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Armored Core a.k.a. AC is an action-oriented mech game that is geared towards mech game enthusiasts. It is not easy to play. The controls are complicated, and the mechanics of the game require a lot of practice and understanding, especially if you are not familiar with mech games. The game is not an easy-to-play game. It is a difficult game. That said, if you are willing to invest the time to learn, and put in the effort to master the game, it is possible to have a blast with it.

Armored Core’s future has been a topic of discussion and debate in the game community for a while now. I have always been firmly in the camp of the fans, in the belief that Armored Core is far from dead. In a recent interview, Armored Core’s producer, Mr. Kiyoshi Saito, also expressed his support for the franchise. Regardless, the publisher, Konami, has been consistently mum on the matter.

The publisher of Armored Core for the PlayStation 2 has a history of making drastic changes in their franchises after their initial success. The Armored Core franchise has seen its share of success, but its publisher, From Software, has a history of changing their franchises after their initial success. The most recent example of this is the recent release of Armored Core: Nexus, a game that was very different than its predecessors. While it is true that the publisher has been making several changes to their franchises, Armored Core is still alive and well.

The Dark Souls series’ creators, From Software, hosted a webcast to commemorate Armored Core’s 20th anniversary. People were naturally curious whether there would be a major announcement for the series, but nothing was said other than a promise through Twitter that the Armored Core series will continue. The translated tweet said, “Thank you for watching the Armored Core 20th Anniversary Music Special Broadcast!” “We can’t say anything right now, but we don’t plan to finish the AC series as it is, so we’d appreciate it if you could wait a little longer. Thank you for your continued support of From Software!”

Their most recent tweet gives supporters something to hold on to. Since the completion of Dark Souls 3, From Software has remained silent. We know they’re working on a new project that isn’t related to the Souls series, so a new Armored Core game might be in the works, or they could be working on something completely different. However, it’s encouraging to hear that the series will return in the future and that From Software is moving on from the Souls series artistically.

A 20th anniversary Armored Core PS4 theme will be released on December 5, according to a follow-up tweet from From Software. 

Armored Core: Verdict Day, released in 2013 for the PS3 and Xbox 360, was the final Armored Core game. Armored Core has yet to be remastered or published as a new entry in the series on current console systems. 

Armored Core 5 is not dead, according to From Software. The developer behind the Armored Core series, Of Software, has announced that Armored Core 5 will be getting a new DLC update in the next couple of months. The announcement comes in the form of a recent livestream that was aired on Twitch featuring Armored Core 5 developer, Shinji Mikami. Mikami says that the game will be getting DLC as well in the future, and that the upcoming DLC will feature some new mechs and weapons. He also mentions that the DLC will be coming to PC, PlayStation 4 and Xbox One.. Read more about armored core for answer pc download and let us know what you think.

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Armored Core V.”}},{“@type”:”Question”,”name”:”Is Armored Core harder than Dark Souls?”,”acceptedAnswer”:{“@type”:”Answer”,”text”:”
Armored Core is a third person shooter, and Dark Souls is an action RPG. Armored Core has a lot of shooting and dodging while Dark Souls has more fighting.”}},{“@type”:”Question”,”name”:”What is the best Armored Core?”,”acceptedAnswer”:{“@type”:”Answer”,”text”:”
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Frequently Asked Questions

What is the most recent Armored Core game?

Armored Core V.

Is Armored Core harder than Dark Souls?

Armored Core is a third person shooter, and Dark Souls is an action RPG. Armored Core has a lot of shooting and dodging while Dark Souls has more fighting.

What is the best Armored Core?

Armored Core is a series of video games that are set in the near future. The player controls giant robots called Armored Cores, which are used to fight against other giant robots.

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In the latest edition of the 5th Edition of the Dungeons and Dragons Roleplaying game, (D&D 5E), the barbarian has been given a complete overhaul. The Barbarian received an increased stat block, new rage powers, and new rage attacks.

This is a short guide on how to optimise your Rage Against The Darkness 5E barbarian character for best results. It focuses primarily on the rules for proficiencies, weapon proficiencies, feats, skills, and equipment. All proficiencies are used to calculate the character’s ability to utilise a given skill. The calculations are done on a character level 1 barbarian in a non-socialized game.

The Barbarian is one of the most balanced and powerful classes in Advanced Dungeons & Dragons 5th edition, so it might come as a surprise that there’s not much in the way of guides out there. This guide aims to fill those gaps, with advice on how best to take advantage of the Barbarian’s strengths, and how to make sure you’re making the most of the abilities you may be missing.. Read more about barbarian 5e and let us know what you think.

Contents


Introduction

So you’re looking to get Barbaric?

In all forms of media, the traditional Barbarian is shown as a skillful warrior who is unclothed and as powerful as an ox.

The Barbarian Class has been around since the dark old days of 3rd-ish edition of Dungeons & Dragons and nodded to in Prestige Classes even before that.

(From Leugren in the comments: “The Barbarian class first appeared in issue #63 of Dragon Magazine way back in 1982 when the first edition of AD&D was at its height. It then appeared again in the original Unearthed Arcana book in 1985.“)

In some ways, 5th Edition manages to recreate the Barbarian fighter.

Your Haunch and Yak Butter are your weapons of choice for melee combat. You’ll be required to be on the front lines of the party as the Barbarian.

You’ll gradually progress, striking harder and more often, while other classes experience power surges. You don’t have the same level of adaptability as other classes (though the new sub-classes can add some variety).

While this 5E Barbarian character guide focuses on mechanics, keep in mind that character optimization may mean various things to different players.

We’ll be looking at a bit more than damage dice and likelihood in this tutorial, since a really effective character is more than the axe’s notches.

This guide expands on previous ones by include new sub-classes from Xanathar’s Guide to Everything.

Make yourself the best barbarian you can.

Knowing who you are and who you aren’t is the first step in becoming a great Barbarian.

A Barbarian warrior is more than simply a Fighter with more health.

The Barbarian, on the other hand, is rough, blunt, and a force of nature, while the Fighter is flexible, acute, and accurate.

You’ll be playing an amazing game of Risk vs. Reward as a Barbarian. As your opponents pile on, you have layers of resilience to keep you going.

You’re using D12s for hit dice, and while raging, you’ll gain resistances and advantage against common effects. You may even get the capacity to fight beyond death… at least as long as the fury lasts.

In return for greater potential damage, the Barbarian has the option of making oneself easier to attack. As we’ll see later, attacking rashly is a bad idea.

The Barbarian, on the other hand, has the potential to sacrifice part of that defense for some quick offense. It isn’t always the ‘best’ option, but when it is, it may be a devastating addition.

Make the most of the opportunity.


The Barbarian’s Inner Core

If you’re a Paladin, Fighter, or Ranger, don’t worry about spreading yourself too thin. Barbarians place a premium on strength.

There are no significant Dex-based options here (but finesse weapons are discussed in the comments). Strength is required.

Your primary emphasis will be on strength and constitution… with a dash of Dex tossed in to make you more difficult to hit.

We utilize the following color coding when creating character optimization guides:

Sky Blue is a top-tier option that is definitely worth considering. Here is where barbarian optimization begins. Blue = High-quality options that will improve your abilities. This is a fantastic option. Black is a versatile color that may be used in a variety of circumstances. Sometimes there are better options, and sometimes there aren’t. Purple is a color that is a bit on the weak side. It may be useful in certain situations. Depending on your campaign, there may be a better choice. Red indicates that the machine isn’t up to standard. If you’re aiming for a theme for your character, this is still possible, but you’ll be less successful in a straight-up campaign.

Note: We don’t have any “must have” or “Gold” grades since, ultimately, you’ll know more about your character’s theme than I do. There are also fewer “totally awful” options since you may uncover some gold underneath something mechanically poor.

Stats:

  • Str: This is the part when you get pumped. Your whole kit is based on your Strength score, which accounts for almost half of your class’s abilities.
  • Dex: It’s not your primary emphasis, but it’s useful to have. You won’t be able to push this beyond a +2 modifier, but a little more juice will make your life simpler. Con: You’ll want to pay nearly as much attention to this as you do to your Strength. Hit points are much too valuable to be overlooked. It’s much more crucial if you wish to remain unarmed.
  • Int: This is the standard Barbarian dump stat. It has a negative impact on your Int savings, but there are workarounds.
  • Wisdom is linked to perception and certain of your class abilities, therefore you don’t want it to be a negative.
  • Cha: The majority of the talking is done by your weapon and fury. Intimidation may be a factor in deciding whether or not to use a positive modifier. Unless you play Path of the Berserker, it’s not utilized for anything else.

Races:

Half-Orc [+2 Str, +1 Con] The classic Barbarian choice. You get the Intimidation Skill, and the racial bonus to the stats are perfect, with bonus to Strength & Constitution. Darkvision remains a great choice. Savage Attacks with a great axe is super strong starting off at the start.

All in all a great choice for an offensively minded Barbarian. Relentless Endurance is a cool feature, but the Barbarian class does get something similar at level 11: Relentless Rage, but can be used only if you are raging, it’s not automatic & you get to do more than once.

Goliath [+1 Con and +2 Str] The barbarian’s ability scores are almost built for him, the free Athletics skill makes grappling a breeze, and Stone’s Endurance makes an already tough character much more so. Stone’s Endurance, on the other hand, will compete for other response choices, putting these men a notch below the Half-Orc.

dwarven barbarian

[+2 Dex] Aarakocra The ability score boosts are fine, since +2 Dex helps with AC and perhaps weapon use, but it’s the 50ft fly speed that makes these people ridiculous. When you combine it with a polearm for reach and barbarian toughness, you get a character that is unlikely to perish. This is aided by the +1 Wis bonus, which strengthens a frequently attacked save.

[+2 Con] Dwarf This is an excellent option for a Barbarian, however the weapon racial adders seem to be ineffective.

  • Mountain Dwarf [+2 Str] provides a very powerful +2 Strength boost, which is ideal for a martial class.
  • Hill Dwarf [+1 Wis] is excellent for damage resistant tanking because of the increased hitpoints, but the loss of a +2 Strength boost for a +1 Wisdom benefit hurts.
  • Duergar [+1 Str] provides a +1 bonus to Strength, Superior Darkvision, and Innate magic of Enlarge, as well as invisibility, making him an excellent option. However, his Sunlight sensitivity limits him. [SCAG]

[+2 Dex] Halfling Like the Elf, you get increased dexterity, but you also gain the Lucky Racial trait. I like playing a Halfling, but the drawback is that I am a tiny, sluggish creature that is at a disadvantage with traditional Barbarian weapons. I’d become Rogue for a few levels so I could utilize Sneak Attacks with finesse weapons (you can still use Strength with those).

  • Of the two basic subraces, the Stout Halfling [+1 Con] is the superior option.
  • Lightfoot Halflings[+1 Cha] have a considerably shorter stature than Stout Halflings.
  • Halflings who can see ghosts It’s in the same boat as the Hill Dwarf, with the exception that there’s no hotpoint increase and just telepathy. Pass! [SCAG]

[+2 Str, +1 Cha] Dragonborn Although strength is excellent, the Charisma advantage is unnecessary. However, the advantages you get are very good. Resistance to a different kind of damage is always nice, but it’s pointless at higher levels. You do receive an AoE attack that utilizes one of the Barbarian’s secondary ability scores (Constitution) as the DC. A powerful Barbarian with a magic trick under his sleeve, the Dragonborn.

Half-Elf [+1 to Str/Con and +2 Cha] The boost to Charisma is largely squandered, thus this isn’t a usual Barbarian choice. Darkvision, Fey Ancestry, and additional talents are some of the pleasant benefits. On paper, it’s a bit unusual for a Barbarian, but it’s not bad.

  • Half-Elf Variants [+1 to Str/Con and +2 Cha] For the sake of flavor, I’m reducing skills. It’s not appropriate for a Barbarian, in my opinion.

[+2 Con] Genasi You begin with a boost to your constitution. This may not be a terrible option, but there are four subraces to consider. [PotA]

  • [+1 Dex] Air Genasi It might be an excellent option for a Barbarian with Dexterity.
  • [+1 Str] Earth Genasi It’s a good option since you get to travel across tough terrain and get right into the action.
  • [+1 Int] Fire Genasi Flame cantrip, darkvision, and fire resistance I wouldn’t do that.
  • [+1 Wis] Water Genasi It’s possible that this is a worse option than the Fire Genasi.

[+2 Dex] Elf Although the Barbarian Elf is not the greatest choice, darkvision and sleep immunity are excellent mechanical options for a combative class like the Barbarian. The three subraces are ranked in my opinion as follows:

  • [+1 Wis] Wood Elf Each of them has a wasted weapon proficiency, but the Wood Elf has a faster speed that allows you to get to the adversary faster.
  • That would be a nope for Drow [+1 Cha].
  • A double nay goes to High Elf [+1 Int].
  • Even with Misty step [DMG], Eladrin [+1 Int] and a triple nope

Human [All scores get a +1], A Human isn’t the greatest choice for a Barbarian. There aren’t as many racial ability advantages as there are for the other races.

  • Human variant [+1 to Str and Con, plus a feat] It’ll be a different scenario if Human Variant is permitted. As a result, the Human is now one of the greatest Barbarian options, rather than one of the worst. The Half-Orc is somewhat ahead of the Dragonborn, while the Dragonborn is even with the Half-Orc.

[+2 Int] Gnome Because of their tiny stature, they are similar to Halflings, although they lack the advantages of Lucky and the Dex Bonus.

  • Forest Gnome [+1 Dex], the dexterity boost is fine, and communicating with animals isn’t necessary for the Barbarian.
  • [+ 1 Con] Rock Gnome Pass! I simply don’t see it!
  • [+1 Dex] Deep Gnome Bonuses for Darkvision and Dexterity. For a Rogue, it’s adequate, but for a Barbarian, it’s insufficient. [SCAG]

[+1 Int, +2 Cha] Tiefling The numbers aren’t where you want them to be, and the additional benefits aren’t enough to make up for it. You won’t be able to perform the spells if you’re enraged, and you’ll be enraged a lot. The fire resistance is appealing, but other races, such as Dragonborn, may provide you with it.

  • [+1 Int and +2 Dex] Tiefling Variant For a Dexterity-based Barbarian, this would be a fantastic choice with Winged, but you’d lose Infernal Legacy. That’s OK since your Charisma is most likely very low. [SCAG]

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Aasimar [+1 Wis & +2 Cha] Darkvision, resistance and spells. This isn’t a great choice for a Barbarian. At all. Stick with Cleric or Paladin for this race. [Volo] 

Bugbear [+2 Str & +1 Dex] Reach is great, carrying more could be useful for grappling and dragging if that’s your style. Getting extra damage on a surprise attack is just gravy. [Volo]

Hobgoblin [+2 Con & +1 Int] Not terrible but martial training and intelligence is wasted on you. Saving face is good if you’re in a big party. [Volo]

Goblin [+2 Dex & +1 Con] Darkvision, Fury of the Small, Nimble Escape [Volo]

Kobold [+2 Dex & -2 Str] Some interesting ideas here, but the cost is too high.

Kenku [+1 Wisdom, +2 Dexterity] Leave imitation and fabrication to the party’s front man. [Volo]

Lizardfolk [+1 Wisdom, +2 Constitution] Natural Armor, Bite, Cunning Artisan, Hold Breath, Hunter’s Lore Not bad, but much of the Wisdom is squandered here. [Volo]

Tabaxi [+1 Charisma, +2 Dexterity] [Volo] Darkvision, Feline Agility, Cat’s Claws, and Cat’s Talent

[+1 to STR, CON, and CHA] Triton A Barbarian may benefit from two of those stat boosts. Aside from that, your campaign will determine your swim speed, ability to breathe water and air, ability to communicate with aquatic animals, and cold tolerance. Keep in mind that you can’t cast Gust of Wind, Fog Cloud, or Wall of Water when furious since only Gust of Wind utilizes your CHA. [Volo]

Tortle [+1 Wisdom, +2 Strength] [Tortle Package] Claws, Hold Breath, Natural Armor, Shell Defense, Survival Instinct

Tuan-ti Pureblood [+1 Intelligence, +2 Charisma] The numbers don’t add up, and spellcasting doesn’t function while you’re enraged. Pass on this one. [Volo]

[+2 Strength, +1 Constitution] Minotaur It already sounds great to go into combat with horns. You’re putting points into your basic stats, and a furious bull is kicking ass. You receive a somewhat weaker version of the Charge feat for free, as well as an enhanced unarmed strike and a monk-like knock-back. With the extra action competition, the Goring rush makes the Berserker Frenzy a bit less exciting. You may also anticipate creating a labyrinth. [GGR]

Don’t get too worked up over your race selection. While the racial powers and stat bonuses are useful early on, they will become less important as you grow up.

That +1 to your stat has less of an effect on overall performance at 15th level.

Just something to think about while you’re constructing your background. Occasionally, making an intriguing decision may lead to greater enjoyment. Especially if you construct in a manner that I haven’t considered. We prefer to look at survival from our Racial talents since it comes in useful in the early stages when things become difficult.


Features of the Barbarian Class:

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You’re constantly enraged, cap. This is the most important mechanic for you. Your yak butter and mead Rage distinguishes the Barbarian from other martial classes as a force to be reckoned with.

Rage is a layer that is both aggressive and defensive at the same time. You’ll do greater damage and suffer less damage in exchange, and depending on your subclass, you’ll get access to other perks.

When you declare that you’re enraged, you’re not going to stop until all of your foes are dead.

