feat, due to the Fighter's huge amount of Feats. You get another 2 maneuverers, which whilst might be diminishing returns, does provide more options as a campaign evolves. However the real kicker is the extra superiority dice. Sure it's a d6, and you start with d8s in Battlemaster. However the battlemaster class progression states at Level 10 your superiroty die increases to d10. At Level 18 they turn to d12. It does not specify where you gained them.
Yes, especially when you have Uncanny Dodge: enemy hits? - halve the damage; enemy misses? - riposte with sneak attack. Make sure you don't get slowed though then it doesn't work.
I do like the idea of maneuvers for all martial classes. A fun way to spice up martial classes. I would love to see what Kobold thinks of the artificer classes!
I love the 7th level feature. Sure, takes a minute, but outside of combat that can go pretty quickly. It’s a simple feature, but useful to get a bead on NPCs
Hey thanks for this one PT! I've dabbled with a few BMs, but I couldn't seem to make a 2h BM work on the level that I could a ranged BM. You've given me a lot to think about, and I appreciate it!
Classic dwarven battlemaster will always be my loved combination of style and effectiveness. Although I generally agree with your advice of getting the most powerful maneuvers right on the beginning, I usually pick not so powerful but “no failure” maneuvers like Distracting Attack, Maneuvering Attack and more or less Parry.
Love me some battle master almost all fighters I’ve played as even the multi class ones where battle masters only exception was a echo knight so I could flavour it as a portion of his soul leaving his body as a ghost line entity
I wish martial maneuvers were a mechanic to martials, like spell casting is to casters. Just add more maneuvers and it will make martials so much beter.
Thanks for the martial love 🙂 Have to say: I was surprised to not hear Quick Toss being highlighted. On a Sharpshooter build I would likely use it 8 out of 10 times over Precision Attack for a bonus action net toss.
A pretty fun multiclass I have is 3 levels battlemaster 17 fey wanderer ranger menacing attack is your go to move since fey wanderer makes it so if an enemy passes a save against an effect that would charm or frighten them and they're within 120ft of you you can use your reaction to force another creature within 120ft of the original target to make a Wisdom saving throw against your spell save dc and if they fail you get to choose whether the target is charmed or frightened for 1 minute and they can only repeat the save at the end of each of their turns so if a creature with legendary resistances decided not to be frightened you can then target one of their minions and take them out of the fight for a bit with a charm or frighten
The maneuver feinting attack can give you advantage on a attack creature that within 5 feet of you, any attack which includes range which means crossbow expert Sharpshooter also work here as well as a melee spell attack like inflict wounds, I know melee bad but if you prepare something like zephyr strike, kinetic jaunt, or flame stride you can just run away still with that advantage to the single attack.
Great video @Pack Tactics! But, I noticed that just before 7 minutes into the video, you briefly mention “Maneuvering Attack”, but the feature displayed in the background is actually “Menacing Attack”. Not complaining or anything. Just thought you should know, I’m case you decide to fix it. Excellent job, all around and keep up the good work.
This is why I love the Fighter class they are so much fun to play as, so my D.M decided to allow if you play any marshal class to now start with Martial Adept & I'm playing a l.v 8 Goliath Psi-warrior and I gotta say it feels good! We're playing in D.O.T.M.M. We feel like the game favor's spell casters more so this helps a little with the marshal's to feel a bit of the love that 5E gives to it's spell casters.
Dumb(?) trick: Because Rogue's sneak attack specifically says you can only add the damage once *per turn*, you can use Commander's Strike to have them attack on *your turn* for an extra dip into sneak attack damage per round (at the cost of their Reaction). Is that useful? iunno. I just like the idea of being able to play like a Dancer from Fire Emblem :p
It's a great trick. We used this combo in one of my current games a lot. This is especially useful when the rogue is rolling 5d6 or 6d6 of sneak attack damage. This could also be useful with a Paladin that can smite and do a lot of nova damage with the extra attack.
Distracting attack can be a very useful menuver if you know you've got big burst damage party member. Gunslinger moving after you or before your next turn? Congrats now they have advantage on their next attack against the enemy
Battlemaster is the go-to class for me, it’s just too good to pass up. I really dont think it would be too OP for fighters to intrinsically have Superiority dies, they just feel right to use as the main fighting class in dnd
I really like riposte, especially given a fighter's high AC, good chance an enemy will miss giving you a free chance to do bonus damage. I think it should be an essential maneuver
Honestly, I'd change "Know Your Enemy" from something that costs a Superiority Die to a number of uses equal to proficiency bonus. A fighter can take the time to size up an opponent just by talking with them outside of combat easily. If I had to turn this into a combat feature, then I'd say, "Spend a die, and the target must make a Charisma save VS the Battle Master DC. On a failure, learn the facts as described, but on a failure of 5 or more, get a full detail of one of those things, and on a Natural 1, learn two full details (i.e. actual strength score.)"
Love battlemaster but I do think it should be sacrificed with a couple of its maneuvers going to each subclass or having the list be similar to the fighting style options as a choose your own specialization for fighters. A purple dragon knight (yeah I know not a good subclass but) support fighter with maneuvers like rally, bait and switch, commanders strike/presence, and maneuvering attack. Or a cavalier tank with riposte, menacing, parry, goading, grappling, etc would be so much fun. Thankful that there’s a feat that lets you use the battlemaster maneuvers but I just want more
I feel like know your enemy could work if it were “when you take a minute outside of combat, or hit with an attack utilizing a superiority die” so you just get a piece of information as a freebie each time you hit with your subclass feature. Kinda similar to Matthew Mercers cobalt soul feature but uniquely suited to free battlemaster
Taken polearm master and trip attack. The enemy use their movement to move up to you, you get an attack of opportunity, and trip them when they are ten feet away. Now they need half their movement to get up. They do not have half their movement to get up. They wasted their turn, and now you are going to turn them to minced meat while they are prone.
