- Use action surge early. Pick a target that is hurt, and action surge to attack that opponent twice. By taking out an enemy quickly, your party will take less damage. - More importantly than targeting the big guy, target what your allies can easily attack. Focus fire is a basic tactic most people know, but keep in mind what your allies can target - If the enemies only have melee types, or few ranged types, don't rush in. Your party should kite them, and you should only engage when you can tell they will reach your party next turn. (this applies especially in large open areas) - Use choke points, especially 5 feet wide choke points, to tank for the party, take the dodge action. Don't rush through the door. Remember, any enemy that misses you because of your high AC, or who couldn't even get into the fight because it is in a choke point, might as well be stunned. (this applies especially in doors in dungeons)
Getting a reach weapon is a must if you're the only melee frontliner in your game. Not only does it extend the frontline, it keeps your mages and healers safe.
It *can* hurt though. Because you don't get an attack of opportunity until they leave your reach, they can be 10' behind you and still in your range and thus attack your back line
Molotov Cocktail. Fighter casts fireball. The fighter likes to cook potatos outdoors. A bunch of orcs charge out of the woods. The Fighter casts iron with hot grease splash damage. The fighter studied engineering. Reroutes a river into an enemy camp. There's your fighter with area effect attacks.
I will disagree on one point and its situational. Sometimes its more advantageous for the Fighter to quickly demolish minions (they are not always in a nice group for a fireball). And each minion as long as they have even 1 HP can still do full damage on a hit. So lets say 10 minions wielding swords can do between 10-80 points of damage to your party plus any bonuses they might have. Sometimes its best that I crush the small fry so that the wizard can hit the boss with something nice and not worry about blasting me as well. Like I said, this is all situation but that's how I play it and it often works out. The less enemies harassing my spellcasters the better.
Fighters can switch between ranged and melee combat much more easily than Barbarians and Paladins. I’ve used my Str Fighter’s longbow to devastating effect before closing in for the kill
Consider more than simply applying damage and Use the battlefield to your advantage. Sorounded by enemies that are likely to attack you because of it? Make a show of it goad them with words and take the dodge action buying time for the rest of the party to do their thing. Disarm your opponents by forgoing damage to hit the weapon out of the targets hands ( there are rules for this. The battle master just is able to do damage and disarm at the same time) Be half cover for your allies. Climb onto creatures larger than your self to give you advantage on hitting them and disadvantage on hitting you (depending on where you are) Use your 3x3 area of influence to make it deficuilt to get to your allies. or 5x5 area if you got a polearm.
Dungeon Master’s Guide, p. 271. For the disarming attack and rules for climbing onto larger creatures among other interesting things. Enjoy ^^@@gabrielcross1062
If you’re a fighter with a great sword, read this. My best tip is to get GWM, take the fighting style “Superior Technique” and get the trip battle manoeuvre. First attack use a regular hit with your 2d6 great sword and add your superiority dice for 3d6 and a chance to trip them. When they’re tripped (prone) use GWM with a advantage to hit, action surge for two more attacks at advantage and use GWM for both of those. If you do this against like a low AC wizard with little health, you might seriously kill them in the first round of combat. I do this with my level 6 half-elf fighter and easily get around 60 damage
- Use action surge early. Pick a target that is hurt, and action surge to attack that opponent twice. By taking out an enemy quickly, your party will take less damage.
- More importantly than targeting the big guy, target what your allies can easily attack. Focus fire is a basic tactic most people know, but keep in mind what your allies can target
- If the enemies only have melee types, or few ranged types, don't rush in. Your party should kite them, and you should only engage when you can tell they will reach your party next turn. (this applies especially in large open areas)
- Use choke points, especially 5 feet wide choke points, to tank for the party, take the dodge action. Don't rush through the door. Remember, any enemy that misses you because of your high AC, or who couldn't even get into the fight because it is in a choke point, might as well be stunned. (this applies especially in doors in dungeons)
Have multiple weapons with diferent damage types!
What if you can't because of Variant Encumbrance?