There are a few restrictions to the Rage function that you should be aware of:

  • Heavy armour is not permitted. Shields and medium armour, on the other hand, are acceptable.
  • The melee weapon damage boost only applies to strikes made with Str. This implies you won’t be attacking with Dex (but finesse weapons may still be used if you’re attacking with Strength).
  • Melee weapons are the only ones that function. The Rage boost will not contribute towards your damage when you hurl a javelin with Strength.
  • No Spells: You won’t be able to cast spells while Raging, and you won’t be able to maintain any concentration spells you have going.

Raging has several drawbacks, such as the fact that you must take lengthy naps to recover your Rages. So, depending on how long your adventure day is, you may want to space them out a little.

The flat damage boost is one of the greatest aspects of Rage in battle. More numbers indicate that you’re increasing your damage’s floor.

At low levels, you gain resistance to the three most prevalent kinds of damage. Almost all mundane damage is reduced when raging, especially at low levels. This enhanced resistance (together with the larger health pool) allows the Barbarian to remain alive for longer in melee combat.

Unarmored Defense: When you’re without wearing armour, adding your Con and Dex bonuses to your AC is fantastic. Even better if your DM loves to throw battles at you in the middle of the night when everyone has taken off their armour to slumber.

Note: You’ll want to talk to your DM about how magic goods will affect you. Magic armour will provide modest AC increases to the majority of other players. While you can equal the AC of a chain shirt with +3 Con and +2 Dex, you’re restricted when you attempt to go higher than that. If that’s the route you choose to go, you may still utilize a shield. If you’re searching for non-armour goods to help with this, talk to your DM. (Keep in mind that racial talents do not stack; you must pick the highest one.)

Level 2

Reckless Attack: So what if you let your enemies strike you with an advantage? This doesn’t need any actions, and if they strike you while you’re Raging, the damage is half. Multi-classing with Rogue to obtain automatic Sneak Attacks with finesse weapons may be a nice idea.

You have an advantage on Dexterity saving throws against effects that you can see, like as traps or spells, if you have Danger Sense. Dexterity saves are frequent, and when you combine them with Resilient Feat, this class trait becomes sky blue.

Levels 3–6, 10, and 14

Barbarian Sub-Classes: These are the Barbarian sub-classes you must select from. In their own parts, I go into more depth.

You select a route that affects the nature of your anger at the third level. Your decision gives you features at the third level, as well as at the sixth, tenth, and fourteenth levels.

4th, 8th, 12th, 16th, and 19th levels

Ability Score Improvements: When you reach the 4th level, and again at the 8th, 12th, 16th, and 19th levels, you may choose to improve one ability score by two points, or two ability scores by one point.

As a Barbarian, you’ll want to increase your Strength and Constitution as soon as possible, thus feats may be tough to come by.

Level 5

Extra Attack: Do extra damage by hitting more frequently. This places you in the same category as other martial arts courses, but the Fighter does it better.

I hope you weren’t wearing Heavy Armour since you can now run faster without it. When you’re playing strategically, this comes into play more. An additional 10 feet gives you a significant advantage in terms of getting within range for more combat.

Level 7

Feral Instinct: Barbarians thrive at taking the initiative initially. You’ll want to get your Rage on before your opponents start throwing damage at you. When the party is startled by Raging, how may they avoid losing actions? Sure, you were bound to anger in the end.

Level 9, 13, 17, and 18

Brutal Critical: This is when you start searching for crit fishing opportunities. You’ll be much more eager to get Advantage and/or assault wildly now. Another method to make use of this feature is to find ways to extend your crit range (3 levels of Fighter, for example). Note that the Half-Orc has a comparable racial trait. It really stacks with this, making critical strikes more riskier.

Level 11

Another trait that works in tandem with a Half-Orc feature is Relentless Rage. If you keep fighting even after you’ve lost all of your health, you’ll become even more difficult to kill. As a result, you’ll be able to play even more recklessly… Keep in mind that the adversary may have another strike that will kill you outright if you have less than 1 HP.

Level 15

Persistent Rage: There’s nothing more frustrating for a Barbarian than having his Rage expire early because he’s out of range. You would lose your Rage if you didn’t attack or take damage if you didn’t have Persistent Rage. This may be caused by a variety of spells or battlefield configurations, so it’s a good idea to keep raging.

Level 18

Indomitable Might is an underwhelming level 18 feature. You already have an advantage if you’re making Strength checks when enraged. Because you’re likely to have 20 Strength, you don’t have to worry about bad rolls (or more with certain magic items)

Level 20

Primal Champion: Now that you’ve reached Demi-God status, you can outlift even the most formidable opponents. Getting ability scores above 20 is difficult, and it almost always requires a cooperative DM. This trait increases the Strength and Constitution scores (and their maximums) by four. This is the Barbarian’s crowning achievement, so it’s no surprise that it’s very spectacular. Rangers, isn’t that correct?


Subcategories: – Primal Paths

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In the PHB, the Barbarian had access to two subclasses, but with the inclusion of Xanathar’s Guide to Everything and Sword Coast Adventurers Guide, the Barbarian now has additional choices.

These routes have a distinct flavor to them and serve to flesh out the Barbarian in various ways.

The Berserker’s Path:

Have everything turn red and wake up on top of a mound of corpses for the Barbarian who wants to get in their opponent’s face. You may enter a frenzy, similar to Wolverine from Marvel comics, which allows you to fight more while also having some severe repercussions.

The Berserker isn’t very fancy or flexible; you can attack more and are more difficult to deactivate.

When you’re in a frenzy, you’ll need to be much more cautious about balancing Risk and Reward. If you opt to go into a Frenzy when you start your Rage, you get another attack as a bonus action (carefully note that this makes the ability pretty incompatible with TWF Barbarians).

You gain a degree of fatigue once the fury is finished in return for this additional attack per round. It’s a steep price to pay, and the price continues to rise. If you’re receiving multiples a day, particularly if you don’t get many days off, exhaustion becomes a problem.

That said, one additional attack per round for the duration of the battle is quite powerful.

Levels of Exhaustion

Level Effect
1 On ability checks, you have a disadvantage.
2 Speed has been reduced by half.
3 On attack rolls and saving throws, you have a disadvantage.
4 The maximum number of hit points has been halved.
5 Reduced speed to 0
6 Death

Stopping opponents from Charming or Frightening you and turning you against your friends is great, especially if you’re already a bit of a loose canon.

Intimidating Presence: This is the one time you’ll need some Charisma points. This is an intriguing ability that gives the Barbarian a thematic flavor and allows him to lock down an opponent. Isn’t that fantastic in the end since it requires an action and depends on one of your lowest ability ratings.

Retaliation: Whoa, whoa, whoa, whoa, whoa, whoa, whoa Another method for gaining an additional attack. You’re almost asking your foes to attack you. That means you’ll want to stay away from any builds that rely on responses for anything else. This is an excellent method for the Berserker Barbarian to increase his damage output each round. Remember that if you can provoke an enemy’s opportunity attack, you may respond on your turn.

The Totem Warrior’s Path:

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Barbarians that follow the path of the Totem Warrior provide their group with a bit extra utility and assistance.

While you will lose part of the Berserker’s additional damage, you will have more intriguing options to make.

Seeker of Spirits: Not really useful. It’s important to note that they are all animal-related rituals. More than everything else, a fantastic thematic/flavor feature. Could come in in if you need to persuade a bear to join your side.

3rd Level Totem Spirit You may now select from FIVE different animals. At each stage, they don’t have to be the same one.

  • Bear – Bears are known for making you tankier, and this is no exception. Gaining tolerance to all types of harm except Psychic makes you very difficult to kill.
  • Eagle – This choice is based on mobility. Dashing as a bonus action makes opportunity attacks more difficult to hit. If you’re meant to be the front line emphasis, this isn’t the best feature, but it may have an entertaining effect in combat.
  • Wolf – Here’s where you can get help. Allies, particularly Rogues and Champion Fighters, will thank you for giving them an edge. This is the alternative where collaboration creates dreamwork. Advantage doesn’t stack and isn’t difficult to get, but with the proper makeup, a guaranteed one may be great. If you don’t have any melee friends, this is obviously less helpful.
  • Elk — Increased speed in the absence of armor. Meh. [SCAG]
  • Tiger and Monk like leaping because, like Tigger from Winnie the Pooh, they can shout, “I’m going to bounce.” But that’s all there is to it. [SCAG]

6th Level Aspect of the Beast The five beast choices are the same as previously, however they may be the same or different animals.

  • The bear – Through Rage, you already have a certain method of gaining an edge on Strength checks. In addition, I’m not aware of many DMs that monitor carrying capacity at a granular level. It’s not completely worthless, but it’s a bit too situational.
  • a bald eagle What do you see with your elven eyes? You can perform spell-like effects with some of these totem settings. This one is pleasant, although it is a bit situational. If you don’t already have black eyesight owing to your Race option, not having a disadvantage due to low light is also a plus.
  • Wolf Another one that is dependent on your party attire. You’ll be treading on their toes if you already have a Ranger in your party. This may be helpful if your campaign involves a lot of monitoring and traveling.
  • Elk – You and up to ten friends will move at a faster rate. Unless you have a lot of overland travel or a hexgrid to explore, it’s not terrible, but it’s also not interesting. [SCAG]
  • Tiger – Extra abilities that you may already possess. If you want to be a skill monkey, I guess [SCAG] is the place to be.

10th Level Spirit Walker A unique flavor choice that allows you to communicate with a spirit animal. If you use the knowledge the DM provides you wisely, the Commune with Nature spell may be quite useful.

14th Level Totemic Attunement – The final totem beast you’ll select is this one. Again, from a list of five options:

  • If you’re not tanking, go with Eagle. Bear – This has to be the greatest Tank ability.
  • A excellent method to strike flying animals is with an eagle.
  • Wolf – You’ll forego damage in exchange for usefulness. Because there is no save, this is a lot of fun. If you strike the opponent, they will fall to the ground.
  • Elk – With a Bonus action, knockdown and damage. This is a DC that is based on Strength. [SCAG]
  • Tiger has the ability to charge an extra action. It seems to be a bit flimsy. [SCAG]

The Battlerager’s Path [SCAG]

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There is a Dwarf limitation, which is the only thing holding this back. Because this is mainly a holdover from the books, your DM may be willing to lift the limitation.

Battlerager starts off a little slow, but with Reckless Abandon, it explodes!

3rd Level Battlerager Armor — This doesn’t have anything going for it. You gain a bonus action to strike a monster for 1d4 piercing damage, bringing your AC to 16. It seems to be a waste. Abandonment with Haste 6th Level – Gain temporary hit points, transforming you into a super tank. It’s really beefy. Battlerager Charge 10th level – Get a bonus dash action to pursue down prey. It’s not terrible. 14th level Spiked Retribution – Deals automatic damage to anybody who hits you. You’ve got what it takes to take on the horde!

The Ancestral Guardian’s Path (XGE)

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For the barbarian who want to defend his or her companions.

The goal of Path of the Ancestral Guardian is to get your opponents to concentrate on you. Although the subject is intriguing, there isn’t much to see here.

Ancestral Protectors 3rd Level — This ability is similar to the 4th edition defenders mark ability. A fantastic method to keep your pals safe. It’s worth noting that it only counts the first target you hit, not the last. So, if your first assault kills a creature and you use a second attack on a different creature, you’ve squandered this ability.

Spirit Shield 6th Level – Not nearly as effective at mitigating large assaults as the Lore Bard’s Cutting Words. However, you can avoid a reasonable amount of damage every round. Make advantage of your response to reduce the amount of harm you do.

10th Level Consult the Spirits — Isn’t that what Clerics are for? For a 10th level ability, this isn’t exactly what I’m looking for. Barbarians are known for charging in without scouting beforehand.

14th Level – Vengeful Ancestors This is a little improvement, since it guarantees damage while also decreasing harm to friends. Force harm is often not withstood. This Spirit Shield is also 4d6 by the time you receive it.

The Storm’s Path Herald (XGE)

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For the Barbarian who likes to jump right into the action.

The Storm Herald Barbarian wants to get as near to the opponent as possible, since the Auras are only useful when used up close.

3rd Level Storm Aura – You may change your aura every time you level up, which is OK. The range is adequate, but it depletes your extra action if you repeatedly activating these skills while raged. Your campaign will be given a higher rating if it is anticipated to take place in one of these three settings.

When you earn a level in this class, you may alter your environment preference. If the effects of your aura need a saving throw, make one with a DC of 8 + your proficiency bonus + your Constitution modifier.

  • Desert. Just by coming near to you, every opponent suffers inescapable fire damage? For optimum impact, wade into a horde of minions. Avoid standing near your pals.
  • Sea. Damage is increased, but only to one target. However, lightning is seldom resisted, so that’s a plus.
  • Tundra. Keep in mind that temporary HP does not stack, so this isn’t as good as it seems. This may become more powerful in a melee-heavy group.

Storm Soul 6th Level – The storm gives you advantages even if your aura isn’t active at this level. The advantages are determined by the Storm Aura’s surroundings.

  • Desert: While fire damage is commonly withstood, it is also a frequent form of harm on creatures. The resistance here is excellent for the same reason that the damaging aura is bad.
  • Lightning damage to the sea is uncommon. However, the environmental benefits of swimming speed and underwater breathing are arguably the most beneficial.
  • Tundra: Cold damage isn’t as common as fire damage. The ice-cube-making effects are cute, but you’ll have a hard time finding a more practical use.

Shielding Storm 10th Level – You may now give those in your aura the resistance earned through storm soul. The desert comes out on top here; you’ll never have to worry about a fireball again! The other kinds of injury aren’t as frequent, thus they’re not as helpful, but they may save your skin on occasion.

Raging Storm 14th Level – At 14th level, the storm you control becomes more powerful, striking out at your enemies. The impact is determined on the Storm Aura’s chosen surroundings.

  • Desert: Better than the damaging aura, but only by a small margin, and with the same damage type restriction.
  • Sea: A powerful ability that may help you and your friends gain an edge.
  • Tundra: This seems to be a smart idea at first sight, but your aura’s limited range (plus the overall flexibility of higher level monsters) make it less effective.

The Zealot’s Way (XGE)

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A route worthy of Tempus!

Combining a wide range of destructive, defensive, and utility choices to create a powerful barbarian that will make you want to find religion.

3rd Level Divine Fury — This doesn’t scale well, but a half-smite is always in vogue. Radiant damage is extremely helpful in most campaigns.

Warrior of the Gods 3rd Level — This is dependent on the severity of death in your campaign. You’ll also need to make sure that someone with Revivify or anything similar is around to assist you.

Charms and holds are more likely to take you out of a battle as a barbarian than raw damage. Fanatical Focus 6th Level — As a barbarian, charms and holds are more likely to take you out of a fight than raw damage. Allowing the big evil to turn you against your group or quell your anger is a poor idea. It’s dull yet wonderful.

Zealous Presence 10th Level – This is excellent for larger groups since the benefit may be shared among up to ten allies. When you consider how many assaults and saves may happen in a single round, this is a significant amount of time, yet its use is severely restricted (once per long rest).

Beyond Death Rage 14th Level – Wow, this is incredible. You’re good to go if you have a Goodberry in your pocket. If that fails, you may always rely on Warrior of the Gods to resurrect you.


Skills & Backgrounds:

You’re good at taking and dealing with harm. You aren’t supposed to be the group’s skill monkey. Leave it to the small blades of Bards and Rogues.

Barbarians, on the other hand, get an advantage on Strength-based checks when Raging. Athletics is a Strength-based skill, but with the proper flair and a willing DM, you may be able to perform a Strength-based Intimidation check.

Don’t be scared to mix and match your skill selections to make your character unique. Even if a skill is mechanically poor, it may still be beneficial to the whole party.

Class abilities:

Animal Handling: If you’re a Totem Barbarian who often interacts with animals, this skill may come in useful. The Druid or Ranger is usually in charge of this. Athletics is the most important Strength talent. You’ll want to know how to do this as well. Climbing, leaping, running, and lifting are all included. All of the enjoyable physical activities. Intimidation: Charisma won’t help you much, but this talent will be more useful than Persuasion or Deception. However, as I previously said, there are methods to do a ‘Strength-based intimidation check,’ therefore you should be competent in this. Nature: Despite its thematic relevance, Int is your standard dump stat. When the DM asks for a perception check, it’s virtually never a good idea to roll poorly. Perception will come in handy along your journey. Survival: This is a campaign-specific item, although it is thematically meaningful and useful regardless.

Non-class abilities:

Acrobatics may be very helpful. It’s not as essential to you as Athletics, but it’s useful if you want to leap from great heights. Sleight of Hand: This is a job for the world’s rogues and bards. You’re a bit more forthright in your approach. If you don’t have those kind of individuals at your party, it might be entertaining. Stealth is a skill that may be useful in a variety of situations. Usually to set up a trap or to get into position. Give it a go if you have any Dex modifier and little or no armour. Arcana: Is it possible to learn from a book? Magic? These items are unnecessary for Gronk. History: Unless you’re extremely interested your tribe’s lore and history, this isn’t a good fit for you. Investigation: Almost everyone will improve in this area. Allow them to examine the room’s remnants once you’ve demolished it. Unless you’re a Zealot, you’d be a Cleric or a Paladin if you desired religion. Insight: Knowing whether someone is lying to you or ready to use their weapon is helpful. Medicine: Just put some dirt on it; academics will figure out what intestines OUTSIDE the body signify. Deception is a useful skill to have, but others in your group are likely to be better at it. Before the journey, you could have been a circus strongman. If not, I’d steer clear. Fear and adoration are two types of respect that may be used to persuade others. In nine out of ten cases, Barbarians would be better off using Intimidation.