I feel like distracting attack is much better than tripping attack because it guarantees advantage to everyone but you on hit without any saves from the enemies You already clear small enemies with ease and you won't spend resources on them. There's a big chance that important enemies will not get tripped or will take too much attempts to get tripped, while you can use distracting strike every turn and give everyone advantage forever. And this will also work for ranged characters
For "know your enemy" I allow them to do 6 seconds for a single, or a full minute for the whole shebang. I allow its use in combat but not a full minute. I see it as briefly sizing up your adversary.
The manouvers are quile literally. Beautiful. A bugbear using a lance then lunging has a total of: 5 + 5 +5 +5 = 20 ft of range Basw + race + reach + LUNGE, and you can use that manouver that i forgot the name to get into melee combat with that range. Is silly af.
Oh let's go, q video about the subclass I hate. To clarify I hate the subclass as you cant allow especially new players that no you cant just throw the opponent on the ground with you hammer becouse you aren't that kind of fighter. It takes a lot away of fun fights to describe. I give all my martial players 2 maneuvers at lvl 2 so that they can be cool in combat.
Battlemaster's existence detracts from the Fighter class as a whole, since it takes features that should be standard for Fighter, but can't easily be granted to it because then you would severely hobble players who pick Battlemaster as their subclass in comparison to the players who picked other subclasses, I agree. Deleting Battlemaster and granting the Superiority dice and Maneuvers to every fighter is a good idea. Alternatively, if you don't want to give Fighters additional damage through superiority dice, you can use Bob World Builder's Mighty Deed homebrew. I plan to use that in my next campaign.
@@seekingfurtherlight34 Hero points just give you 5 + half your character's level in d6s that you can add to rolls once per turn before you know if you succeeded or failed. And you can spend them to turn a failed death saving throw into a success. That's not the same thing as allowing fighters to use their attacks to manipulate their enemies, allies and surroundings.
Um... Actually... You can prone the target with your hammer. Or grapple the target then throw them 10ft in the air to instantly prone them. But sadly... 5e doesn't have Throwing Rules outside of Thrown Weapons, the DM will have to intervene. Unless you know how to juggle the target in the air with Shove, if your RNG is good.
@@absolstoryoffiction6615 But only at the cost of doing damage. There's currently no mechanical way of doing damage to a creature _and_ making them fall prone without a maneuver.
Battlemaster on a a Feywild Hobgoblin. Because everyone gets Advantage! & Cunning action! & Armor of Agythys! & Something else too! Don't remember the third one.
Kobold, how do you feel about Rune Knights compared to Battle Masters? I frequently argue that Rune Knights are objectively stronger. They get a bunch of passive abilities, the active rune abilities are often stronger than the maneuvers, and Giant Might is icing on the cake. Comparatively, Battle Masters have all of their good abilities coming from a single resource pool. They can use those resources on any ability, unlike the Rune Knight who can only use each ability 1-2 times, but the versatility is slightly removed because a handful of maneuvers are so much better than the others. The only advantage I can see for the Battle Master is flavour, for example if a player wants a low magic character or specifically wants to use sub-optimal maneuvers. Even so, that's besides the point when debating which is strongest
Would live your thoughts on this house rule I have. I banned this subclass and gave it to all Marshall classes and gave half to the half casters. My players love it and it give my fighters so much more to do
Disarming strike is kind of situationally broken. Imagine your fighting a death knight. What does a death knight do? Swing a sword. Disarming strike takes away the sword. With one failed save the combat encounter is effectively over, as the death knight will be down to his fists or maybe a sad little dagger
Know Your Enemy, as is, is a murderhobo's best friend lmao. It basically means your character is Machiavellen shit who is sizing up every person they meet to see if they can kill them.
It's fun to be an archery-focused Battle Master and be Tripping, Disarming, and Pushing your opponents at range. Hey over there, I just shot you with my longbow with Goading Attack, you have disadvantage on your attacks against any targets except me until the end of my next turn, oh by the way I'm almost 600 feet away. This is already very well known, but the Riposte maneuver is great for Rogues, since it allows you to deal your Sneak Attack off your turn.
But Kobold! My DM wouldn't let us use Trip Attack on flying creatures because it didn't make sense to him how one could "trip" a creature already in the air... Legit had that issue before when I wanted to play a Battle Master Archer, the DM was usually a good dude, but we ALWAYS argued over martial mechanics...
Tell the DM to read the feature, not the title of the feature. Reading the feature they will notice it causes the prone condition. Then you show them chapter 9 and find "Flying Movement". After that, you've won the argument that shouldn't have been an argument to begin with. I really don't like DMs who only read the title. Also "make sense", It also doesn't make sense that you can cast spells. You can't do that in the real world. This is a fantasy game.
I plan to make a battle master multiclassing with hexblade (3 level to get the weapon pact). I think this give a flavor for the caracter but is the build interessing ? A battle master fighting in dark ?