I'm really thinking on doing a Fighter as my first ever char, and your video alone thought me more than many people i know. Thanks alot
Getting a reach weapon is a must if you're the only melee frontliner in your game. Not only does it extend the frontline, it keeps your mages and healers safe.
It *can* hurt though. Because you don't get an attack of opportunity until they leave your reach, they can be 10' behind you and still in your range and thus attack your back line
@@crownlexicon5225 Yeah you have to be aware of spacing a lot more, but I've found, especially with the right feats, that you can destroy with it.
@@Thunderous333 oh, I completely agree. I use a lance on my paladin/ sorcerer. Just something to be mindful of
Remember that ur action from action surge is so much more than just another attack. Once u realise this ull see foghts in a different light
I'm so glad you mentioned Grapple.
Seriously, people are sleeping Grapple.
It needed its own section.
"a light breeze could knock casters over"
*Laughs in 19 AC Abjuration Wizard*
DM: *make a strength saving throw*
Lol, but it is true, Abjuration Wizards are tankier than most!
So true. Abjuration and bladesinging wizards have much better defense than fighters. The only thing fighters have is hp
Molotov Cocktail. Fighter casts fireball. The fighter likes to cook potatos outdoors. A bunch of orcs charge out of the woods. The Fighter casts iron with hot grease splash damage. The fighter studied engineering. Reroutes a river into an enemy camp. There's your fighter with area effect attacks.
Oil of impact or of fiery burning, vial of acid or alchemist's fire, etc. Fighters and rogues can have AOE attacks.
I will disagree on one point and its situational. Sometimes its more advantageous for the Fighter to quickly demolish minions (they are not always in a nice group for a fireball). And each minion as long as they have even 1 HP can still do full damage on a hit. So lets say 10 minions wielding swords can do between 10-80 points of damage to your party plus any bonuses they might have.
Sometimes its best that I crush the small fry so that the wizard can hit the boss with something nice and not worry about blasting me as well. Like I said, this is all situation but that's how I play it and it often works out. The less enemies harassing my spellcasters the better.
Fighters can switch between ranged and melee combat much more easily than Barbarians and Paladins. I’ve used my Str Fighter’s longbow to devastating effect before closing in for the kill
What are your tips and tricks for playing a fighter?
Consider more than simply applying damage and Use the battlefield to your advantage.
Sorounded by enemies that are likely to attack you because of it? Make a show of it goad them with words and take the dodge action buying time for the rest of the party to do their thing.
Disarm your opponents by forgoing damage to hit the weapon out of the targets hands ( there are rules for this. The battle master just is able to do damage and disarm at the same time)
Be half cover for your allies.
Climb onto creatures larger than your self to give you advantage on hitting them and disadvantage on hitting you (depending on where you are)
Use your 3x3 area of influence to make it deficuilt to get to your allies. or 5x5 area if you got a polearm.
Where are these disarming and climbing rules from? This'll be super useful
Dungeon Master’s Guide, p. 271. For the disarming attack and rules for climbing onto larger creatures among other interesting things. Enjoy ^^@@gabrielcross1062
Carry ranged weapons and control entryways.
God I loved Oberyn
Im not sure if this counts but taking the dodge action could be helpful.
Good tips
If you’re a fighter with a great sword, read this. My best tip is to get GWM, take the fighting style “Superior Technique” and get the trip battle manoeuvre. First attack use a regular hit with your 2d6 great sword and add your superiority dice for 3d6 and a chance to trip them. When they’re tripped (prone) use GWM with a advantage to hit, action surge for two more attacks at advantage and use GWM for both of those. If you do this against like a low AC wizard with little health, you might seriously kill them in the first round of combat. I do this with my level 6 half-elf fighter and easily get around 60 damage
Is this a re-upload? I remember seeing a lot of these exact clips and hearing these voice lines on another vid
He uploaded a part of his fighter guide as a separate video for people looking for more condensed tips. Also for more views most likely lmao.
Yes, its a part of the main fighter guide. However, I thought it could be its own video
buff monks