Backgrounds:

Most backgrounds provide you with two additional abilities, such as tool proficiency or a language, as well as a specialized benefit. Better at fleshing out your character’s narrative than giving any significant technical advantage.

Speaking with your DM about what your background will signify in the world they’re creating for you is one of the greatest things you can do.

[insight/religion] Acolyte: This is an unusual decision that may lead to a fascinating tale. Religion isn’t the best talent, but Insight isn’t bad. Although it is not a typical Barbarian speciality, the other languages may be helpful. The benefit is entertaining and flavorful, but it may be game or DM specific.

[deception/sleight of hand] Charlatan: Another unusual pick, but one that might be entertaining. The two toolkits may give your Barbarian a weird layer. The perk may be used to offer some interesting roleplaying possibilities. Most Barbarians will be uncomfortable with this, but it isn’t a terrible option.

[deception/stealth] is a criminal term. Stealth and Thieves Tools are excellent mechanical options, particularly if you don’t have a Rogue in your party. The benefit of having a criminal contact varies depending on the campaign, but it is not to be overlooked.

[acrobatics/performance] entertainer With this combination, I always imagine someone like to a circus strongman. Acrobatics and Performance are useful abilities, but they don’t really apply to the average Barbarian. The perk does provide some enjoyable possibilities for character development.

[Animal handling/survival] is a folk hero. Although both abilities are included in your curriculum, the tools may be helpful. It’s a fun character option, but the mechanics aren’t very impressive.

[insight/persuasion] Guild Artisan This is the kind of decision that may help define a character while also providing some entertaining possibilities. The crafting rules, on the other hand, make this a highly campaign-specific game. Well, without a lot of downtime…

[medicine/religion] Hermit This is arguably your weakest Background in terms of mechanics. The talents are incompatible with your abilities, and the benefit is vague. If I had to choose just one background to avoid, it would be this one.

[history/persuasion] Noble: It may require some excellent narrative skills to pull this one off, since it is almost the polar opposite of a conventional Barbarian. The skills aren’t a good fit for you, but having access to the Gaming Kit might be enjoyable.

[athletics/survival] Outlander Probably the most famous Barbarian background. The two talents are already on your list, but one of them is Athletics, which is fantastic. It’s good to have a second language, and the musical instrument may help to flesh out your persona. The perks are great, but they do tread on the Survival skill’s toes a bit.

[arcana/history] Sage: For a Barbarian, he’s a bit like the Hermit. The two languages are lovely, but the rest is a bit of a letdown.

[athletics/perception] Sailor You have two of the greatest abilities. It’s even better if you get a free ship trip. The benefit is campaign-specific, but it might be helpful. Much fun may be had if you utilize the Pirate Variant!

Soldier: [athletics/intimidation] There’s also a lot of talent potential here. However, I find the benefit to be very limiting. For it to be helpful, it basically needs DM kindness.

Urchin: Who knew Urchins could be so talented? Stealth is a fantastic ability to have, and both Thieves Tools and the Disguise Kit are enjoyable to use. The perk is also very good, with plenty of room for it to shine in a variety of campaigns.


Feats:

Alert — Always a good option, but somewhat less so for a Barbarian who is already less affected by a Surprise round.

Athlete – This is a situational term. In an action/adventure game, the effects are fantastic, but in a straight hack and slash game, they’re less so.

Actor – Flavorful, but a terrible pick for a mechanical.

Barbarians make the most of individual actions as Chargers. This is a fantastic technique to get more oomph out of them. Because you should almost always go first in combat, this is a fast method to go to the opponent and either deal damage or arrange the battlefield.

You’re a crossbow expert, but ranged combat isn’t your strong suit. Pass.

You don’t do finesse, Defensive Duelist. Pass.

Dual Wielder – This is an excellent method to get some additional damage, but be cautious. This is incompatible with Frenzy, and it can’t be used with the Wolf Totem knockdown or in the same turn as Rage. Otherwise, it gives you the opportunity to do more Rage damage, which is a good thing. With proper preparation, it can work, but it may not be the greatest use of your Bonus Action. Take care while approaching. The main problem with this accomplishment is that to be competitive, you almost *have* to dive into either Fighter or Ranger to acquire the corresponding Fighting Style. It’s probably not a top tier option if you have to multiclass away from your main class to be viable.

Dungeon Delver – Situational, with class skills that mimic some of the characteristics. Delicious, but maybe not the best option.

Durable – Someone with a greater understanding of statistics should be able to figure this one out. It’s not awful, but it’s also not a top-tier option, in my opinion.

Elemental Adept – If I say no, believe me.

Grappler – Because the Barbarian has a natural propensity for grappling, this feat may be useful. This accomplishment allows you to confine an opponent, which may be helpful and fits nicely into the Risk vs. Reward gameplay style. It’s a bit situational, but it’s a great technique to use when it’s appropriate.

Master of Weapons – There is no reason not to take this accomplishment if you intend to use a Great Weapon. The cleave effect is fantastic, but keep in mind that it depletes your bonus action. The part of the feat that enables you to accept a penalty to hit isn’t my favorite, but I despise anything that interferes with my to hit. The details will have to be worked out by someone who is better at math.

Healer – This isn’t the Barbarian’s bag at all.

Heavily Armoured – A poor decision. Heavy Armor isn’t allowed by too many of your class’s characteristics.

Heavy Armor Master – As said before.

Inspiring Leader — For the average Barbarian, the Charisma investment is a little expensive.

Keen Mind – The average Barbarian receives no advantage from this ability.

Lightly Armored – You’ve already shown your worth.

Linguist – There are more effective methods to learn languages. Aside from character considerations, this is outside of the average Barbarian’s comfort zone.

Lucky – If you want to increase your tankiness, this is a great accomplishment to do. The additional rolls may come in handy in a hurry, and recovering them after a lengthy rest allows you to integrate them well into your Rages.

Slayer of Mage – This accomplishment, although somewhat specialized, works nicely with a Barbarian, particularly one who emphasizes on mobility. Given how devastating a well-played caster can be, this ability may be a lifesaver.

Magic Initiate – You’re not dressed properly for casting. You can’t cast when in a Rage, and outside of utilitarian or character motivations, you won’t gain anything out of it.

Martial Adept – A person who has just one superiority. This ability is harmed by dying. It’s not terrible, but the effect of a single d6 die isn’t very substantial. There are better alternatives.

Medium Armor Mastery – Because your Con is usually greater than your Dex, this accomplishment may be limited in its use. You may notice some advantage if you go for the Medium armour path, but your stats may line up better for the unarmored route, in which case you should avoid it.

Mobile — If you’re going for the Eagle Totem’s high mobility option, this may be a useful addition to your skill set. This is dependent on your party look.

No, it’s not moderately armored.

Mounted Combatant – Do you wish to play as a mounted fighter with your Barbarian? If so, accept this challenge. If not, go ahead.

Observant – Because perception is so essential to a group, this skill is worth considering if yours requires a spotter. Others, on the other hand, may have a natural love for the position, so it all depends on the emphasis of your character.

Master of Polearms – This accomplishment is quite popular among melee character builders, and for good reason. It’s fantastic to be able to utilize your opportunity attack on individuals closing in on you. Just be mindful of how you include it. This accomplishment loses some luster if you become a Berserker and acquire the Retaliation ability. Before collecting this accomplishment, make sure you understand what you are spending your Actions on on a regular basis, as well as what you *will* be spending your Actions on in the future. However, depending on the Action economy of this version, the Barbarian may make incredible use of this. Make sure to plan your construction appropriately.

Resilient – If you want to beef up your defenses a little, this is a good option, but it comes at a high price in exchange for extremely specialized survival. If your DM loves to throw Hold Person at you on a regular basis, this becomes very useful. If not, it will lose part of its punch.

Caster of Rituals – You won’t likely have the Int, but you may have the Wis to get this. To be honest, this is a character-specific decision. Is it in line with your vision? Then go for it. Otherwise, it’s generally best to stay away.

Savage Attacker: A+++++++++++++++++++++++++++++++++++++++++ This has the potential to transform a bad assault into a fantastic one. Even though you may only use it once each turn, the more attacks you make, the more probable this will shine.

Sentinel – This achievement is incredible. It makes you stickier and punishes anybody who tries to be charming by moving around you. You have an excellent attention-getting skills when combined with the Bear Totemic Attunement.

Sharpshooter – You’re unlikely to employ ranged attacks often enough to justify a feat commitment.

Shield Master is a fantastic method to boost your survival. It’s wonderful to take no damage from Dex-related saves, and because you already have an edge on such saves, that’s a lot of damage you can escape. This feat is an excellent choice if you employ a shield.

Skilled — If you don’t have a particular idea in mind, skip here. There are more effective methods to acquire abilities.

Skulker – This fat is unusual for a standard Barbarian, but if you intend on being sneaky (which is quite possible), it’ll come in handy.

No, you can’t spell Sniper.

Tavern Brawler – A nice flavor, but unless your DM skews the game in that way, or unless you really want to invest in a Grappler, you aren’t going to get a ton of usage out of this unless your DM skews the campaign in that manner.

Tough — Someone with a greater understanding of arithmetic may disagree, but I’m not convinced of the benefit. Instead, increasing your Con by 2 grants you 1 additional hit point each level, a stronger Con save, and perhaps a boost in AC. I believe the Barbarian can do better.

Caster of War – You aren’t a sorcerer.

Weapon Master – You are already an expert with all of the game’s weapons.

 


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Multiclassing:

I’d want to take a short look at a few possibilities here, as well as the idea of a “dip” to get some goods from another class.

However, I’m going to leave some of the finer aspects of multiclassing up to the player, particularly anything that detracts from the character’s Barbarian majority.

The stat requirements are the most difficult aspect of Multi-Classing with the Barbarian.

While fulfilling the Str or Dex criteria is not difficult, Wis-based courses are more difficult, and Int or Cha-based classes are almost definitely impossible.

I’m not going to give this part a color rating since it’s more about character development than actual optimization. I’ll only share a few ideas with each class.

This is, as usual, intended for characters that are mainly Barbarian. That is, if the character reaches level 20, at least 11 of those levels must be Barbarian.

Bard — For the average Barbarian, the CHA investment in Bard is too high. While this creates a unique character, the mechanics don’t always work well together. Because you can’t perform spells while Raging, it’s difficult to justify the experience. Still, if you want to be more of a skill monkey or have a limited variety of spells to employ when you aren’t Raging, this is a route worth considering.

Cleric – While the Wis requirement may be difficult for certain races/builds, it should be achievable. The most significant disadvantage is that you will not earn as much as other classes if you choose this path. The majority of people are searching for Martial Weapons (which you already have) or Heavy Armour (which you don’t desire). The Nature Domain, on the other hand, is thematically fitting, and although it makes you an unusual Barbarian, the Divine Strike ability at 8th level may be a delightful addition.

Druid – With this one, I’ll confess to some prejudice. The notion of a shape-shifting Bear Barbarian appeals to me. In my opinion, a roaring bear is a lot of fun. The 13 Wis, like the Cleric, is rather build dependent, thus it may not be the greatest option.

Fighter – This is the most natural option. Even a few Fighter levels may offer you a lot of flexibility in terms of how you play. Although the Champion sub-class has a more traditional match theme, I prefer to take the Battle Master way. It’s wonderful to have on-demand skills that create effects and increase damage, particularly when they recharge quickly. Most Barbarians lack the Int necessary to succeed as an Eldritch Knight, but it is possible to do it with just Abjuration spells.

Monk – Depending on your build, the Wis may be problematic. The main problem with this combination is that it has some inherent incompatibility. Martial Arts may only be used using Monk weapons, which are uncommon among Barbarians. You also can’t use a Shield, which means tank builds are out. This leaves you with either a dual-wielding build or a quarterstaff-wielding Polearm Master construct. Another obvious problem is that the Unarmoured Defense ability is being squandered. This isn’t to suggest that it’s a terrible construction; it’s simply that it’s unusual and will need some creative thinking to pull off.

Paladin – You’d think a holy avenger Barbarian would be fantastic, but the CHA investment is very difficult to come by. Rage makes it impossible to perform spells, although Divine Smite isn’t really a spell. I enjoy the taste and the excitement of the combination, but it simply doesn’t work out technically. Perhaps a Path of the Zealot would suffice.

Ranger – You can easily fit into this combination as well. The only major problem is that multiclassing with the Fighter yields a lot more benefits than multiclassing with the Ranger. Still, conceptually, this is a great match, and mechanically, it’s not awful at all. However, part of the problem stems from the fact that spellcasting accounts for a significant portion of the Ranger’s “oomph.” It’s a clumsy match at best since you can’t do this and Rage at the same time. Surprisingly, a few levels in the Hunter archetype may really improve your tanking abilities. Horde Breaker and Escape the Horde, strangely enough, may help you with your multi-enemy skills.

Rogue – This is a great option for a themed build, but the limitations on Sneak Attack make it difficult to combine with a normal Barbarian. Cunning Action, Uncanny Dodge, and Evasion are the money abilities granted by the Rogue.

All of these may be very beneficial to your tanking. The Assassin Archetype provides you with a number of helpful tools as well as the Assassinate ability, which works well with the Barbarian.

Sorcerer — The CHA requirement is still a major concern. The second issue is that the Sorcerer depends so much on casting, which doesn’t work well with Rage. It’s not an impossible combination, but you’ll probably have some problems with battle effectiveness.

CHA rears its ugly head once again as a Warlock… Warlocks are a weird beast in that they seem to have synergy, yet their total efficacy is harmed since so much of what they do is based on casting spells. For me, this seems to be mostly a two-level drop for certain flavor abilities, but not much more.

Wizard – Hooray! No way, Cha! Boo! Int! The Wizard, like the Sorcerer, relies so heavily on spellcasting that it’s impossible to work with the Barbarian. There isn’t much to say about the pairing unless you’re looking for a particular flavor combination.

More on a foray into the world of fighters.

In other words, you take a level or two of another class to acquire certain skills or competence that you don’t have.

The Barbarian may profit from this in general, but not as much as other classes. Most conventional dips have less value because to the Barbarian dislike to bulky armour.

So, whereas other characters may acquire Heavy Armor by gaining a Fighter level (at level 1), the Barbarian does not have that advantage. This does offer the Barbarian the advantage of not having to take a level in another class first, which may seriously detract from your character’s overall idea.

Fighter 1 or 2 levels — The advantages are fairly self-explanatory. A minor self-healing skill that is useful at early levels but loses oomph as you level up, as well as the Fighting Style ability. Fighting Style is a fantastic skill to have.

The Duelist’s ability to burst out extra damage favors a tankier Barbarian with a shield.

Because you’re adding ability modifier damage (and additional fury damage) to the extra attack, a Two-Weapon Fighting Barbarian gets a lot of extra damage.

The GWF-related ability is also great, and it helps raise your damage floor, although it’s a little lower than the guaranteed damage of the other two.

The rest, on the whole, aren’t nearly as good.

You have two choices if you wish to play the third Fighter level. If you’re considering crit-fishing, the Champion Improved Critical ability is very powerful. But it’s an all-or-nothing proposition.

It may not be all that if you don’t work at crit fishing. The Battle Master, on the other hand, grants you several fantastic utility skills as well as enhanced damage when you use them.

It’s also good to regain your damage dice after a brief rest, since it gives you something to do in between Rages.

Other dips are available, but they do not provide the same level of return on investment as the Fighter dip.

Weapons of Choice:

The Barbarian has some strange restrictions on the kind of weapons that are really effective for them. Rage necessitates the use of a Str-based melee weapon, thus finesse and ranged strikes are out. Finesse weapons may be utilized with either STR or DEX, as David pointed out in the comments.

For the Attack and Damage Rolls while using a finesse weapon, you may use either your Strength or Dexterity modifier. For both rolls, you must use the same modifier.

https://roll20.net/compendium/dnd5e/Weapons#finesse

This leaves you with one of three options for Str-based attacks:

Great Weapon — The most straightforward route to great damage, but not always the best. Feat synergy is powerful, but it is feat-intensive, affecting your numbers. It’s a classic Barbarian, however, and it’s still a good option that’s not too expensive in terms of Actions.

Look into the Polearm Master and Great Weapon Master feats, as well as the Sentinel ability. The Maul and Greatsword, or the Glaive and Halberd if you take the Polearm path, are the best weapons for sheer damage.

Two-Weapon Fighting – The 1 level drop in Fighter to gain your Str damage on your off-hand weapon helps this build a lot. It also very certainly requires the Dual Wielder ability (which has a small increase in AC, which is just gravy here).

This construct has the most potential damage each round, but you must be cautious with your extra actions. Remember that Rage, as well as other feats like the knockdown from the Wolf Totem ability, all cost one.

Choose two of the following weapons: Battleaxe/longsword (slashing), Morningstar (piercing), or Warhammer (piercing) (bludgeoning). That said, if your idea includes two similar weapons for visual harmony, go for it!

Sword and Board — It’s always good to have more survival. A Barbarian with a shield is an excellent tank. Because your skills synergize so effectively with the Shield Master feat, a Barbarian with a shield and the Shield Master feat makes for one of the greatest tanks in the game.

With the Duellist Fighting Style, a one-level jump into Fighter will help you increase your damage. The battle-axe, long sword, and war hammer are the weapons of choice here.