I really really really wish that 5.5 gives all Martials, or at least all Warriors now that we know how they're dividing up classes, this kind of ability as a base feature. Regardless of power level discussions (cause lets face it Martial characters just suck compared to magical ones), the other biggest issue with the difference between Martial and Magical characters is just the amount of options they have at any given time. Magical characters not only have tons of utility both in and out of combat and better access to things like social skills and whatnot, but even when talking purely about combat options, the thing Martials are supposed to specialize in, they still have more varied and interesting options. Your average caster probably has at least 2 different attacking cantrips. This means that they can choose between two basic attacks that each have unique secondary effects like imposing disadvantage or slowing the target down, and use them at any time infinitely. And then on top of that they can spend Spell Slots to do even more things and make even more choices, having literally dozens of options available to them at a given time, giving them a huge amount of flexibility. Meanwhile most martials, especially barbarians, only really have the option to use their weapon to attack people. And since most weapons are functionally identical, that's not really much to go off of. The battlemaster just finally gives a martial class the kinds of options they should have always had to help make their decisions in combat more interesting. Plus if it was a base class ability they could introduce level gated options and actually give Martials new abilities that are appropriate for their level. Things like Ground Slams that hurt everyone in an AoE or a whirlwind attack that hits everyone around you. The only issue is that unlike spell slots there's not an easy way to scale maneuver dice other than spending more of them at once, and they already get so few. Honestly I feel like they might as well give martials tons of dice and have them work basically like ki Points. They could even rework Ki Points into maneuver dice and Monk's thing can be just getting the most of them
Battlemaster fighter 5 + swashbuckler rogue is my favorite tank build. Getting sneak attacks off from riposte, brace, and opportunity attacks while having action surge, cunning action, and multi-attack is really nice. My favorite build is getting expertise in athletics and choosing the loxodon race (for the trunk feature) and getting the grappling attack manuever in addition to riposte and brace to turn the character into a grappler in addition to a highly mobile damage dealer. I've heard that they are nerfing rogue in D&D to disallow sneak attacks more than once a round. I think this is honestly a mistake and that effective melee builds should be catered to, not destroyed.
I'm still surprised, at not mentioning herbalism kit for the tool profiency at lvl 3. Like a fighter should be able to save quite a bit, by making his own healing potions.
It is my unpopular opinion is that all martial characters should at level 2 gain at least 2 superiority die and a list of maneuvers for that class like a spell list, this allows battle masters to still be king as they get more and the largest list of maneuvers as well as growing die size it helps martials at all levels be more than I run up and bonk it
The callback subclass to how 4th edition Fighters worked being one of the most popular subclasses for its entire class just fucking makes me wish I could slap the haters who can't recognize their own hypocrisy. Shitting all over 4th edition at every opportunity without realizing its what they want because they were scared of slight change and primary colors and the loss of broken character builds.
Honestly Manoeuvres should just be given to all martial classes for free. Martials already fall behind casters when it comes to single target damage, aoe damage and utility (and effective health if the caster is min-maxing). You could even limit it to classes with fighting styles (although I think not allowing a Swashbuckler Rogue the Parry Maneuver is criminal) or limit it to any class without the spell casting or pact magic features. Just let martial characters do cool things. If a player wanted to try and disarm or push an enemy as part of their attack honestly I would probably just let them because its more interesting than telling that player all they can do is hit them a bunch.
I love battlemaster but I find it weird that they can do their maneuvers with any weapon. I mean, just because you have learned how to trip someone in melee combat shouldn't necessarily mean that you can trip someone with an arrow shot from a bow too. But hey, it's a quibble.
my biggest problem with battlmaster is that at many levels, it doesnt get actual features. Level 10, your d8s get upgraded to a d10 Level 18, your d10s get upgraded to a d12 Screw that. Take all of that scaling, and fold it into Combat superiority. Like they did it with psi knight. "You gain 4 superiority dice, which are d8s.... When you reach 10th level in this class, your superiority dice become d10s, and when you reach 18th, they became d12s" Do this, and give battlemaster an actual level 10 feature
I just wish Parry worked the way it does for NPCs like the merc veteran. And don't tell me that it's unreasonable to wish that, you can already do it with college of swords bard.
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Tabletop builds links:
Fighter build: tabletopbuilds.com/basic-build-series-fighter/
Gloomstalker Ranger build: tabletopbuilds.com/flagship-build-gloom-stalker-ranger/
But Kobold! What about proficiency in Gaming Kits!? Surely Yugioh never lied to me, about the importance of a children's card game! D:
...But yeah. One fun build I slapped together, using Battle Master, involves pairing it with Inquisitive Rogue and (as a Variant Human) picking up Shillelagh, using Magic Initiate. After that, I pretty much just grabbed an Expertise in Insight, and maxed out Wisdom (ft. Observant).
Character-wise, my guy's an old Veteran Flagbearer who may or may not be missing half his limbs, but by reading the opponents movements, and relying on decades of battle experience, he can still do more with one hand than most adventurers can do with two. Strategy-wise, this build is basically a Wisdom Fighter who is heavily reliant on Shillelagh, Insightful Fighting (from Inquisitive Rogue), and careful use of just about every trick in Battle Master's book ( _especially_ Tactical Assessment and Trip Attack). Shillelagh essentially turns Wisdom into my main attack stat, so long as I'm using a Quarterstaff or Club (Luckily, a flagpole, or "Flagstaff," is likely close enough, so long as it's made of wood). Using Insightful Fighting, I can essentially gain advantage to attacks for a minute straight against most enemies, due to contesting their Deception check with what's pretty much a maxxed-out Insight check (further buffed by Tactical Assessment, if need be), and I can do so as a bonus action as many times as I want. This feature, paired with Battle Master being... well... _Fighter,_ ensures that you can get off your Battle Maneuvers a lot more effectively.
To be fair, this build sucks at range, although Frostbite, Produce Flame, and Thorn Whip can probably help with that. What this build _does_ excel at, however, is pushing the Insight skill to its absolute limits, especially if the Observant feat is picked up. With Expertise, your passive Perception/Insight is going to be _insane._ The DM will have to throw enemies at you that are literally invisible, if he wants anyone to sneak up on you, and proficiency with Thieves' Tools (from Rogue) means that traps become practically useless (as you'll passively see them coming). Also, picking up a background that gives you access to Artisans Tools (such as Folk Hero or Inquisitor) will allow you to pair Mason's Tools with Carpenter's Tools, thus allowing you to passively perceive just about any form of secret door and/or passageway (if the DM bothers with them).
...And yes, that much insight can probably allow you to give Seto Kaiba a run for his infinite money, if you're proficient in Gaming Kits. XD
Dear Pack Tacktics,
I'd like to build a character with the fastest movement speed possible in my campaign. A lot of different classes give movement buffs, but what order should I do things in to maximize survivability? I think I will have to be a Elk Totem Barbarian with some levels in Monk and Bladesinger, but somehow I also need to get longstrider and haste. What's the best way to get all of these things in the long run without sacrificing survivability in the short run? (I want my character to live through a difficult campaign while they become the fastest known creature in the entire universe.)
Thank you,
A D&D Player.
@@lightning_11 My recommendations: Start with Bladesinger 4/Druid 2, with the Mobile feat. Among your starter spells, grab Longstrider and Expeditious Retreat. After casting both, your base speed is going to be 30 +10 (Bladesinging) +10 (Longstrider) +10 (Mobile Feat) +10 (Monk), for a total of 70 movement speed. Dash as both an Action and Bonus Action, and you'll be able to move 210 feet in a turn. If you buy a pair of Boots of Speed, that doubles to a grand total of 420 movement speed.
If you're still not fast enough, _then_ you can go for Barb 5, and even three levels in Scout Rogue, to both eliminate the need for Expeditious Retreat (via Cunning Action), and also to allow you to move half your speed as a reaction, if an enemy ends its turn close to you. Without the need for Expeditious Retreat, you can *then* level up Bladesinger a bit, in order to access Ashardalon's Stride, for an extra 20 movement speed. Haste lets you be more expedient, yes, but it has its issues.
I'd ordinarily also recommend 2 levels into Druid, so you can Wild Shape into a Riding Horse, in order to change your base speed to 60+. HOWEVER, due to the fact that Boots of Speed exists, and the fact that most DMs won't allow your sneakers to turn into horseshoes, the core of this build kinda ruins such an option, as you'll obviously be running much faster with Boots of Speed.
Also, as good as Haste may be, I'd actually recommend _against_ using it, or at least casting it yourself. After all, if you drop Concentration on it, then all that movement speed drops to a big fat zero. Meanwhile, if you have an ally cast it on you, and they're able to keep themselves safe, then you'll be able to concentrate on your _own_ speed spells, while still gaining the benefits of Haste. Instead of stopping you in your tracks, losing Concentration will now only slow you by a bit, until you can re-cast whatever spell you just dropped.
For Race, I'd recommend Tortle. Sure, there are faster races out there (Tabaxi, Centaur, Swiftstride Shifters, etc.), but Tortle gives you 17 AC, which stacks with Bladesinger's AC boost, which really helps with survivability. Plus... speedy turtles are funny. XD
Also, I should probably mention that this build takes a couple turns to get completely revved up, due to the spells, Bladesinging, and other prepwork tossed in. Once it gets going though... well... good luck stopping it.
Hey pack, you got bots in your comments
Heyy Idk if you played fable one buuut that adventurers' guild hall loos suspiciously familiar
Battle Master Maneuvers should have been Fighter's core mechanic intead of Action Surge
I'd kinda want both, they are each really Cool and unique aspects of the fighter.
Lower battle master dice to d6, move action surge further up in character progression and make maneuvers second level. Then make the dice progress properly. Remove either an action surge use, an indomitable use or an ASI though fighters are a bit feat hungry so even less indomitable is preferable to ASI.
I am working on a Battle Master Homebrew Feature for the martials. The Feature dice are d4/6 unless you have a martial (sub)class die like Monks, proper battle masters, etc. Different classes get a different number of maneuvers per in-class leveling, as well as dice per proficiency. Not all maneuvers are available.
I agree, Maneuvers look like the simplest way to bridge the gap between melee martials and ranged/spellcasters
It should have been every martials core mechanic. If casters get spells, martials should get maneuvers and hybrid classes should get both but less of each.
Remember kids! Most maneuvers work with any attack. Disarm that enemy with a ham shank! Use bread to trip people! Intimidate people with CHEESE! become the ham sandwich of death!
Technically... Disarming is an optional rule and Prone is already possible.
But more sandwiches are nice.
Yo anything's possible with Tavern Brawler
Make mine with prone-valone.
@@absolstoryoffiction6615 OOOhhhh! I should add enchanted sandwiches to my campaign that give bonuses when using them as the weapon for certain maneuvers. You could also eat the sandwich to gain extra superiority dice.
@@ClericOfPholtus Yeah, why use a sandwich when you can disarm your opponent with his own arm.
I feel as though the maneuvers or the Champion's expanded crit range should be a base fighter feature
💯
Laser Llama's alt fighter does the maneuver bit. I hope wotc considers something like that for the classes of the warrior group.
100%
Tack on the "Trade To-Hit for damage" function of Sharpshooter and Great Weapon Master to that list, IMO. (I mean, all martials should get that, not just fighter, but still)
Considering how reworked early features of the Bard are in One D&D, that may actually happen.
I love the maneuvers. They are the martial equivalent of spells and they're fun to use and effective.