No Armor vs. Armor

In general, your stats will decide whether you should choose for medium armour or no armour (light armour is seldom applicable). Which choice is ideal for you will most likely vary as you level, and will be influenced by your money and stats.

Depending on your race and stat distribution, your Dex modifier will likely vary from +1 to +3, while your Con modification will most likely be in the +2 to +3 range.

AC 15-16 is the sweet spot. At level 1, that’s the best you can get with Medium armour, coupled with a +2 Dex mod. (If you worry about sneaking, you’ll get a Chain Shirt with a basic AC of 13, but if you don’t, you’ll get Scale Mail with a base AC of 14.)

When your Con + Dex modifiers add up to a +5 or greater AC bonus, you’re probably better off going unarmored. If not, you’ll have to settle with medium armour city.

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An article explaining the game mechanics of the Fighter class and how to use them.

The purpose of this guide is to help players who have yet to play 5th edition D&D to prepare and run the characters they will be playing. What’s covered in this guide is: 1. What is the Foreign Legion? 2. The Foreign Legion’s History 3. Core Classes 4. Races 5. Classes 6. Equipment 7. Feat Descriptions 8. Spells 9. Languages 10. Campaign Notes 11. G15 Tools

There are many different games out there, and many different ways to play them. One such way is to play in a setting that is completely different than the one you are used to. That’s where this Fighter Guide comes in. This is a warrior class that is meant to be used for a 5th Edition D&D game when adventuring on the continent of Faerun, in the city of Turmish, in the Foreign Legion.. Read more about dnd 5e fighter archetypes and let us know what you think.

5e-fighter-guide

From the Players Handbook to Xanathar’s Handbook to Everything, this 5E Fighter guide includes the most recent combat techniques and subclasses.

Grab a weapon and and choose your style because we’ll be covering everything you need to know to make the best fighter in 5e Dungeons & Dragons.

We also have guides to the other classes (from us and externally) find the other great character optimisation guides for D&D here.

Contents


A Weapon for Every Situation: The Fighter’s Core in 5th Edition

“You must fight if fighting is certain to end in triumph! According to Sun Tzu… And, since he created fighting, I’d say he knows a bit more about it than you do, buddy. Then he refined it to the point that no one alive could beat him in the ring of honor!” – Soldier in TF2

D&D Party with Fighter

Traditionally the front line with the most weapons and a simple motto, “I hit with my [Weapon]”. Since the early days of D&D, ‘Fighting-Man’ was all about reliable damage output and being hard to put down.

The Fighter has developed throughout the years to incorporate additional fighting tactics and moves. From archers and light armour to a fully armored greatsword Knight, there’s something for everyone.

In brief, the D&D Fighter in 5e is a master of weapons and armour.

Barbarians utilize sheer strength and risk/reward to deal enormous damage when they can, while the Fighter’s output is more constant.

When it comes to the Fighter, you’ll want to consider what sort of weapon you’ll construct around it. There are many feasible construction choices to consider. Two-Hand Damage, Ranged Archery, Sword-and-Board, Polearm Defender, and even some support utility with specific sub-classes are used by fighters.

From here on forward, the following color coding will be used:

Sky Blue is a top-of-the-line option. Optimisation of fighters begins here. Blue is a good option for a fighter, but not exceptional. Black is a safe bet. Although there are better alternatives, this is more than enough. Purple indicates that the item is not of the highest quality. It may have a specialized use, but there are better alternatives available. Red denotes a mechanical flaw. If it suits your idea, go for it, but you’ll probably be less successful as a result.

It’s important to keep in mind that this is a Fighter optimisation guide. We’re looking at what makes a basic Fighter build powerful or effective. There will be particular information for one sub-class over the other when possible.

However, if you have a great character concept that isn’t based on the word “charop,” don’t be hesitant to put fun ahead of numbers.

After all, you know your game better than I do.


female_tiefling_fighter

Class Features for Fighters

  • Hit Dice: The Barbarian comes in second with 1d10 per level. You’re fighting alongside Rangers and Paladins, which is ideal if you’re going to be in the heart of things.
  • Armour Proficiency: You are proficient with all forms of armour, including shields. It really doesn’t get much better than this.
  • Weapon Proficiency: You can handle any basic or martial weapon. You’re not likely to switch weapon kinds often, but you do get to choose from the full menu here.
  • Proficiency will not provide you with a large number of skills. Being a Fighter grants you two. Because your background and race may add additional abilities, we’ll cover the greatest skills for a Fighter in a section below.
  • Your class does not provide you with any tool competence. Don’t worry, there are other methods to get tool competence via Backgrounds, but they don’t show up very frequently, so don’t be concerned.
  • Saving Throws: Strength is a little dull and doesn’t come up very frequently, but Constitution is great against poison, necrotic, and drinking alcohol, among other things.
  • Not a terrible way to get the game started. There are many weapon choices, so you should have a good notion of which route you’ll choose by now.
  • leather armor, longbow, and 20 arrows (a) chain mail or (b) leather armor, longbow, and 20 arrows A martial weapon plus a shield (a) or two martial weapons (b) two handaxes or a light crossbow with 20 bolts A dungeoneer’s pack or an explorer’s pack?
  • Fighting Style – This is where you start to select your specialty. You start with one and Champions gain another at level 10. You may only choose one Fighting Style at a time.
    • Archery provides a +2 boost to attack rolls, making it ideal for ranged builds.
    • There aren’t many methods to gain a flat boost to AC in defense. When you combine this with strong armour, you become very difficult to attack.
    • Dueling: When you just have a one-handed weapon and nothing else, you do more damage. So a sword-and-board combatant or a fencing fighter.
    • When you need two hands on your weapon, Great Weapon Fighting is the way to go. Works well with weapons like Greatswords and Maul that have several dice.
    • Another excellent style for shield users is protection. Uses your reaction to put you at a disadvantage, so you’ll have to battle with your chance attacks.
    • Two-Weapon Fighting: Your second strike will do a bit more damage. It’s not terrible, but you’ll want to use it in conjunction with the Dual Wielder ability.
    • Mariner (UA: Waterborne Adventures): For Dex warriors that desire greater AC, this is a choice. If you envision yourself climbing rigging and swimming in the seas, this is a worthwhile endeavor.
  • Second Wind (1st Level): In the early stages, this feels a lot better. While it does grow with Fighter level, it becomes less helpful as you progress. Free healing is great, but extra action attacks will start to compete with it.
  • Action Surge (2nd Level): Once every short rest, you get an additional action with all the consequences, including more attacks. The action economy is skewed heavily in your favor when you use action surge.
  • Martial Archetype (3rd Level): This is where you choose which Fighter subclass you want to use. We’ll go into additional specifics later. The archetype you select gives you abilities at the 3rd level, as well as at the 7th, 10th, 15th, and 18th levels.
  • Improvement of Ability Scores (4th, 6th, 8th, 12th, 14th, 16th, and 19th levels): These are fantastic; the more the merrier, and you’re getting quite a few. Take a few feats once you’ve maxed up your main stats.
  • Extra Attack (5th, 11th, 20th): The more attacks you have, the more amazing damage you can do. These additional strikes complement your Action Surge well.
  • Every day, reroll a failed save using Indomitable (9th, 13th, and 17th). You may reroll a failed saving throw starting at 9th level. You must utilize the new roll if you do so, and you won’t be able to use this feature again until you complete a lengthy rest. Beginning at the 13th level, you may use this function twice between long rests and three times between long rests starting at the 17th level.

Stats:

  • Unless you’re aiming for a DEX-based build, you’ll want to increase your Str. Both are suitable for dual wielding and sword-and-board combat techniques. Strength is the best for a two-handed fighter. If you’re a heavyweight combatant, you’ll need some Dexterity for initiative.
  • Dexterity is clearly desirable for an archer, although dual wielding and finese weapons are also options. You’ll be a bit easier to hit than a Strength fighter, but you’ll be better at Stealth and initiative. If you’re pursuing dexterity, you may ignore Strength.
  • Another top-tier stat, which is a disadvantage. Hit points are much too valuable to be overlooked. Most fighters are melee fighters, and having more hit points allows them to remain in the battle longer (and recover more HP with hit dice). Furthermore, Constitution saving throws enable you to escape some of the game’s most vexing consequences. For an archer, the value of this decreases somewhat, but it is still useful. Start with a 14-16 and work your way up to a 20, but you may be able to leave it at 16-18 if you really want achievements.
  • Unless Eldritch Knights and Arcane Archers find this much more helpful, Intelligence: When people speak about the “Big Stupid Fighter,” they’re talking about you, dump Intelligence.
  • Wis: Seeing the adversary before they notice you is essential, but Wisdom also helps with widom saves, which come up often.
  • Cha: You may leave the ‘face’ things to a Bard unless it falls with the sort of abilities you’re seeking. If you’re using the Rally move, Battlemaster Fighters may like this.

Races with the Best Fighters:

Anything with +STR/DEX/CON is an excellent choice. Early on, defensive benefits may be helpful, but certain choices may be less effective later.

Races from the Player’s Handbook [PHB]

  • [+2 Con] Dwarf With +2 CON, Darkvision, and an advantage against and resistance to poison, Dwarves are a formidable fighter race. Theme-wise, you’re looking for Axes and Hammers, although you can certainly break the pattern… Ideally, you should use an axe or a hammer.
    • [+2 Str] Mountain Dwarf This one is a no-brainer… just like the Strength fighter. One of the strongest racial pairings in 5E is +2 STR and +2CON.
    • [+1 Wis] Hill Dwarf If you’re a Dwarf considering a DEX build, this is a good option, but you’ll get more bang for your buck elsewhere. The greatest Dwarf option in Mountain was previously seen by STR-Fighters.
    • [+1 Str] Duergar Superior Darkvision; resistance to illusions, charms, and paralysis; free Enlarge/Reduce and Invisibility Enlarge grants you an advantage on STR checks and saves, as well as an additional d4 damage each attack. If you’ll be spending a lot of time outdoors throughout the day, the sun sensitivity may be a disadvantage. [SCAG]
  • [+2 Dex] Elf An Arcane archer or any build focusing on DEX weapons bows/finesse will benefit from the Elf Fighter. They acquire Darkvision, resistance to charm, and sleep immunity.
    • [+1 Wis] Wood Elf While the Elf package as a whole is fine, the Wood-specific elements aren’t really useful. It’s a minor upgrade over the High Elf.
    • [+1 Cha] Drow In a prolonged subterranean campaign, enhanced darkvision and Faerie Fire can assist, but the CHA doesn’t help much, and sunlight sensitivity hurts if you venture outdoors. Perhaps you could dress up like Jarlaxxle and wear a huge expensive hat.
    • [+1 Int] High Elf The Arcane Archer and a DEX/INT Eldritch Knight pair nicely with a free wizard cantrip. Trance, competence with Perception tests, and the DEX increase are all available to High Elves, as they are to all Elves.
    • [+1 Int] Eladrin A teleport spell cast by a High Elf. With them, you may quickly become an Eldritch Knight or an Arcane Archer. [DMG]
  • Halfling [+2 Dex] You get the same boost in Dexterity as an Elf, but you also gain the Lucky Racial feature, although you can only use finesse weapons, shortbows, and crossbows.
    • Halfling, stout [+1 Def] Although as a dex fighter, you’ll want to keep out of the front lines anyhow, the CON increase may be helpful.
    • Halflings with Lightfoots[+1 Cha] Hiding behind people may be helpful, particularly if you’re a Rally Battle Master in the Warlord style. Otherwise, it’s not very impressive.
    • Halflings who can see ghosts [Wis +1] Wisdom and the ability to communicate telepathically may be beneficial to a combatant, but only to one monster at a time. [SCAG]
  • Human [All scores get a +1], For a fighter, it’s a little dull. The more dump-stats you have, the more serious this seems to be. If you’re a generalist, you may be able to get away with it.
    • [+1 to??? and???] Human Variant as well as an accomplishment] It’ll be a different scenario if Human Variant is permitted. With a feat, you may get a head start on your character idea. You’ll acquire a lot more ASIs later, but a Feat (see the Feats section) that allows you to bring a Fighter idea live at level 1 is fantastic.
  • [+2 Str, +1 Cha] Dragonborn A CHA increase, some theme damage resistance, and a breath attack are all included.
  • [+2 Int] Gnome Similar to the Halfling, but the INT isn’t fantastic unless you’re looking at a Dex-Eldritch Knight or Arcane Archer, which have the tiny stature but no Lucky or Dex Bonus.
    • [+1 Dex] Forest Gnome The DEX is decent for a Dex build, and illusion may be useful for a Dex-Eldritch Knight. TheArcane Archer could find some use in this as well.
    • [+ 1 Con] Rock Gnome Eldritch Knights may find some benefit in this subrace despite the fact that the other choices are better optimized for you.
    • [+1 Dex] Deep Gnome The…svirfneblin… If you spend a lot of time underground, superior darkvision may be useful, but there are better alternatives. Eldritch Knights takes things a step further. [SCAG]
  • [+2 Cha and +1 to???] Half-Elf Here are a few of the excellent elf characteristics, as well as a CHA bonus and one additional.
  • [+2 Str and +1 Con] Half-Orc Darkvision, deadlier crits, once-a-day KO avoidance, and free Intimidation proficiency are all available. For STR-Fighters, it doesn’t get much better.
  • [+1 Int, +2 Cha] Tiefling It’s a +2 to CHA, which isn’t ideal; but, if you’re the appropriate subclass, you could do something with the Int. With the +2 Dex, the Feral Tiefling version has a bit more appeal.
    • [+1 Int and +2 Dex] Tiefling Variant This is an intriguing possibility, particularly when using wings. [SCAG]

Races from the Dungeon Master’s Guide [DMG]

  • [+2 Cha] Aasimar Charisma and resistance are excellent, but spells are mediocre at best. [DMG]]
  • Eladrin: A more affluent variant of the Elf with the ‘Misty Step’ teleport. [DMG]

Volo’s Monster Guide [VOLO] 

  • Aasimar [+1 Wis & +2 Cha] These are mostly your dump stats. The other features look fun but not really optimal for fighters [VOLO] 
  • Firbolg: [+2 Wis, & +1Str] The wisdom isn’t particularly helpful, though the strength is nice. The rest of the abilities are a bit hap-hazard for a fighter. [VOLO] 
  • Goliath: [+2 Str, & +1 Con] This is much better. A big strong Goliath is similar to a Half-Orc where you get Athletics for free instead of Intimidation. Stone’s endurance is helpful at lower levels until you’re an unkillable badass. [VOLO] 
  • Kenku [+1 Wis and +2 Dex] A unique roleplaying option with powers better suited to rogues. However, there is the possibility of a Dex fighter. [VOLO] 
  • Lizardfolk: [+2 Con, +1 Wis] With a Bite attack and Natural armour, this is a viable option for a Dex fighter. Because Natural Armour and Worn Armour can not stack, this option is less attractive to STR fighters seeking Plate. [VOLO] 
  • [+2 DEX and +1 CHA] Tabaxi For a Dex Fighter, this is a great collection of features. Darkvision, increased mobility, built-in weaponry, and free Stealth and Perception proficiency are all available to Tabaxi. The Cha increase is mostly ineffective, but that’s okay. [VOLO] 
  • [+1 to STR, CON, and CHA] Triton Two of the extra stats are important. Aside from that, swim speed, water and air breathing, aquatic creature communication, and cold resistance are all important. Also, only Gust of Wind, out of the three racial spells, utilizes your CHA for anything, so feel free to pick Fog Cloud or Wall of Water instead. It’s excellent in every way. [VOLO] 

hobgoblin-warlord

[VOLO] Volo’s Monstrous Races 

  • Bugbear: The lengthy arms give you more reach on your turns, and the stat benefits line up well as well, favoring Str fighters but not so much Dex fighters. Darkvision, free Stealth proficiency, and 2d6 more damage when striking from surprise are also included. [VOLO] 
  • Goblin: A swift Archer Fighter with excellent disengage and concealment abilities. [VOLO] 
  • [+2 CON, +1 INT] Hobgoblin They’re said to be great shield wall fighters. However, the Int may be less helpful to you. In a large group, the Save-Face skill is very useful. [VOLO] 
  • [-2 Str and +2 Dex] Kobold With these benefits, you’re not going for Strength Fighter; the advantage on any attack as long as an ally is close to your target is fantastic for Sharpshooter/Crossbow Expert builds. It’s even better in campaigns when Sunlight Sensitivity isn’t a factor. [VOLO] 
  • [+2 Str and +1 Con, -2 Int] Orc Arcane Archer and Eldritch Knight aren’t as viable now that you’ve lost your Int, but the extra action mobility, darkvision, and intimidation are excellent additions. [VOLO] 
  • Yuan-Ti Pureblood: These beings aren’t built for combat. Poison immunity is great, but it’s not worth it in this situation. [VOLO] 

[EEPC] Elemental Evil Races

  • [+2 Dex] Aarakocra Fly above the battleground and shower down arrows. [EEPC]
  • [+2 Con] Genasi A con boost is great, and every Genasi receives one. [EEPC]
    • [+1 Dex] Air Genasi Another swooping archer… But what about Levitate? It’s not terrible. [EEPC]
    • Earth Genasi: [+1 Str] Pass without Trace is a powerful stealth ability, and Earth Walk helps your mobility. Heavily armored Fighters can use the Strength bonus. [EEPC]
    • [+1 Int] Genasi of Fire Intelligence isn’t really useful; a Dragonborn gets a lot of comparable things with higher stats. Eldritch Knights, on the other hand, may want to take a peek. [EEPC]
    • [+1 Wis] Water Genasi This receives a modest bump in a water-based promotion, but you may want to look into Triton instead. [EEPC]

[WGtE] Eberron Races

  • Changeling: You don’t have much to work with when it comes to CHA and DEX increases. In more social efforts, disguising oneself is a useful technique. [WGtE]
  • [+1 Dex] Shifters These shifts are more physically demanding races. Darkvison isn’t terrible, and the brief HP boost from shifting makes him a tough Fighter to deal with. [WGtE]
    • Beasthide Shifter: A good Dex Fighter with boosts to AC, CON, and DEX. [WGtE]
    • Cliffwalk Shifter: Your DEX is excellent, and you have the shifter temp HP, but there are just better shifter choices. [WGtE]
    • Longstride is a pure Dex option that also has a mobility option. Longstrider does not need to be poached. [WGtE]
    • Longtooth Shifter: A little STR and DEX isn’t a terrific combination, but it works better for a Strength Fighter or grappler. [WGtE]
    • Razorclaw Shifter is a DEX-based character with a +2 attack. It’s not bad, but it’s not great either. [WGtE]
    • WIS is a dump stat, Wildhunt Shifter. [WGtE]
  • [+1 Con] Warforged During a lengthy rest, your Armour composition, poison resistance, and illness immunity will all change. There’s a lot of interesting things here for fighters; you can’t wear armour, but you may be able to persuade your DM to add magical armour effects to your creation. [WGtE]
    • Envoy [+1???, as well as +1???] Good potential for a fighter with some flexibility in terms of the tool you interface with. [WGtE]
    • [+2 Str] Juggernaut A classic military weapon in the form of a live being. The increased damage from unarmed attacks isn’t very helpful unless you often find yourself disarmed. [WGtE]
    • [+2 Dex] Skirmisher Extra mobility and reconnaissance potential. [WGtE]

[GGtR] Ravnica Races

Minotaur: The idea of charging into combat with horns is already fantastic. The extra +1 STR (for a total benefit of +2) is usually preferred, but things only get better from here. Your horns let you to attack for d10 damage while wielding a shield (hint: select the Dueling fighting style), and the Goring Rush (bonus action attack while dashing) and Hammering Horns (bonus action push 5′ while striking) abilities offer you a lot of battle options. It’s also never a bad idea to have some navigational abilities. You may now look forward to constructing a labrynth as well. [GGtR]

There’s a lot more to think about when it comes to the greatest fighter races.