I really hope something like this is a base feature for all martials to add some more choice and fun.
If you treat 5e as a video game... Yeah... Martials (not half casters) are gimped.
@@absolstoryoffiction6615 5e is still 90% combat in mechanic's. Combat should be fun. I found myself never wanting to play martials after years of play because i just tone out of combat whan its happened. And that just snow balled to toning out of the session
@@yuvalgabay1023 Thank you for mentioning the that the VAST majority of rules are actually combat related. DnD has its roots in war gaming, so its natural. Heck, early DnD was more dungeon crawling, there wasn't much role play as many think of it. Heck, the reason why so many DnD UA-camrs talk about mechanics is because you don't really need that much for role play. There are plenty of other systems that are much more rules light that 5e.
This is my favorite subclass. Usually the Fighter fantasy is that of a skilled warrior, strong or agile, that picks up a weapon and beats the enemy. This one is a different fantasy: that of a commander, a general, or a smart fighter. He will beat you not because he's stronger than you, but because he saw an opportunity that you didn't. I have a character that I made and love who's an old gentleman, weak and frail, but still kicks ass. He's a battle master.
"Beware of old men in a profession where most die young."
@@paulcoy9060 where is this quote from? That's very cool
@@ryanrulesbro Terry Pratchett, talking about his elderly warrior, Cohen the Barbarian, in the Discworld series. But I'm sure he adapted it from an original source. His crew are also very old.
Cohen himself said something like, "The trick to swordfighting is to put yourself where the other guy's sword isn't."
And Flourishes to that and you have smart and skilled martial here,lol
I personally love riposte, it gives you a reaction attack, with bonus damage. I prefer it over trip attack at low levels, where 1 extra attack represents a large percentage of your damage. You can pick up trip attack later, when you start facing more flying enemies. (Also brace is cool if you aren't a polearm master)
I also like Brace! Reverse Opportunity where you attack if they enter your range.
I think riposte is also a good one. It makes good use of your reaction.
Brace/ Riposte combo's really well with Pushing Attack if a creature used up most of or all their movement to get to your character.
My own Battle Master Fighter regularly denies or forces enemies to use the Dash action on their turn. It's a bit costly, but can be worth it to more or less take a heavy hitting enemy out of the Action Economy for a turn.
Thank you for covering this subclass. Battle Master is my favorite of the Fighter options because you get some variety in what you can do without having to split stats between Str/Dex, Con, and Int, plus almost everything recharges on a short rest instead of a long one meaning you can be a bit not liberal with your maneuvers.
For the Eldritch Knight. You don't need Int, really. Leave Int related Spells to the Wizard and pick up Utility, Illusion, and guaranteed damage Spells.
Otherwise... Dex Int Eldritch Knights are deadly.
@@absolstoryoffiction6615 I can agree, there are enough useful spells that don't need saves or to hits that really make it ok to basically dump Int for that subclass. But of course you have the Int anyhow, all the better. Its not like say Pathfinder 1e where having a high in on an Int caster gave bonus spell slots.
"A bit not conservative " fixed.
Woodcarver's Tools would be insanely useful for archers, but barely anyone tracks ammunition these days... :(
I'm so glad you started talking about martials
The first two fighters I ever made were Battle Masters. It's still my favorite subclass, but the Rune Knight is growing on me.
My problem with rune knight is that at higher levels you need multiple rounds to come online because almost everything costs a bonus action.
However the additional boni that the runes give you are great out of combat.
I played a Battlemaster Archer in Curse of Strahd and was the main DPS (once I got a magic bow to bypass resistances).
Since Tasha's guide - it is also worth getting the Martial Adept Feat, due to the Fighter's huge amount of Feats.
You get another 2 maneuverers, which whilst might be diminishing returns, does provide more options as a campaign evolves.
However the real kicker is the extra superiority dice. Sure it's a d6, and you start with d8s in Battlemaster. However the battlemaster class progression states at Level 10 your superiroty die increases to d10. At Level 18 they turn to d12. It does not specify where you gained them.
Beautiful multiclass with Rogue. Can use riposte/brace/quick toss to generate extra sneak attacks by standing next to allies.
Yes, especially when you have Uncanny Dodge: enemy hits? - halve the damage; enemy misses? - riposte with sneak attack. Make sure you don't get slowed though then it doesn't work.
bless your little kobold brain! Good to see you do some martial content aswell!
I do like the idea of maneuvers for all martial classes. A fun way to spice up martial classes.
I would love to see what Kobold thinks of the artificer classes!
Gator has me dying this video. First the intro interruption, the the "huh" at 3:05
I played a battlemaster and used the riposte maneuver a ton. Weaponize a reaction for a whole extra attack you normally wouldn’t get
I love the 7th level feature. Sure, takes a minute, but outside of combat that can go pretty quickly. It’s a simple feature, but useful to get a bead on NPCs
Hey thanks for this one PT! I've dabbled with a few BMs, but I couldn't seem to make a 2h BM work on the level that I could a ranged BM. You've given me a lot to think about, and I appreciate it!
Me in the Car at the end of the video, in Gator voice.
“But Kobold I wasn’t in the video enough!”
I may have a problem
Classic dwarven battlemaster will always be my loved combination of style and effectiveness.
Although I generally agree with your advice of getting the most powerful maneuvers right on the beginning, I usually pick not so powerful but “no failure” maneuvers like Distracting Attack, Maneuvering Attack and more or less Parry.
I'm working towards a Battle Master Warlock combo. I like the fact that everything resets on a short rest.
Lol lost it at 3:04 to gators "huh!" in the background. 'funny that short rests are like long rests only short.'