Now that that’s out of the way, here’s the deal with racial abilities: They won’t be as important later in the game. That +1 to your stat has less of an effect on overall performance at 15th level.

The change is considerably more apparent at lower levels. At a low level, 5e is clearly a more difficult game than either 3.x or 4e. It is less forgiving, and it is very simple to be dropped.

When you’re looking at races, keep it in mind. While certain races may lack the “oomph” when it comes to doing damage, the survival benefits that they do have will come in useful during those tough low levels.  


Fighter Subclasses: Martial Arts Archetypes

[XGE] Arcane Archer

archetype-martial-arcane-archer

An Arcane Archer is a specialist in a particular elven kind of archery in which magic is woven into strikes to create extraordinary effects. As you level up, you’ll get access to additional choices for these ‘Arcane Shots,’ which may offer more damage or utility.

Those bullets all have DCs dependent on INTELLIGENCE, so if you want to remain relevant, you’ll be investing points into INT. Only shortbows and longbows, preferably longbows, are compatible with these Arcane Shots.

  • Arcane Archer Lore (3rd level), Free Arcana or Nature skill (both INT-based, so you’ll be excellent at either), and a free cantrip of Prestidigitation or Druidcraft, which all have applications. That’s all right.
  • 3rd level Arcane Shot: (2 options) Combat Superiority is essentially the Arcane Archer’s version of Combat Superiority. You are, however, always restricted to two uses each brief rest, so you must be much more cautious than the Battle Master. You begin with two Shot choices and acquire a few more as you go through the stages (see below), ultimately amassing a sizable number.
  • Shot with a Curve (7th level) You learn how to redirect an errant arrow toward a new target at 7th level. If you fail an attack roll with a magic arrow, you may reroll the attack roll against a new target within 60 feet of the original target as a bonus action.
  • Arrow of Magic (7th level) You may make a nonmagical arrow magical whenever you shoot it from a shortbow or longbow to overcome resistance and tolerance to nonmagical attacks and damage. The arrow’s power goes away as soon as it strikes or misses its target.
  • (7th level) Arcane Shot (3 options):
  • (10th level): Arcane Shot (4 options):
  • Ever-Ready Shot (15th level): Beginning at 15th level, you may use your magical archery anytime a fight begins. You recover one use of Arcane Shot if you roll initiative and have no uses left.
  • Shot of Arcane (5 options)
  • (18th level): Arcane Shot (6 choices, enhanced shots):
  • It’s worth noting that your Arcane Shots all receive an upgrade at 18th level (just more damage on most of them).
  • Arcane Shots: There are some good ones in here, as well as some duds. DC 8+ Proficiency + Intelligence modifier for all saving attempts.
    • Taking a hard-hitting brute out of a battle for a turn may rescue your group. Keep in mind that the opponent will make a Charisma saving throw, so aim for foes with low CHA. When an arrow strikes a target after you reach 18th level in this class, it deals 2d6 force damage.
    • Beguiling Arrow: Oddly, this makes one of your friends enchant the adversary, so I suppose you’re cupid? Essentially, this prevents a single ally from being attacked by a single monster. As a saving throw, Wisdom is targeted, which is less spectacular than Banishing but still does damage. When you reach 18th level in this class, the psychic damage rises to 4d6.
    • Bursting Arrow is an AoE attack that does a modest amount of damage to everyone in the area. Unless you’re fighting against a swarm of minions, this is a poor choice.
    • Enfeebling Arrow: Weakening an opponent and halving their weapon damage sounds fantastic. CON is typically a high stat for most monsters with a powerful weapon attack, and Necrotic damage is frequently readily neutralized by unpleasant creatures.
    • Grasping Arrow is similar to Ensnaring Strike, although it does not completely confine the target (or costing concentration). This one is excellent for laying the groundwork for some long-term harm. The poison damage is acceptable at first (poison is frequently resisted), the slowing by 10 feet is great, and the additional damage every time they move is excellent (Intentional or not). The victim or an ally must spend an entire action to make an Athletics check to remove this. If it can’t teleport, it’ll be in big trouble, or at the very least lose a turn.
    • Piercing Arrow: Enemies seldom line up perfectly, and regardless of how excellent your attack roll was, they still receive a Dex saving throw. Ignoring the cover is intriguing, however the Sharpshooter ability already ignores 1/2 and 3/4 of the cover.
    • Another method to shoot around curves or track someone you’ve seen (recently) is to use the Seeking Arrow. It may be helpful against a target that has recently been stealthed or rendered invisible.
    • Shadow Arrow is an excellent Arcane Shot to learn early and use often. It takes a lot of strength to blind an opponent beyond 5 feet. If you start with this, your subsequent assaults (and those of your ranged friends) will have the upper hand.

[PHB] Battle Master

Fighter-woman-in-leather

This is the warrior that enjoys planning ahead of time and is more tactical. Not quite a 4e Warlord, but with a few choices for commanding the battlefield.

You may have a lot of influence over the pace of a fight if you employ the correct maneurvers at the right moment.

One disadvantage of the Battle Master is that you won’t be able to fling moves about every round; instead, you’ll have to wait for the perfect moment. You, like the Monk or Warlock, rely on brief rests to keep your additional skills topped up.

  • Superiority in Combat: (3rd, 7th, 10th, 15th Level) This is the purpose of the Battle Master. Every brief rest, three Lv. 3 moves are added, as well as four superiority dice. You may use your superiority dice to perform a variety of moves, many of which increase the damage and/or impact of a successful strike. Others provide you unique powers, such as allowing an ally to strike you or allowing you to deflect a hit. When you acquire this feature, you learn three maneuvers and get more as you go through the stages. Section 6 of this guide contains information on maneuvers; notice that many of them can be used with ranged weapons, so this isn’t a melee-only Archetype.
  • Student of War (3rd Level): Mostly for flavor, although depending on your campaign tool proficiency, it may be useful. You’ll often find yourself with nothing to do with your tools.
  • Know Your Enemy (7th Level): Spend one minute observing a creature and learning about its skills in comparison to yours. In earlier text MUDs, the “Consider” command was similar. This is a trait that no other class possesses, and it will be important throughout the game. Use this information to figure out whether they have a vulnerability or if the elderly woman is a masked assassin.
  • Combat Superiority has improved (10th, 18th Level) Your Superiority Dice grow in size, and your moves become more spectacular. It’s not terrible.
  • You’ll always get at least one maneuver in battle if you’re Relentless (15th level). Regrettably, this only applies if you don’t have any superiority dice on the initiative roll. It’ll come in useful if you’ve used up all of your superiority dice. Encourages you to finish a battle with nothing left on the table.
  • Maneuvers
    • Commander’s Strike – Instructing an ally to strike in a friendly manner until you realize it will cost you one of your attacks plus your extra action. It’s very useful if you have a Rogue in your party who can sneak attack, and even better if they have an attack advantage. Otherwise, you’re better off simply hitting the opponent.
    • Disarming Attack – This is an excellent method to reclaim the maguffin that the adversary has. If they’re holding a weapon or a magical focus, that’s even better. Disarm them and take up their item using your free object interaction, or kick it back to an ally. If you’re sure that weak mages can’t spell without their magic staff, this may be an excellent method to disarm them. If you’re battling animals with no weapons, this isn’t very helpful.
    • Distracting Strike – Advantage is nice but this only grants advantage to the next attack from an ally on this creature. Good for Rogues in your party but only when they’re the next one to target the creature. It becomes a bit situational.
    • Evasive Footwork – Because it stops when you stop moving, this move increases your AC against chance strikes. Either retreat away from a difficult foe or rush past them to their back line. When you can’t afford to be distracted, both options are viable.
    • Feinting Attack – Invest one superiority die and your extra action to gain an advantage over one opponent within 5 feet of you. Battle Masters is a game in which you play as a It’s usually reserved for when you REALLY need to hit, and it’s a little underwhelming.
    • Goading Attack – This is a fantastic Defender move. If your opponent lacks Wisdom, this is a great way to keep their focus on you. The menacing assault is more powerful, but it only works against fearless targets. Consider acquiring this at higher levels, as opponents begin to lose their fear immunity or become massive.
    • Can you get closer…? Lunging Attack – Increase your reach by 5 feet. or do you want to use a Polearm? It all depends on the circumstances.
    • Maneuvering Attack — A ‘Warlord’-style ability that allows you to maneuver an ally across the battlefield. The greatest aspect is that it allows the victim to move half as fast as they normally would without generating chance assaults. This can be used to get the Wizard or Archer out of trouble. Alternatively, if you’re in a hurry, relocate a melee buddy inside charging range so they don’t have to sprint on their turn.
    • The ability to inflict the firghten state on an opponent is very strong. Put oneself between your friends and the enemy to make it difficult for your adversary to be successful. Combine this with friends that compel opponents to perform ability checks (rather than saving throws) for things like grappling. Be careful that certain animals are fearless, so use this to your advantage.
    • Parry – Reduces damage depending on your Dex modifier and the superiority die you score. Only useful for a Dex Build, and even then, it loses some luster if you choose Defensive Duelist since you’ll already have a defensive ability that uses up your response.
    • Precision Attack is similar to Bardic Inspiration in terms of effectiveness (and stacks with it). Surviving a close call with a tiny bost implies you’re causing harm where you might have failed otherwise. There are times when you simply must strike an assault. When you’re running Sentinel and have to stop an opponent from getting past you, it’s even better. This move may be used before or after the attack roll, but before the attack’s effects are applied.
    • When you strike a creature with a weapon attack, you may use one superiority die to try to push it back. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw if it is Large or smaller. You push the target up to 15 feet away from you if you fail to save.
    • Rally – Another ‘Warlord’ ability, this time granting temporary health points depending on the Charisma factor and the superiority die roll. If you’re taking this route, the Inspiring Leader feat may let you start each battle with temporary hitpoints and then replenish them later with a rally. Just keep in mind that temporary hit points do not stack, so wait until the initial ones have been used up before adding more.
    • Riposte (Melee Only) – If a monster misses you with a melee attack, you may use your reaction and one superiority die to attack the creature with a melee weapon. If you succeed, the superiority die is added to the attack’s damage roll.
    • Sweeping Strike – This ‘Cleave’ type attack falls short unless you’re battling minions.
    • Trip Attack – A great method to give all melee friends an edge. Works against opponents that are big or tiny, which makes up a significant part of the enemy population. If you’re ranged, it theoretically works, but it means you’re putting yourself (and other ranged teammates) at a disadvantage.

[XGE] Cavalier

Fighter-Cavalier

Mount up and get ready to roll!

The Vavalier is a master of horseback warfare, but that isn’t all you can do. While you definitely want to get in the saddle whenever the opportunity arises, you’re also a capable defender who can keep a front line in check.

To get the most out of this archetype, prioritize Strength and Constitution.

  • Proficiency Bonus (3rd Level) Choose from Animal Handling, History, Insight, Performance, or Persuasion to improve your skills. Alternatively, you may acquire a second language. Unless you know you’ll need a particular language in the future, go for the expertise. If you’ll be mounted a lot, Animal Handling is the best option; otherwise, Insight or Persuasion are good options.
  • Born to Ride a Horse (3rd Level) Mounted is a characteristic that makes you amazing. Advantage on saving throws performed to save your horse from slipping off. It also takes less time to mount and dismount. Outside of riding about, it’s useless, but if the DM lets you get on that horse, it’ll be very helpful.
  • Unwavering Mark (3rd Level) Those who played 4th edition may recognise this. Marking an enemy when you hit it and imposing disadvantage on attacks other than you (while within 5ft). Plus, there’s the bonus-action attack (with advantage) you get on your next turn when the enemy hurts one of your allies. You can mark more than one creature but the special attack is limited to your STR-mod number of times per long rest. So you should be building up that Strength to get the most of this feature. Note this is also, in fact, not redundant with the Sentinel feat, since the attack from that uses your reaction.
  • Maneuver of Defense (7th Level) As a reaction, you add +1d8 to a nearby ally’s AC vs. one attack, similar to a Lore Bard’s Cutting Words. This may be used on yourself or a creature within 5 feet of you (including your mount). Even if the assault succeeds, the damage is reduced by half, making this an excellent defender feature. The number of uses every lengthy rest is determined by your CON-mod, which is why, as a Cavalier, you want to have a high CON. For that response, it competes with the Protection fighting style.
  • Keep the Line in Place (10th Level) An opponent usually does not trigger chance attacks until they are out of your reach. This feature makes it impossible for an opponent to move around WITHIN your reach. The ability of the Sentinel feat to opportunity attack even when opponents have performed the disengage action is a fantastic combo.
  • Charger of Fury: (15th Level) Just in case you needed another incentive to be Strength-focused, the saving throw DC is dependent on your Str. You are not restricted to melee attacks, so you may hurl a javelin if necessary. There are no restrictions on the size of the opponent you may knock prone, but bear in mind that Giant and Gargantuan monsters typically have a high Strength save. Feel free to walk 10 feet in a straight line before attempting to send that gargantuan flying dragon falling to the earth with a javelin.
  • Defender of the Vigilant: (18th Level) A unique response that can only be used to make opportunity attacks. This way, instead of making one OA per creature each round, you may create one OA per creature per round. You’re stopping more foes than a jelatonous cube when you combine Hold the Line with Sentinel.

[PHB] Champion

Great-Weapon-Fighter-Hammer-691x1024

The Champion is the way to go for people who like to play a Fighter mainly for the ability to hit objects and aren’t fond of round-by-round combat choices.

More powerful critical hits, a few skill bonuses, a second Fighting Style, and ultimately the ability to regenerate hit points are all helpful additions that don’t require significant monitoring.

  • Critical thinking skills have improved (3rd Level) Critting on a 19-20 instead of a 20 increases your average damage by a little amount. It’ll be more effective if you can figure out how to take advantage of the better odds. The other side is attempting to increase the amount of dice you throw in order to improve your crits, such as the Half-Savage Orc’s Attacks feat, Great Weapon Master feat, and so on.
  • Athlete of Distinction. (7th Grade) This trait isn’t noticeable until you understand that initiative is a Dexterity check, thus you get a +2 bonus that increases to +3 at L13. Aside from that, you’ll need 50% competence in Athletics, Acrobatics, Stealth, and other skills (you’re probably already good at some of them). Increased leap distance is also a bit of a letdown.
  • Additional Combat Styles (10th Level) If you didn’t take the Fighting style you required previously, now is the time to do so. Grab an accuracy/damage-boosting style that fits your style (Archery, Dueling, Great Weapon, 2WF), but if you don’t, Defense is your best option. For melee/ranged flexibility, a Dex-fighter might consider taking up either Dueling or Archery if they haven’t already. Protection may be a decent option depending on your party composition if you haven’t found something to do with your response yet and you employ a shield.
  • Crit on an 18-20 – Superior Critical (15th Level) Unfortunately, this is a lesser boost than Improved critical, since instead of doubling your critical chance, this only increases it by 50%.
  • the survivor (18th Level) If you are ‘bloodied,’ you will regenerate 5 + Con hp per round (Half health or less). At 18th level, you’ll probably have 150+ hit points, so this isn’t very useful in battle, but it ensures that you’ll start every encounter with at least half your health and frees up several higher-level healing slots for the Cleric.