Love me some battle master almost all fighters I’ve played as even the multi class ones where battle masters only exception was a echo knight so I could flavour it as a portion of his soul leaving his body as a ghost line entity
I wish martial maneuvers were a mechanic to martials, like spell casting is to casters. Just add more maneuvers and it will make martials so much beter.
Thanks for the martial love 🙂 Have to say: I was surprised to not hear Quick Toss being highlighted. On a Sharpshooter build I would likely use it 8 out of 10 times over Precision Attack for a bonus action net toss.
9:25 Imagine Wesley and Inigo using this ability as they duel. Absolutely it can be used in combat.
I'm just following the wise words of Sun Tzu maybe it will make me better at DND
got me with that sun tzu quote, really wise stuff...
A pretty fun multiclass I have is 3 levels battlemaster 17 fey wanderer ranger menacing attack is your go to move since fey wanderer makes it so if an enemy passes a save against an effect that would charm or frighten them and they're within 120ft of you you can use your reaction to force another creature within 120ft of the original target to make a Wisdom saving throw against your spell save dc and if they fail you get to choose whether the target is charmed or frightened for 1 minute and they can only repeat the save at the end of each of their turns so if a creature with legendary resistances decided not to be frightened you can then target one of their minions and take them out of the fight for a bit with a charm or frighten
Im convinced this guy just goes to other side of his room and squeals for the crocodiles voice.
The maneuver feinting attack can give you advantage on a attack creature that within 5 feet of you, any attack which includes range which means crossbow expert Sharpshooter also work here as well as a melee spell attack like inflict wounds, I know melee bad but if you prepare something like zephyr strike, kinetic jaunt, or flame stride you can just run away still with that advantage to the single attack.
Xanathar's also says that cobbler's tools can be used to travel more hours in a day without gaining exhaustion, due to your better shoes.
Reposte is wonderful for a sword and board style of warrior, you can punish the enemies for missing you
thank you for the birthday present.
Battlemaster maneuvers should be standard feature for all fighter subclasses while battlemaster gets more uses and features
More uses and/or a select few maneuvers they know are more effective/stronger
Great video @Pack Tactics! But, I noticed that just before 7 minutes into the video, you briefly mention “Maneuvering Attack”, but the feature displayed in the background is actually “Menacing Attack”. Not complaining or anything. Just thought you should know, I’m case you decide to fix it. Excellent job, all around and keep up the good work.
This is why I love the Fighter class they are so much fun to play as, so my D.M decided to allow if you play any marshal class to now start with Martial Adept & I'm playing a l.v 8 Goliath Psi-warrior and I gotta say it feels good! We're playing in D.O.T.M.M. We feel like the game favor's spell casters more so this helps a little with the marshal's to feel a bit of the love that 5E gives to it's spell casters.
I think it should be available to all pure martials
First martial review. nice
Fighter: “I’m good at fighting”
Battle master: “I’m *GOOD AT FIGHTING* “
Battle Master is why Core Fighter blows Core Barbarian out of the water.
Dumb(?) trick: Because Rogue's sneak attack specifically says you can only add the damage once *per turn*, you can use Commander's Strike to have them attack on *your turn* for an extra dip into sneak attack damage per round (at the cost of their Reaction). Is that useful? iunno. I just like the idea of being able to play like a Dancer from Fire Emblem :p
It's a great trick. We used this combo in one of my current games a lot. This is especially useful when the rogue is rolling 5d6 or 6d6 of sneak attack damage. This could also be useful with a Paladin that can smite and do a lot of nova damage with the extra attack.
Distracting attack can be a very useful menuver if you know you've got big burst damage party member. Gunslinger moving after you or before your next turn? Congrats now they have advantage on their next attack against the enemy
Battlemaster is the go-to class for me, it’s just too good to pass up. I really dont think it would be too OP for fighters to intrinsically have Superiority dies, they just feel right to use as the main fighting class in dnd
Big ups, Kobold. I know you hate full martials but battlemaster is fucking great. Thanks for covering.
I really like riposte, especially given a fighter's high AC, good chance an enemy will miss giving you a free chance to do bonus damage. I think it should be an essential maneuver
Honestly, I'd change "Know Your Enemy" from something that costs a Superiority Die to a number of uses equal to proficiency bonus. A fighter can take the time to size up an opponent just by talking with them outside of combat easily.
If I had to turn this into a combat feature, then I'd say, "Spend a die, and the target must make a Charisma save VS the Battle Master DC. On a failure, learn the facts as described, but on a failure of 5 or more, get a full detail of one of those things, and on a Natural 1, learn two full details (i.e. actual strength score.)"
Love battlemaster but I do think it should be sacrificed with a couple of its maneuvers going to each subclass or having the list be similar to the fighting style options as a choose your own specialization for fighters.
A purple dragon knight (yeah I know not a good subclass but) support fighter with maneuvers like rally, bait and switch, commanders strike/presence, and maneuvering attack.
Or a cavalier tank with riposte, menacing, parry, goading, grappling, etc would be so much fun. Thankful that there’s a feat that lets you use the battlemaster maneuvers but I just want more
I feel like know your enemy could work if it were “when you take a minute outside of combat, or hit with an attack utilizing a superiority die” so you just get a piece of information as a freebie each time you hit with your subclass feature. Kinda similar to Matthew Mercers cobalt soul feature but uniquely suited to free battlemaster
Taken polearm master and trip attack. The enemy use their movement to move up to you, you get an attack of opportunity, and trip them when they are ten feet away. Now they need half their movement to get up. They do not have half their movement to get up. They wasted their turn, and now you are going to turn them to minced meat while they are prone.
Yeah, I'll go with Riposte, thank you.
6:45 That's not maneuvering attack... that's menacing attack.
I feel like distracting attack is much better than tripping attack because it guarantees advantage to everyone but you on hit without any saves from the enemies
You already clear small enemies with ease and you won't spend resources on them.
There's a big chance that important enemies will not get tripped or will take too much attempts to get tripped, while you can use distracting strike every turn and give everyone advantage forever. And this will also work for ranged characters
Can depend on party composition but absolutely. The more martials or people with spell attacks in your party the better.
Can't argue with Sun Tzu.
For "know your enemy" I allow them to do 6 seconds for a single, or a full minute for the whole shebang. I allow its use in combat but not a full minute. I see it as briefly sizing up your adversary.
The manouvers are quile literally. Beautiful.
A bugbear using a lance then lunging has a total of:
5 + 5 +5 +5 = 20 ft of range
Basw + race + reach + LUNGE, and you can use that manouver that i forgot the name to get into melee combat with that range. Is silly af.
Gator learned the difference between short and long rests.
I wouldn't be opposed to making Combat Superiority a base feature of the Martial classes, in the same way as experts were defined by expertise
Oh let's go, q video about the subclass I hate.
To clarify I hate the subclass as you cant allow especially new players that no you cant just throw the opponent on the ground with you hammer becouse you aren't that kind of fighter.
It takes a lot away of fun fights to describe. I give all my martial players 2 maneuvers at lvl 2 so that they can be cool in combat.
Battlemaster's existence detracts from the Fighter class as a whole, since it takes features that should be standard for Fighter, but can't easily be granted to it because then you would severely hobble players who pick Battlemaster as their subclass in comparison to the players who picked other subclasses, I agree.
Deleting Battlemaster and granting the Superiority dice and Maneuvers to every fighter is a good idea.
Alternatively, if you don't want to give Fighters additional damage through superiority dice, you can use Bob World Builder's Mighty Deed homebrew. I plan to use that in my next campaign.
Check out hero points in the DMG
@@seekingfurtherlight34 Hero points just give you 5 + half your character's level in d6s that you can add to rolls once per turn before you know if you succeeded or failed. And you can spend them to turn a failed death saving throw into a success.
That's not the same thing as allowing fighters to use their attacks to manipulate their enemies, allies and surroundings.
Um... Actually... You can prone the target with your hammer. Or grapple the target then throw them 10ft in the air to instantly prone them.
But sadly... 5e doesn't have Throwing Rules outside of Thrown Weapons, the DM will have to intervene.
Unless you know how to juggle the target in the air with Shove, if your RNG is good.
@@absolstoryoffiction6615 But only at the cost of doing damage. There's currently no mechanical way of doing damage to a creature _and_ making them fall prone without a maneuver.
This video had me laughing out loud. Thanks for the video
Know your enemy is fun, you learn whether a rap battle would be a good idea or not.
Battlemaster on a a Feywild Hobgoblin.
Because everyone gets Advantage! & Cunning action! & Armor of Agythys! & Something else too! Don't remember the third one.
A new video from my favourite kobold duo, thank you. Have some free gems on my tab.
You said there would be a link to Tabletop Builds article on tools but there isn't one.
Kobold, how do you feel about Rune Knights compared to Battle Masters?
I frequently argue that Rune Knights are objectively stronger. They get a bunch of passive abilities, the active rune abilities are often stronger than the maneuvers, and Giant Might is icing on the cake. Comparatively, Battle Masters have all of their good abilities coming from a single resource pool. They can use those resources on any ability, unlike the Rune Knight who can only use each ability 1-2 times, but the versatility is slightly removed because a handful of maneuvers are so much better than the others. The only advantage I can see for the Battle Master is flavour, for example if a player wants a low magic character or specifically wants to use sub-optimal maneuvers. Even so, that's besides the point when debating which is strongest
Sun Tzu was Chinese so it should have been more something like.
喜歡,評論和訂閱打包策略
If these are "martial spells", I wonder what would be "martial cantrips".
It might be the extra edge martials need.
Would live your thoughts on this house rule I have. I banned this subclass and gave it to all Marshall classes and gave half to the half casters. My players love it and it give my fighters so much more to do
Disarming strike is kind of situationally broken. Imagine your fighting a death knight. What does a death knight do? Swing a sword. Disarming strike takes away the sword. With one failed save the combat encounter is effectively over, as the death knight will be down to his fists or maybe a sad little dagger
Know Your Enemy, as is, is a murderhobo's best friend lmao.
It basically means your character is Machiavellen shit who is sizing up every person they meet to see if they can kill them.
I'm A-war forge and my DM considered smithing tools to be an appropriate way to allow me to heal since certain spells do not heal Constructs
Such a classic that I wish it was the basic fighter.
It's fun to be an archery-focused Battle Master and be Tripping, Disarming, and Pushing your opponents at range. Hey over there, I just shot you with my longbow with Goading Attack, you have disadvantage on your attacks against any targets except me until the end of my next turn, oh by the way I'm almost 600 feet away.
This is already very well known, but the Riposte maneuver is great for Rogues, since it allows you to deal your Sneak Attack off your turn.
I have to agree with Gator here, Sun Tzu didn't say that.
It was general Carl von Clausewitz!
That Sun Tzu quote! 🤣😂🤣
But Kobold! My DM wouldn't let us use Trip Attack on flying creatures because it didn't make sense to him how one could "trip" a creature already in the air...
Legit had that issue before when I wanted to play a Battle Master Archer, the DM was usually a good dude, but we ALWAYS argued over martial mechanics...