Overall:

[PHB] Eldritch Knight:

stan-zyk-eldritch-knight-1024x612

For the Fighter with a good Intelligence score who wants to sling Wizard spells.

Your spell choices and slots will be restricted, but you’ll have stronger AoE options, as well as some very powerful defensive spells and a lot of potential usefulness.

  • Casting Spells: (3rd Level) You are a 1/3 caster who learns a certain amount of cantrips and spells from the Wizard list in the same way as a Sorcerer, Bard, or Warlock does. Most of your spells are restricted to only two schools: defensive Abjuration and offensive Evocation, but at Lv. 3, 8, 14, and 20, you may choose from any school. Despite the restrictions, spellcasting will allow you to accomplish things that other Fighters can only scoff at.
  • Bond of Weapons: (3rd Level) Actually, it’s a step up from fluff. If you need to drop your weapon someplace and have already used your free item interaction for the round, spending a bonus action to teleport it back into your hands is a wiser use of your action budget.
  • Magic of War: (7th Level) With the introduction of SCAG cantrips like Booming Blade and Green-Flame Blade, the possibilities are endless. Booming Blade + attack with any weapon other than Great Weapon Master delivers greater single-target damage than the standard 3-attack routine after Lv. 11. (Though you’ll still want to utilize the three attacks for that additional action if you Action Surge.) Great Weapon Masters won’t utilize this as much as they used to, but it’s still useful in certain circumstances.
  • Strike of the Eldritch: (10th Level) After striking them with an attack, you have a disadvantage on spell saving until the end of your next turn. Only for EKs that are concerned about their INT score.
  • Charge Arcane: (15th Level) Woo! Free teleportation just before an Action Surge nova! A nice mobility boost to get to the opponent you wish to rip apart.
  • War Magic has been improved: (18th Level) After casting any spell, you now receive the bonus-action attack. Great for obtaining two attacks in the same round you Haste yourself, for example.

Spellcasting by Eldritch Knights

Cantrips

You learn two cantrips from the wizard spell list of your choosing. At 10th level, you learn an extra wizard cantrip of your choosing.

Slots for Spells

The Eldritch Knight Spellcasting table displays how many spell slots you have for 1st level and higher wizard spells. You must spend a slot of the spell’s level or greater to perform one of these spells. When you complete a long rest, you recover all of your spent spell slots.

You can cast shield using either a 1st-level or a 2nd-level spell slot if you know the 1st-level spell shield and have both 1st-level and 2nd-level spell slots available.

1st-Level and Higher Spells Known

You know three 1st-level wizard spells of your choosing, two of which must be chosen from the wizard spell list’s abjuration and evocation spells.

The Eldritch Knight Spellcasting table’s Spells Known column indicates when you learn additional wizard spells of 1st level or above. Each of these spells must be an abjuration or evocation spell of your choosing, of a level for which you have spell slots. When you achieve 7th level in this class, for example, you may learn one new 1st or 2nd level spell.

At the eighth, fourteenth, and twentieth levels, you may learn spells from any school of magic.

You may replace one of the wizard spells you know with another spell from the wizard spell list whenever you achieve a level in this class. Unless you’re replacing a spell you acquired at 3rd, 8th, 14th, or 20th level from any school of magic, the replacement spell must be at a level for which you have spell slots and must be an abjuration or evocation spell.

Alternatively, you may go at our other 5E Class Guides to learn about the other classes. 

Overall:

[SCAG] Purple Dragon Knight (Banneret):

Purple-Dragon-Knight

He’s like a Warlord-style “Rally to Me” warrior. To key off, you’ll want to have a good Charisma modifier. This archetype struggles with being a little weak at first, as well as feeling a little messed up.

It gets better after level 10, so you may want to skip it if you don’t anticipate the campaign to reach that point.

  • Rallying Cry (Rallying Cry): (3rd Level) When you use your Second Wind ability, you may select up to three allied creatures within 60 feet of you. If the monster can see or hear you, each of them regains health points equal to your fighter level. When you Second Wind, you may heal up to three friends, depending on your Fighter level. Starts off weak, but scales nicely; compares well to a Lv. 10 Mass Healing Word spell (another bonus-action heal). Most people believe that getting this feature at level 10 rather than level 3 is a preferable option.
  • Royal Envoy: (7th Level) Effective Persuasion Expertise If you didn’t have it before, you’ll acquire it now, and if you did, you’ll receive a choice that should go to Insight if you didn’t previously have it. Other options include intimidation, animal handling, and performance. Because you’ll most likely already have a high Charisma, this will help you become the party’s “face.”
  • Surge of Inspiration: (10th, 18th Level) When you activate your Action Surge ability, you may give an ally a free melee or ranged weapon attack. This is a fantastic ability, and it seems appropriate for a Warlord commander. It’s already a fantastic weapon for dealing a lot of damage in a single round, but it’s much stronger with a Rogue, Paladin, or Barbarian buddy. At Lvl 18, two allies are invited to participate.
  • Bulwark: (15th Level) When you use it to make an Intelligence, Wisdom, or Charisma saving throw, it extends Indomitable (Reroll a failed saving throw) to an ally. This will only work if they are experiencing the same symptoms as you. Regrettably, it is much more restricted than it should be. You can’t utilize this function against incapacitating effects, which are the ones you’re most likely to encounter while using Indomitable.

Overall:

[XGE] Samurai

5e-Samurai-Orc-Hobgoblin

A straightforward archetype that lends itself to a variety of fighter setups. Don’t think that since you’re a Samurai, you’re stuck with a katana.

Fighters that prefer Str, Dex, or even ranged weaponry will benefit from this.

The Samurai is a contemplative and intelligent warrior who benefits from a positive Wisdom modifier.

  • Proficiency Bonus (3rd Level) An additional language or talent is required. The additional language is only helpful in a few high-profile campaigns; but, the additional skill competence will nearly always come in handy more often. I recommend choosing either Insight or Persuasion at 7th level, with Persuasion receiving a bonus later.
  • Fighting zeal: (3rd Level) This is the essence of the Samurai. Bonus action to get an edge on attacks for the remainder of your turn, as well as some temporary level-scaling hit points. This will be used three times each day, which corresponds to the amount of Action Surges you may anticipate to utilize every day. To get the most out of your fighting spirit, do this before you attack.
  • Courtier de Luxe: (7th Level) You don’t have to burn a feat on Resilient (WIS) if you get Wisdom save proficiency! This is a fantastic boost since wisdom is a very frequent saving. You may now add your WIS modifier to Persuasion checks, allowing you to be a potential party face with Persuasion proficiency, good WIS, and a non-negative CHA. It’s also nice.
  • Spirit of Abundance: (10th Level) You get one use of Fighting Spirit when you roll initiative and have no remaining uses. Your offensive skills will be greatly enhanced.
  • Strike Quickly: (15th Level) During your Attack action, you may give up advantage on one of your attacks in exchange for two attacks with no advantage. This is preferable, particularly if you are sure in your ability to strike both attacks. Rolling twice for two attacks’ worth of damage is always preferable than rolling twice and hoping for a crit. Note that if you Action Surged, you won’t be able to utilize this ability again on your turn.
  • Before Death, Strength: (18th Level) A fantastic capstone ability that makes you feel like a badass. When you’re knocked down to 0 hit points, you receive a full turn (which interrupts whoever’s turn it was). You may either take this additional round to heal yourself or go full nova and deal out another turn’s worth of tremendous damage by using your response. However, be cautious about relocating since receiving damage (whether from Opportunity attacks or anything else) may result in death saving throw failures.

Overall:


Skills

The Fighter isn’t very excellent at filling the skill monkey position, but they’re more than capable of providing solid party assistance in this respect.

Don’t be scared to mix and match your skill selections to make your character unique. Even if a skill is mechanically poor, it may still be beneficial to the whole party.

Skills of the Fighter Class:

  • Unless you’re aiming for a Dex fighter, Acrobatics are less essential than Athletics. You’ll need this to get out of grapples and withstand shoves.
  • Animal Handling: This is a rare occurrence, although it improves if you’re contemplating a mounted Fighter or Cavalier.
  • Athletics are very desired. Climbing alone may be a frightening experience. You’ll probably be the one chasing things down, climbing objects, and lifting allies up.
  • History: Doesn’t play to your strengths; nevertheless, an Eldritch knight or Arcane Archer with Intelligence points may find it more fascinating.
  • Insight: It may be thematically suitable and a helpful party tool. A excellent sense of other people’s intentions or honesty.
  • Intimidation: Unless you’re aiming for a Purple Dragon Knight, Cha is unlikely to be a good stat for you. Remember that there are many methods to do a ‘Strength-based intimidation check,’ so become competent in this area and consult with your DM.
  • Perception: This is on the verge of becoming a “must have,” simply since there are no meaningful diminishing rewards from having several characters cover it. It’s that critical.
  • Survival: This is a campaign-specific item, although it is thematically meaningful and useful regardless.

Non-class abilities:

  • Sleight of Hand is a great choice, but it’s not usually coupled with the Fighter unless you’re playing the party Rogue.
  • Stealth: Although it is somewhat party specific, it is highly worth acquiring if you are a Dex-Fighter. Especially if you have any sly friends that like surprise rounds.
  • Arcana isn’t your strong suit, and unless you’re aiming for Arcane Archer or Eldritch Knight, it’s unusual for a Fighter.
  • Investigation: This is also out of the ordinary and out of your comfort zone.
  • Religion: I believe you would have picked a Cleric or Paladin if you wanted to be religious (or Wizard).
  • Nature: This may be thematically suitable depending on your character’s narrative, but it doesn’t play to your strengths.
  • The Healer’s Kit has rendered medicine largely obsolete. Leave it to the Cleric of the Gathering to handle this.
  • Deception is a useful skill to have, but others in your group are likely to be better at it.
  • Performance: You’ll have a lot of fun roleplaying, but it’s doubtful that you’ll perform well, thus the chances are that you’ll make a fool of yourself.
  • Unless you’re dealing with a Samurai or a Purple Dragon Knight, you can usually delegate this to someone else in the party.

Backgrounds:

female-fighter

Your background usually grants you two talents, maybe two languages, possibly two tools, a particular benefit, and a modest quantity of goods/gold.

They may help you flesh out your character, provide mechanical assistance, and further explain your Fighter’s motivations.

Backgrounds of PHB

[insight/religion] Acolyte: This is an unusual decision that may lead to a fascinating tale. Religion isn’t the best talent, but Insight isn’t bad. Though it is not a typical Fighter speciality, the additional languages may be helpful. The benefit is entertaining and flavorful, but it may be game or DM specific.

[deception/sleight of hand] Charlatan: Another unusual pick, but one that might be entertaining. The two tool sets may give your arbarian a weird overlay. The perk may be used to offer some interesting roleplaying possibilities. Most Barbarians will be uncomfortable with this, but it isn’t a terrible option.

[deception/stealth] is a criminal term. Stealth and Thieves Tools are excellent mechanical options, particularly if you don’t have a Rogue in your party. The benefit of having a criminal contact varies depending on the campaign, but it is not to be overlooked.

[acrobatics/performance] entertainer With this combination, I always imagine someone like to a circus strongman. Acrobatics and Performance are useful abilities, but they don’t really apply to the average Fighter. The perk does provide some enjoyable possibilities for character development.

Folk Hero: [animal handling/survival] Both skills are on your class list, but the Vehicle proficiency can be useful. It’s a fun choice from a character standpoint, but it doesn’t wow with the mechanics.

[insight/persuasion] Guild Artisan This is the kind of decision that may help define a character while also providing some entertaining possibilities. The crafting rules, on the other hand, make this a highly campaign-specific game. Well, without a lot of downtime…

[medicine/religion] Hermit This is arguably your weakest Background in terms of mechanics. The talents are incompatible with your abilities, and the benefit is vague. If I had to choose just one background to avoid, it would be this one.

[history/persuasion] Noble: Fits a variety of Fighter kinds thematically. Some retainers to keep your horse watered and secure may be beneficial. The skills aren’t a good fit for you, but having access to the Gaming Kit might be enjoyable.

[athletics/survival] Outlander A mercenary from the wilds might be an excellent match for a group of warriors. The perks are great, but they do tread on the Survival skill’s toes a bit.

[arcana/history] Sage: For a Fighter, he’s a little like the Hermit. The two languages are great if you plan to use them, but the rest is pretty “meh.”

[athletics/perception] Sailor You have two of the greatest abilities. It’s even better if you get a free ship trip. The benefit is campaign-specific, but it might be helpful. Much fun may be had if you utilize the Pirate Variant!

Soldier: [athletics/intimidation] This is a good match for a lot of Fighters. Depending on your DM, the perk may be a bit restricted. Reuniting with former Soldier comrades may be a huge help in more social situations. The advantages of military rank are many, including the ability to issue commands to guards and other army NPCs.

Urchin: [sleight of hand/stealth] Who knew Urchins could be so tasty? Stealth is a fantastic ability to have, and both Thieves Tools and the Disguise Kit are enjoyable to use. The perk is also very good, with plenty of room for it to shine in a variety of campaigns.


Fighter Abilities:

If you already have an even amount in that stat, you should definitely choose a +2 STR/DEX over a feat.

The Fighter is the class that receives the most Ability Score Improvements, with one at levels 4, 6, 8, 12, 14, 16, and 19. As a result, you’ll be able to acquire the stat boosts you’ll need early on while still having some space.

If the modifier you want to increase is an odd number, a feat that gives you +1 may help you balance it out and offer you a benefit.

  • Going first gives you the opportunity to disable opponents before they act, or to boost friends before they rush in.
  • Athlete: You’d think the +1 to Strength or Dexterity would be useful. The benefits of activity aren’t very thrilling.
  • Actor: Unless you’re in a very sociable campaign or searching for the Purple Dragon Knight’s +1 Charisma.
  • Charger: Charging in may be helpful for bridging a gap, but it isn’t something you’ll see very frequently.
  • If you use crossbows, particularly hand crossbows, you must be a Crossbow Expert. By ignoring loading, you may use a crossbow to perform all of your Extra Attacks. It increases damage and complements the Sharpshooter feat.
  • Defensive Duelist: This build is ideal for melee builds that rely on finesse weapons. Each round, provides a good degree of resilience against a single assault.
  • Dual Wielder: When dual wielding, get +1 AC… Dual-wielding, on the other hand, is a weakness for single-class Fighters. If you’re a multiclassing Rogue, utilizing two rapiers or a rapier and a dagger may be intriguing.
  • Dungeon Delver: In the proper (dungeon-y) adventure/campaign, this character may shine. Even yet, you’re probably not the best person in the group to deal with traps; leave it to the characters with high Intelligence and Wisdom who have Expertise.
  • The benefit from this feat isn’t terrible if you have an unusual Constitution score, particularly if you take a lot of short rests. If you already have a high Constitution – 17 or 19 – this improves.
  • Elemental Adept: For everyone save Eldritch Knights, this is completely worthless, but they won’t have enough spells to make it function anyway.
  • Grappler: I’m not sure how good I am. Maybe if you’re a wrestling fanatic, but even then it seems a little weak. Shoving your opponent prone (they can’t get up while you’re gripping them) completely replaces Restrained.
  • Great Weapon Master: It’s fantastic to get a free additional action attack on a kill/crit. It’s fantastic (though rather situational) to be able to boost your damage while lowering your accuracy. Many monsters in 5E have a low AC but a high HP, which you may use to your advantage. At some time, a two-handed weapon wielding will be required to do this feat.
  • Healer: Your party may turn to you for this if you’re a supporter. Although it is somewhat better than an inspirational leader, the financial cost is negligible in the long run.
  • Heavily Armored: Only if you didn’t start off as a Fighter might this be significant… If you’re a Strength player, this isn’t a bad choice.
  • At first, Heavy Armor Master is fantastic (ESPECIALLY if a Variant Human takes it at Lv. 1). As you progress in level, the damage reduction has less of an effect, but it’s never a waste. In addition, you get +1 STR.
  • Inspiring Leader: If you have a high Charisma, particularly if you’re a Purple Dragon Knight or a Battle Master with Rally, this may provide a temporary shield for your party before fights – it’s not the strongest, but it’s extremely tasty.
  • The INT isn’t very helpful, but depending on the campaign, it may be worth it. Perhaps you should ask the Wizard to take this.
  • You don’t need to be lightly armored.
  • Linguist: Another strange boost for Int, but it’s still your dump stat, and Languages aren’t always helpful.
  • Lucky: This is a great bonus all-around. These fortunate points may be used to offset disadvantage and act in favor of the Champion and Samurai, making their abilities much more powerful.
  • Mage Slayer: This spell is campaign-dependent, although it may be devastating against the appropriate foes. This may be used by Eldritch Knights with Counterspell and Dispel Magic (combined with Misty Step/Arcane Charge to get up close) to completely disable opponent spellcasters.
  • A decent method for a non-Eldritch Knight to learn a valuable cantrip is to become a Magic Initiate. Choosing Warlock is attractive since it allows you to cast Hex once each day, adding d6s of damage to all hits and penalizing opponent ability checks. Take Wizard if you want to find anything familiar.
  • If you’re not a Battle Master, you’ll get an additional Superiority Die, which is a d6 if you’re a Martial Adept. Battle Masters who need even more tactical flexibility will benefit from this.
  • If you have 16 Dex, you gain +2 AC as a Medium Armor Master.
  • Mobile: Increased speed and unrestricted disengagement from opponents. You’re often the one who stops others, not the other way around.
  • You already have the advantage of being somewhat armored.
  • Mounted Combatant: If you’re often mounted on anything big, this is a fantastic option. The Cavaliers will undoubtedly want to check it out.
  • Observant: This should be in the hands of someone, but it may not be you. Passive Perception can keep you alive, and understanding is important for a ‘Face.’
  • Master of Polearms: You already know you want this if a Polearm is your weapon of choice.
  • Resilient (Wis): You gain a saving proficiency for a single feat point. That’s fantastic! At level 7, Samurai gain the Wisdom version of this.
  • Ritual Caster: Rituals may be very beneficial to your group. It depends on whether or not your DM will allow you to study additional rituals as you progress. Choose between Wizard and Cleric for utility spells and divination abilities.
  • Savage Attacker: With all of your numerous attacks, you’ll have a hard time getting the most out of this.
  • Sentinel: If you want to play a “Defender” style of Fighter and stop enemies getting past this is your ticket. This is a great way to shut down enemies movement and punish them for even considering attack your allies. Melee Battle Master fighters should get this and the Riposte maneuver as soon as it was available, all but guaranteeing an extra reaction attack against an enemy. This also has fantastic synergy with Polearm Master, letting you stop enemies at reach with OAs.
  • Sharpshooter: If you’re going ranged, this is the one to get. This is the Great Weapon master’s equivalent in terms of damage increase at the cost of accuracy, plus disregarding everything except complete cover is great.
  • Shield Master is an important accomplishment for grappling fighters since it allows you to push with a bonus action. It’s nice to get the shield benefits on Dex saves.
  • Skilled: You’re not meant to be a “Skill monkey,” that’s something for Bards and Rogues to do. If you need to improve your talents, focus on the skills rather than the tool competence, since tools may be learned during downtime.
  • Skulker: A stealthy Dex Fighter who fires from a distance, although it’s less effective if you also have Dark-vision. Sharpshooter may be a good match.
  • Spell Sniper: You don’t have any spells, and even an Eldritch Knight has too many Attributes to deal with to get this far with feats.
  • Tavern Brawler: A grappling fighter’s alternative to the shield master. If you have an unusual Str/Con ratio. It’s a tough pass for everyone else.
  • Tough: Not terrible, but if saving throws and health are a problem, you’re definitely better off getting the +2 Con. If your Consitution is already at 20, this will provide you with a significant increase in hit points.
  • I’m sure I don’t have to remind you that this is worthless for non-caster warriors. However, it is required for sword and shield Eldritch Knights so that they may spell with both hands full. For other EKs, it’s not quite as important, but the edge on concentration saves and the ability to unleash Booming Blade on Opportunity Attacks are always nice.
  • Weapon Master: You’re not going to use this.

fighter-5e-shield-wall

Multi-classing as a fighter:

I’d want to take a short look at a few possibilities here, as well as the idea of a “dip” to get some goods from another class.

I’m going to leave some of the finer aspects of multiclassing up to the player, particularly anything that detracts from the character’s main fighting ability.

Unless you’re following a particular build or idea, you’re generally better off remaining a single-classed Fighter from level 1 to 20. However, there are many multiclass alternatives.

While there is a color grade in this area, keep in mind that other choices, such as character idea, may come under your character concept rather than true optimization.

  • Barbarian : Any STR-Fighter may be interested in this, Rage for greater damage and reckless attack to force advantage if you take two levels.
  • Bard: A Purple Dragon Knight may want to check here since they’ll most certainly have the necessary 13 Cha. Go for Lore bard and Cutting Words if you go three levels in.
  • Cleric: Depending on the domain, you may be eligible for certain attractive benefits. Being based on WIS may be detrimental depending on spell selection.
  • Druid: Druids have issues that are similar to those of clerics, although they are more severe. WIS isn’t the best place to look.
  • Monk: There’s nothing for you here since martial arts necessitates the removal of your armour.
  • Paladin: Because CHA is a spellcasting ability, this is a good fit for a Purple Dragon Knight or an Eldritch Knight.
  • Ranger: Not a terrible option for an archer build, but you’ll have to invest at least two, if not three levels in Ranger to get to the fun stuff. The Dread Ambusher of the Gloom Stalker (XGTE) is fire.
  • Rogue: The Dex fighter’s sneak strike is solid. Cunning Action is a great feature that gives you a lot of versatility.
  • Sorcerer: Thanks to Metamagic, a top reward for any caster in general, this is a highly appealing choice for Eldritch Knights. If you’re not an EK, obviously don’t bother with just a dip.
  • Other than Eldritch Knight archetypes, there might be something useful here for warlocks. The Eldritch Blast Cantrip or Booming Blade are good options for spell slots that recharge after a brief rest.
  • Wizard: Works nicely with an Eldritch Knight who wants to learn more about magic. Other archetypes aren’t required to do so.

  Regards,  

After playing a number of campaign playthroughs, I decided to create a guide for fivee D&D players who are interested in playing an  Faerun Foreign Legion character. This guide provides a system-agnostic background for an ideal character, and assumes a core of knowledge involving the setting and core classes. This guide is intended to be a companion to the table top, and is not written with the same rules as the game.. Read more about variant human fighter 5e build and let us know what you think.

Frequently Asked Questions

What is the best fighter build 5E?

The best fighter build 5E is a Fighter/Barbarian.

What are the best stats for fighter 5E?

The best stats for fighter 5E are Strength, Dexterity, and Constitution.

Is fighter good in DnD?

Yes, fighters are good in DnD.

Related Tags

This article broadly covered the following related topics:

  • 5e fighter guide
  • dnd 5e fighter archetypes
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Hello, and welcome to the official website of Dekkari’s Paladin Optimisation Guide! This guide (my first guide) is aimed at helping new paladins optimise their builds for fifth edition and beyond. It will be a fully optimised guide, with many details on classes, equipment, spells, and so forth.

The Paladin class is a versatile class in Dungeons and Dragons 5th Edition. It can be used as a front-line fighter, a spellcaster, or a tank. It has a lot of useful abilities, but finding the best ones can be difficult. This guide will list the essential abilities for a paladin, and explain how to use them optimally.

“The Paladin is one of the most powerful classes in the Dungeons and Dragons game, but don’t be fooled by its humble appearance. The Paladin is more than a front-line fighter with healing abilities and high saving throws. This guide will show you how to find the best builds for your character, as well as the best sources for gear, spells and more. After reading this guide, you’ll be ready to take on any foe, with your +5 holy sword ready to smite evil.”

From the Players Handbook to Xanathar’s Guide to Everything, this 5E Paladin optimisation guide covers the newest combat techniques, oaths, and subclasses.

A Paladin vows to keep their Oath, and their will to do what is “good” propels them onward.

What defines a Paladin has evolved throughout time, and you’ll discover many options for your Oath-bound fighter below.

So grab a weapon, make your vow in view of the Gods and dive into making the best Paladin in 5e Dungeons & Dragons.

The following sources were used to create this guide:

 

PHB stands for Player’s Handbook. DMG – Dungeon Master’s Guide MM – Monster Manual Elemental Evil Player’s Companion (EEPC) Sword Coast Adventurer’s Guide (SCAG) VOLO – Volo’s Monster Guide Xanathar’s Guide to Everything (XGTE) Mordenkainen’s Tome of Foes (MTOF)

We also have guides to the other classes (from us and externally) find the other great character optimisation guides for D&D here.

Contents


Paladin taking the Oath

[Insert your name here] Do solemnly swear: The Paladin’s Oath

And we will be shepherds for Thee, my Lord, for Thee. Thy hand has sent out power, so that our feet may quickly carry out Thy word. So we will flow a river to Thee, and it will always be alive with souls.

BOONDOCK SAINTS, THE SHEPHERD’S PRAYER

What is a Paladin in D&D?

Not quite a Fighter and not just a Cleric, the D&D Paladin straddles the world between divine  servant and soldier. The constant that runs through Paladin’s across editions is the divine rites they perform to serve a cause greater than themselves.

Previously, all Paladins had to be Lawful Good or their divine abilities would be taken away. We’ve moved beyond that limitation in Fifth Edition, and now offer Oaths for all types of Paladins. While the first three vows in the Player’s Handbook correspond to alignment, being a Paladin is no longer required.

As versions progressed, the concept of a “Fallen Paladin” emerged, a character who had violated their tenets and therefore lost their power. The effect of “Falling” is now more of an intriguing narrative option than a severe result. The Oathbreaker variation is now available to play with, but it should be discussed with your DM beforehand.

Playing a Paladin in 5E can be a lot of fun.

Paladins are unique in that they are both a weapons expert and a spellcaster. Paladins may begin casting spells and infusing their weapon strikes with Smites of various flavors from Lv 2 onwards.

They’ll need to balance spending slots between utility and raw damage while having the same amount of spell slots as full casters. To function at their best, the Paladin must balance their physical attribute Strength (or Dexterity) with their spellcasting attribute Charisma.

From here on forward, the following color coding will be used:

Sky Blue is a top-of-the-line option. Optimisation for Paladins begins here. Blue is a good option for a Paladin, but not exceptional. Black is a safe bet. Although there are better alternatives, this is more than enough. Purple indicates that the item is not of the highest quality. It may have a specialized use, but there are better alternatives available. Red denotes a mechanical flaw. If it suits your idea, go for it, but you’ll probably be less successful as a result.

It’s important to keep in mind that this is a Paladin optimisation guide. We’re looking at what makes a basic Paladin build powerful or effective. There will be particular information for one sub-class over the other when possible.

However, if you have a great character concept that isn’t based on the word “charop,” don’t be hesitant to put fun ahead of numbers.

After all, you know your game better than I do.


Characteristics of the Paladin Class

  • Hit Dice: The Barbarian comes in second with 1d10 per level. You’re fighting alongside Rangers and Fighters, which is ideal if you’re going to be in the heart of things.
  • Armor Proficiency: You are proficient with all types of armour, including shields. It really doesn’t get much better than this.
  • Weapon Proficiency: You’ve been trained with all types of weapons, both basic and martial.
  • Being a Paladin grants you two skills from each of the following categories: Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion. With proficiency, you’re not likely to pick up a lot of new abilities. Because your background and race may add additional abilities, we’ll cover the finest skills for a Paladin in a section below.
  • Your class does not provide you with any tool competence. Don’t worry, there are other methods to gain tool competence, like as via Backgrounds and downtime, but this isn’t something that happens very frequently.
  • Saving Throws: Charisma saves are very uncommon; they mainly deal with banishment effects that require you to compete with your willpower, so having one handy when anything tries to send you to another world is a great help. Wisdom is the major saving, so having a bonus in will come in handy. It’s the target for some of the most heinous circumstances in the game, thus mastering it is both thematic and practical.
  • Not a terrible way to get the game started. There are many weapon choices, so you should have a good notion of which route you’ll choose by now. A martial weapon plus a shield (a) or two martial weapons (b) five javelins or any basic melee weapon a priest’s pack or an explorer’s pack A sacred sign and chain mail
  • Divine Sense – You know the position of any celestial, fiend, or undead within 60 feet of you who is not under complete cover until the end of your next turn. If your game includes zombies or fiends, this will give you some leeway in determining whether or not certain locations have been contaminated by necrotic or fiendish magic.
  • Lay on Hands (1st Level): Heal individuals without having to use a spell slot, although it does take an action. Scales with Paladin level and is a wonderful pool to give someone 1 hp after a fight to bring them back to consciousness.
  • Fighting Style (2nd Level) – This is when you start to select your weapon specialty. Unless you multiclass into Fighter, you can’t choose a Fighting Style option more than once, and you only receive one choice.
    • There aren’t many methods to gain a flat boost to AC in defense. Most blows will bounce off you if you combine this with strong armour and a shield.
    • Dueling: When you just have a one-handed weapon and nothing else, you do more damage. So, a fencing warrior or a Paladin who uses a sword and board.
    • When you need two hands on your weapon, Great Weapon Fighting is the way to go. Because the re-roll will apply to Divine Smite damage, this is amazing as stated. Sage Advice explains that it just applies to Weapon damage, but it’s still a decent fighting technique if you use a two-handed weapon.
    • Another excellent style for shield users is protection. Uses your response to put your party at a disadvantage; if your group turns to you for protection, this is a good match.
    • Mariner (UA: Waterborne Adventures): For Dex Paladins that desire greater AC, this is a choice. If you envision yourself climbing rigging and swimming in the seas, this is a worthwhile endeavor.
  • Spellcasting (2nd Level): You’re hardly a wizard by any stretch of the imagination, but Paladins have it fairly good. You’ll have instant access to your full spell list, and you’ll be able to select which spells you want to prepare each day. This, like Druids, offers them incredible day-to-day flexibility. As a focus, you’ll need a holy sign, which may be worn as an amulet or engraved on your shield.
  • Divine Smite is your burst damage ability’s foundation. At the expense of a spell slot, it’s competitive with Sneak Attack. It’s usually worthwhile. This one may be particularly deadly if you get a critical strike, since the damage dice are doubled. (This is particularly amazing if you’re fighting something that’s under the influence of, say, a Hold Person/Monster spell!) Another important aspect to remember is that it requires no action, which means you can use it multiple times per round if you have additional attacks, on the same turn you cast a bonus action spell (including stacking this on top of a smite spell! ), and on reaction attacks (making your Opportunity Attacks or Sentinel feat attacks particularly dangerous!). NOTE: Because the maximum damage from this requires a 4th-level spell slot, blowing a 5th-level slot provides no advantage. It’s possible that this will need to be errata’d to a 6d8 limit.
  • Divine Health (3rd Level): Disease immunity. When the opportunity arises, it’s fantastic.
  • Sacred Oath – Paladin Archetype (3rd Level): This is where you choose your Paladin subclass. We’ll go into additional specifics later. The archetype you select gives you abilities at the 3rd level, as well as at the 7th, 15th, and 20th levels.
  • Spells of Oath
  • Divinity is channeled
  • Improvement of Ability Scores (4th, 8th, 12th, 16th, and 19th levels): These are fantastic; the more the merrier, and you’re getting quite a few. The Fighter is the only one who receives more of them. Take a few feats once you’ve maxed up your main stats.
  • Extra Attack (5th Level): Having a second attack is wonderful, but that’s why you have Smite power.
  • Aura of Protection (6th Level): Arguably the Paladin’s trademark ability, allowing you to apply your CHA modifier to all saving throws. Allies receive the advantage as well if they’re within 10 feet of you.
  • Frightened can be quite nasty for a melee combatant, which you are, because it not only gives you a disadvantage on all attack rolls and ability checks, but it also prevents you from moving towards the source of the frightening. Aura of Courage (10th Level): Frightened can be quite nasty for a melee combatant, which you are, because it not only gives you a disadvantage on all attack rolls and ability checks, but it also prevents you from moving towards the source of the frightening.
  • Improved Divine Smite (11th Level): Every time you strike, you get bonus radiant damage at no cost. On all melee attacks, a continuous +1d8 additional radiant damage is dealt.
  • Cleansing Touch (14th Level): With CHA-mod uses per day, negate a hostile spell on yourself or an ally with your action. It’s a cool skill, but it’s not nearly a game changer.
  • All those wonderful Auras you receive (Protection, Courage, whatever from your Oath) increase from 10 feet to 30 feet with Aura Improvements (18th Level). Whereas it used to be a bit of a gamble whether or not your teammates would benefit from your Auras, today it’s almost a given.

Paladin’s best stats are:

  • Unless you’re aiming for a DEX-based build, you’ll want to increase your Str. Both are suitable for dual wielding and sword-and-board combat techniques. Strength is the best for a two-handed fighter. If you’re a powerful Paladin, you’ll also need some Dexterity for initiative.
  • Dexterity: For exquisite weaponry, dexterity is clearly preferred. You’ll be a bit easier to hit than a Strength Paladin, but you’ll be stronger at stealth and initiative. If you’re pursuing dexterity, you may ignore Strength.
  • Another top-tier stat, which is a disadvantage. Hit points are much too valuable to be overlooked. Paladins are melee fighters, and having more hit points allows them to remain in the fight for longer (and recover more HP with hit dice). After your attack and Charisma numbers, this should be your third priority. If you want to perform Concentration spells in the midst of a fight, you’ll need a good score here to keep them up while you take damage.
  • When people refer to you as the “Big Stupid Paladin,” they’re referring to you, therefore ditch Intelligence…
  • Wise: This is a stat you can leave in the 10-12 range. The Paladin’s ability to save with Wisdom is advantageous. Instead, focus on increasing Charisma and letting Aura of Protection handle the rest.
  • Cha: You may leave the ‘face’ things to a Bard unless it falls with the sort of abilities you’re seeking. If you’re using the Rally maneuver, Battlemaster Paladins may like this.

Paladin Races to Avoid:

Anything with +STR/DEX/CON is an excellent choice. Early on, defensive benefits may be helpful, but certain choices may be less effective later.