Tell the DM to read the feature, not the title of the feature. Reading the feature they will notice it causes the prone condition. Then you show them chapter 9 and find "Flying Movement".
After that, you've won the argument that shouldn't have been an argument to begin with.
I really don't like DMs who only read the title. Also "make sense", It also doesn't make sense that you can cast spells. You can't do that in the real world. This is a fantasy game.
I plan to make a battle master multiclassing with hexblade (3 level to get the weapon pact).
I think this give a flavor for the caracter but is the build interessing ?
A battle master fighting in dark ?
I really really really wish that 5.5 gives all Martials, or at least all Warriors now that we know how they're dividing up classes, this kind of ability as a base feature.
Regardless of power level discussions (cause lets face it Martial characters just suck compared to magical ones), the other biggest issue with the difference between Martial and Magical characters is just the amount of options they have at any given time. Magical characters not only have tons of utility both in and out of combat and better access to things like social skills and whatnot, but even when talking purely about combat options, the thing Martials are supposed to specialize in, they still have more varied and interesting options.
Your average caster probably has at least 2 different attacking cantrips. This means that they can choose between two basic attacks that each have unique secondary effects like imposing disadvantage or slowing the target down, and use them at any time infinitely. And then on top of that they can spend Spell Slots to do even more things and make even more choices, having literally dozens of options available to them at a given time, giving them a huge amount of flexibility.
Meanwhile most martials, especially barbarians, only really have the option to use their weapon to attack people. And since most weapons are functionally identical, that's not really much to go off of. The battlemaster just finally gives a martial class the kinds of options they should have always had to help make their decisions in combat more interesting. Plus if it was a base class ability they could introduce level gated options and actually give Martials new abilities that are appropriate for their level. Things like Ground Slams that hurt everyone in an AoE or a whirlwind attack that hits everyone around you.
The only issue is that unlike spell slots there's not an easy way to scale maneuver dice other than spending more of them at once, and they already get so few. Honestly I feel like they might as well give martials tons of dice and have them work basically like ki Points. They could even rework Ki Points into maneuver dice and Monk's thing can be just getting the most of them
Fun fact I actually modify the amount of superiority dies my player gets to twice the proficiency bonus.
Battlemaster fighter 5 + swashbuckler rogue is my favorite tank build. Getting sneak attacks off from riposte, brace, and opportunity attacks while having action surge, cunning action, and multi-attack is really nice. My favorite build is getting expertise in athletics and choosing the loxodon race (for the trunk feature) and getting the grappling attack manuever in addition to riposte and brace to turn the character into a grappler in addition to a highly mobile damage dealer. I've heard that they are nerfing rogue in D&D to disallow sneak attacks more than once a round. I think this is honestly a mistake and that effective melee builds should be catered to, not destroyed.
I'm still surprised, at not mentioning herbalism kit for the tool profiency at lvl 3. Like a fighter should be able to save quite a bit, by making his own healing potions.
Because Herbalism Kit isn't an artisan tool, but only a tool proficiency. So you can't choose it as far i'm aware.
It is my unpopular opinion is that all martial characters should at level 2 gain at least 2 superiority die and a list of maneuvers for that class like a spell list, this allows battle masters to still be king as they get more and the largest list of maneuvers as well as growing die size it helps martials at all levels be more than I run up and bonk it
Will you do vids for the expert classes?
Riposte / Brace are the best 2 Battlemaster abilities IMO.
Editing error at 6:46? Kobold says "Manoeuvring Attack" but image says menacing.
The callback subclass to how 4th edition Fighters worked being one of the most popular subclasses for its entire class just fucking makes me wish I could slap the haters who can't recognize their own hypocrisy.
Shitting all over 4th edition at every opportunity without realizing its what they want because they were scared of slight change and primary colors and the loss of broken character builds.
optimization for martial classes :D
can you do rune knight next? planning on making one for an upcoming campaign
Precision attack + bless = missing is a challenge.
Honestly Manoeuvres should just be given to all martial classes for free. Martials already fall behind casters when it comes to single target damage, aoe damage and utility (and effective health if the caster is min-maxing). You could even limit it to classes with fighting styles (although I think not allowing a Swashbuckler Rogue the Parry Maneuver is criminal) or limit it to any class without the spell casting or pact magic features. Just let martial characters do cool things. If a player wanted to try and disarm or push an enemy as part of their attack honestly I would probably just let them because its more interesting than telling that player all they can do is hit them a bunch.
So has kobold ever said anything about the eldritch knight
I love battlemaster but I find it weird that they can do their maneuvers with any weapon. I mean, just because you have learned how to trip someone in melee combat shouldn't necessarily mean that you can trip someone with an arrow shot from a bow too. But hey, it's a quibble.
This video has at least three minor errors but beyond that it's a decent overview of a strong subclass 👍
my biggest problem with battlmaster is that at many levels, it doesnt get actual features.
Level 10, your d8s get upgraded to a d10
Level 18, your d10s get upgraded to a d12
Screw that. Take all of that scaling, and fold it into Combat superiority. Like they did it with psi knight.
"You gain 4 superiority dice, which are d8s.... When you reach 10th level in this class, your superiority dice become d10s, and when you reach 18th, they became d12s"
Do this, and give battlemaster an actual level 10 feature
Just saying a rouge with 3 lvls of fighter for reaction attacks is insane
I just wish Parry worked the way it does for NPCs like the merc veteran. And don't tell me that it's unreasonable to wish that, you can already do it with college of swords bard.
How good are the attack with reaction ones?
No mention of quick tossing a net??