Races from the Player’s Handbook [PHB]

  • [+2 Con] Dwarf With +2 CON, Darkvision, and an advantage against and tolerance to poison, Dwarves form a strong Paladin race. Theme-wise, you’re looking for Axes and Hammers, although you can certainly break the pattern… Ideally, you should use an axe or a hammer.
    • [+2 Str] Mountain Dwarf This one is a no-brainer… just like the Strength Paladin. One of the strongest racial pairings in 5E is +2 STR and +2CON.
    • [+1 Wis] Hill Dwarf This is a good option for a Dwarf contemplating a DEX build, but you’ll get more bang for your buck elsewhere. The greatest Dwarf option in Mountain was previously seen by STR-Paladins.
    • [+1 Str] Duergar Superior Darkvision; resistance to illusions, charms, and paralysis; free Enlarge/Reduce and Invisibility Enlarge grants you an advantage on STR checks and saves, as well as an additional d4 damage each attack. If you’ll be spending a lot of time outdoors throughout the day, the sun sensitivity may be a disadvantage. [SCAG]
  • [+2 Dex] Elf The Elf Paladin is a great fit for a DEX Paladin. They acquire Darkvision, resistance to charm, and sleep immunity.
    • [+1 Wis] Wood Elf While the Elf package as a whole is fine, the Wood-specific elements aren’t really useful. It’s a minor upgrade over the High Elf.
    • [+1 Cha] Drow Although the CHA increase is great, there isn’t much else you like. In a prolonged subterranean campaign, enhanced darkvision and Faerie Fire may be useful, but sunlight sensitivity hurts if you venture outdoors. Perhaps you could dress up like Jarlaxxle and wear a huge expensive hat.
    • [+1 Int] High Elf Even if you receive a cantrip depending on INT, there are a few that are unaffected by it. Trance, competence with Perception tests, and the DEX increase are all available to High Elves, as they are to all Elves.
    • [+1 Int or +1 Cha] Eladrin According to the [DMG], a High Elf with a teleport spell, however the Mordenkainen’s Tome of Foes version changes out the INT for CHA, making the Fey Step more unique and now a quality choice. The new Fey Step includes a side effect that changes according on what season you are in, which you may alter at any time. (It’s worth noting that Winter is a terrifying effect, making it useful for Conquest.)
    • Sea (MTOF): [+1 CON] with the DEX is useful, but the waterbreathing and swim speed aren’t really useful unless you’re in a sea-based campaign.
    • [+1 CON] Shadar-kai (MTOF) This subrace gains necrotic resistance as well as the ability to cantrip. You can perform a short range teleport with a bonus action that grants you resistance to all damage. This is a good defensive choice.
  • [+2 Dex] Halfling You receive the same boost in Dexterity as an Elf, but you also get the Lucky Racial trait, with the caveat that you must use finesse weapons.
    • [+1 Con] Stout Halfling As a dex Paladin, you’ll want to remain out of the front lines anyhow, thus the CON increase may be helpful.
    • Halflings with Lightfoots [+1 Cha] Hiding behind others may be beneficial, and the CHA advantage helps, but there aren’t many benefits to being concealed.
    • Halflings who can see ghosts [Wis +1] Wisdom and the ability to communicate telepathically aren’t immediately helpful to a Paladin. [SCAG]
  • Human [All scores get a +1], For a Paladin, +1 to each ability score isn’t very interesting. This is a good concept, but not a great one, since it relies on at least three statistics.
    • [+1 to??? and???] Human Variant as well as an accomplishment] It’ll be a different scenario if Human Variant is permitted. With a feat, you may get a head start on your character idea. You’ll gain some ASIs later, but a Feat (see the Feats section) that allows you to activate a Paladin idea at level 1 is fantastic.

1626566903_705_On-a-Mission-from-God-DampD-5E-Paladin-Optimisation

  • [+2 Str, +1 Cha] Dragonborn You receive a breath weapon to deal with swarms of opponents since all of your stats line up. It seems to be much better for a Conquest Paladin with the Dragon Fear feat [XGE].
  • [+2 Int] Gnome Similar to the Halfling, but with a lower INT. The tiny version, but without the Lucky or Dex Bonus bonuses.
    • [+1 Dex] Forest Gnome The DEX is decent for a Dex build, and illusion might be entertaining, but Paladins aren’t very fond of it.
    • [+ 1 Con] Rock Gnome This subrace doesn’t offer anything to the table.
    • [+1 Dex] Deep Gnome The…svirfneblin… If you spend a lot of time underground, superior darkvision may be useful, but there are better alternatives. [SCAG]
  • [+2 Cha and +1 to???] Half-Elf The Half-Elf is an excellent option for any CHA-based class. Here are a few of the excellent elf characteristics, as well as a bonus to CHA and +1 to two others. Many Paladins will want to think about it, since Half-Elf now has even more sub-race possibilities, comparable to Elf subraces.
    • (PHB default) Skill Versatility: The original and still the greatest Half-Elf receives two skills of their choosing. In every campaign, perception is a good option, and the other option is up to you. If becoming a Half-elf suits your character concept, it’s a great route to choose since it grants you immunity to charm.
    • SCAG (Aquatic Descent): Giving up skill versatility in exchange for a 30-foot swim speed. Obviously better in a campaign including water travel, but if you spend the most of your time on land, this is a waste of time.
    • Drow Descent (SCAG): Drow Magic allows you to see dancing lights, faerie fire, and ultimately darkness while avoiding the sun. All of the benefits with none of the drawbacks. This is a great bargain.
    • Descent of the Moon/Sun (High) Elf(SCAG): Your weapon training is useless. The Wizard cantrip is helpful, but you must choose one that isn’t dependent on INT. Prestidigitation, Light, Mage Hand, and, with SCAG and the War Caster feat in play, Booming Blade are all viable choices. You also receive the Half-superior Elf’s stats.
    • Wood Elf Descent (SCAG): Once again, weapon training is a waste of time, but Fleet of Foot isn’t terrible for some additional speed. Mask of the Wild may be useful in certain situations, but it is a situational game.
  • [+2 Str and +1 Con] Half-Orc Darkvision, deadlier crits, once-a-day KO avoidance, and free Intimidation proficiency are all available. For STR-Paladins, it doesn’t get much better.
  • [+1 Int, +2 Cha] Tiefling The +2 to CHA is amusing, but the INT isn’t really useful. A Fiend Paladin who is fire immune like a Blackguard seems awesome from a thematic standpoint. The Variant Tieflings are a mishmash of several races.
    • Infernal Legacy [PHB Default]: Thaumaturgy may be entertaining, but it isn’t always practical. Darkness and Hellish Rebuke provide you with a variety of choices and usefulness.
    • Vicious Mockery being a good ranged choice when you don’t have anything else. Devil’s Tongue: Lay on the wicked charm with Vicious Mockery being a strong ranged option when you don’t have anything else. If utilized properly, Charm someone and Entrall depending on your Charisma spellcasting modifier are also viable choices.
    • Hellfire : Replacing the hellish rebuke with scorching hands improves your ability to deal with hordes, but it’s not a significant improvement.
    • When you’re not wearing heavy armour, you get to fly about instead of casting additional spells. If you’re weakly armored, it’s only worth considering.
  • Feral Tiefling [+1 Int and +2 Dex] Variant This is an intriguing possibility, particularly when using wings. [SCAG]

Volo’s Monster Guide [VOLO] 

  • [+2 Cha] Aasimar Charisma and resistance are excellent, but spells are mediocre at best. Darkvision, resistance to necrotic and radiant damage, a free Light cantrip, and a scaled-down version of Lay on Hands with a long-rest recharge that allows you to save part of your real Lay on Hands [VOLO] 
  • Firbolg: [+2 Wis, & +1Str] The wisdom isn’t particularly helpful, though the strength is nice. The rest of the abilities are a bit hap-hazard for a Paladin. [VOLO] 
  • Goliath: [+2 Str, & +1 Con] This is much better. A big strong Goliath is similar to a Half-Orc where you get Athletics for free instead of Intimidation. Stone’s endurance is helpful at lower levels until you’re an unkillable badass. [VOLO] 
  • Kenku [+1 Wis and +2 Dex] A unique roleplaying option with powers better suited to rogues. However, a Dex Paladin may have some promise. [VOLO] 
  • [+2 Con and +1 Wis] Lizardfolk This Dex Paladin has a Bite attack and Natural armour, making it a viable option for a Dex Paladin. Because Natural Armour and Worn Armour can not stack, this option is less attractive to STR Paladins seeking Plate. [VOLO] 
  • [+2 DEX and +1 CHA] Tabaxi For a Dex Paladin, this is a great collection of abilities. Darkvision, increased mobility, built-in weaponry, and free Stealth and Perception proficiency are all available to Tabaxi. The Cha boost is also beneficial. [VOLO] 
  • [+1 to STR, CON, and CHA] Triton Each of those stat boosts is important. Aside from that, swim speed, water and air breathing, aquatic creature communication, and cold resistance are all important. It’s also worth noting that Gust of Wind, Fog Cloud, and Wall of Water are all great utility spells. It’s excellent in every way. [VOLO] 

[VOLO] Volo’s Monstrous Races 

  • [+2 STR +1 DEX] Bugbear The extended arms give you more reach on your turns, and the stat benefits are also aligned well, with Str Paladins benefiting more than Dex Paladins. Darkvision, free Stealth proficiency, and 2d6 more damage when striking from surprise are also included. [VOLO] 
  • [+2 DEX +1 CON] Goblin A dexterous DEX Paladin with excellent disengage and concealment abilities. [VOLO] 
  • [+2 CON, +1 INT] Hobgoblin Paladins with a shield wall are said to be great. However, the Int may be less helpful to you. In a large group, the Save-Face skill is very useful. [VOLO] 
  • [-2 Str and +2 Dex] Kobold With these advantages, you’re not going for a Strength Paladin; the advantage on any attack as long as an ally is close to your target is excellent for a DEX Paladin with an ally taking the focus. It’s even better in campaigns when Sunlight Sensitivity isn’t a factor. [VOLO] 
  • [+2 Str and +1 Con, -2 Int] Orc You lose INT, but don’t worry about it. Darkvision and intimidation are good picks, and the extra action mobility helps with getting into combat range, which may be a problem at times. [VOLO] 
  • Yuan-Ti Pureblood: [+2 CHA +1 INT] The CHA is great coupled with Suggestion as a racial spell based on CHA. Magic resistance and poison immunity plus darkvision. A well rounded choice for any Paladin. [VOLO] 

[EEPC] Elemental Evil Races

  • [+2 Dex] Aarakocra Flying is useful, but keep in mind that you’ll only be able to fly with light armour. DEX Paladins may gain greatly from this. [EEPC]
  • [+2 Con] Genasi A con boost is great, and every Genasi receives one. [EEPC]
    • [+1 Dex] Air Genasi Another Paladin that can fly… But what about Levitate? It’s not terrible. [EEPC]
    • [+1 Str] Earth Genasi Passing without leaving a trace is a strong stealth skill, and Earth Walk aids movement. Paladins with heavy armor may benefit from the Strength boost. [EEPC]
    • [+1 Int] Genasi of Fire Intelligence isn’t really useful; a Dragonborn gets a lot of comparable things with higher stats. [EEPC]
    • [+1 Wis] Water Genasi This receives a modest bump in a water-based promotion, but you may want to look into Triton instead. [EEPC]

[WGtE] Eberron Races

  • [+2 Cha +1 Dex] Changeling A Dex Paladin should invest on CHA and DEX increases. In more social efforts, disguising oneself is a useful technique. [WGtE]
  • [+1 Dex] Shifters These shifts are more physically demanding races. Along with Perception proficiency, Darkvison isn’t terrible, and the brief HP boost from shifting makes for a tough Paladin. [WGtE]
    • [+2 Con] Beasthide Shifter Dex Paladins benefit from boosts to AC, CON, and DEX. [WGtE]
    • [+2 Str] Longtooth Shifter A little STR and DEX isn’t a very good combination, but a Strength Paladin gets a little more out of it. [WGtE]
    • [+1 Dex, +1 Cha] Swiftstride Another pure Dex alternative, this time with a Cha increase and the ability to move about. [WGtE]
    • [+2 Wis] Wildhunt Shifter WIS is a useless metric. [WGtE]
  • [+1 Con] Warforged I’ll admit that I’m partial to Warforged Paladins. During a lengthy rest, your Armour composition, poison resistance, and illness immunity will all change. There’s a lot of interesting things for a Paladin here; you can’t wear armour, but you may be able to persuade your DM to include magical armour effects in your build. [WGtE]
    • Envoy [+1???, as well as +1???] Paladins with some flexibility in terms of the tool they interface with have a lot of promise. [WGtE]
    • [+2 Str] Juggernaut A classic military weapon in the form of a live being. The increased damage from unarmed attacks isn’t very helpful unless you often find yourself disarmed. [WGtE]
    • [+2 Dex] Skirmisher Extra mobility and reconnaissance potential. [WGtE]

[GGtR] Ravnica Races

  • Centaur [+1 Wis, +2 Str]
  • Loxodon [+1 Wis, +2 Con]
  • Minotaur: [+2 Str, +1 Con] Charging into battle with horns already sounds awesome. Your horns mean you can wield a shield while attacking for d10 damage (hint: choose the Dueling fighting style), and the Goring Rush (bonus action attack while dashing) and Hammering Horns (bonus action shove 5′ while attacking) abilies give you a ton of combat flexibility. Navigational skills never hurt anyone either. Also think of the fun creature your Steed must be located. will create and get more Horns in your arsenal. [GGtR]
  • [+2 Con, +1???] Simic Hybrid
  • Vedalken: [+1 Wis, +2 Int]

There’s a lot more to think about when it comes to the finest Paladin races.

Now that that’s out of the way, here’s the deal with racial abilities: They won’t be as important later in the game. That +1 to your stat has less of an effect on overall performance at 15th level.

The change is considerably more apparent at lower levels. At a low level, 5e is clearly a more difficult game than either 3.x or 4e. It is less forgiving, and it is very simple to be dropped.

When you’re looking at races, keep it in mind. While certain races may lack the “oomph” when it comes to doing damage, the survival benefits that they do have will come in useful during those tough low levels.  


Archetypes of the Paladin Oath: Paladin Subclasses

[PHB] Devotion Oath

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“We offer hope to the virtuous. We bring fire to the tainted.” ― Grey Knights’ Castellan Garran Crowe

Old-school Players will recognise this as the “Lawful Good” Paladin trope. Don’t worry too much about sticking to those guns in 5E D&D though as the tenets themselves are pretty vague.

With the class characteristics you receive, there’s a good mix of Defense and Offense. Apart from zombies, your primary enemies will be fiends and, ultimately, any non-natural planar beings.

  • Sacred Weapon: Lv. 3, Channel Divinity (1 total/short rest). An action to add your CHA-modifier to attack rolls for a minute (10 rounds). Does not require Concentration to maintain (thus stacks with any other buffs) and does not count as a spell (which means you can cast a swift spell in the same round). Since it’s an action to activate, you’ll want to use this power a round or two before you anticipate the start of combat for best results. A very good ability for that climactic fight during that part of the day.
  • Lv. 3, Channel Divinity (1 total/short rest): Turn the Unholy Turn Undead is a traditional Paladin skill, but with the added twist of converting fiends. You won’t be able to kill them as a Cleric destroys Undead, but you’ll be able to make them flee. This one is certainly best utilized against a horde of these opponent kinds; clearly, it’s situational, but given your class’ typical weakness versus hordes, you’ll take what you can get.
  • Lv. 3 Oath Spells (overall rating) All of these spells are of high caliber and are mainly already on the Paladin’s spell list. The majority of the spells are buffs or healing spells, with a few destructive spells tossed in for good measure. Sanctuary, for example, is excellent for shielding healers.
  • Lv. 7 Aura of Devotion Obtaining charm immunity for yourself and friends inside the Aura is very beneficial. Immunity to spells like Suggestion, Dominate, and Geas, as well as equally nefarious creature Charm powers like vampire and succubi’s. There are few things more frustrating than having your own comrades turn against you.
  • Spirit Purity: Lv. 15. On attack rolls against you, aberrations, celestials, elementals, fey, fiends, and undead will always be at a disadvantage. You can’t be scared of them anymore, and you can’t be possessed by them (You already couldnt be charmed). This is a good list of monsters for most campaigns, and it’s much better if you’re fighting Liches and Draco-liches. The advantages will be seen immediately versus swarms of lesser opponents of these kinds. These high-CR monsters will still strike you pretty often (unless you have +X armor and a shield of some kind), but their disadvantage means they’ll virtually never score a crit on you.
  • Lv. 20 (1/long rest) Holy Nimbus Great against large groups of foes, especially undead or fiends that are susceptible to radiant damage. It is not a spell, and it does not need a saving throw; it just does damage. The bonus on saving throws is a great touch.

The Ancients’ Oath [PHB]

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Do you want your Paladin to have a more Chaotic Good vibe? Consider the Oath of Nature, which provides benefits against Fey monsters.

You are shielded against Magic damage from spells with the Oath of the Ancients, as well as having some excellent defensive utility choices. This might be a good option if your game involves battling wizards or traveling through the Feywild.

  • Lv. 3, Channel Divinity (1 total/short rest): Nature’s Wrath Not off to a good start; restrainin with your motion is great, but the range is limited. Only better than a grapple in that it may be used on opponents of any size, and it prevents them from using their action to flee. They’ll have a chance to make the saving throw at the conclusion of each round to get free. It also enables saves after all of the enemy’s turns, in addition to the first STR/DEX save.
  • Lv. 3, Channel Divinity (1 total/short rest): Turn the Faithless Replace the undead with fey in a game similar to Devotion’s Turn the Unholy (still turns fiends, too). This has been used to great success against a chamber of demons, allowing the group to just stroll out of the area without being attacked. Can also assist you in selecting one target at a time while keeping the others at bay.
  • Lv. 3 Oath Spells (overall rating) You may get a strange look from a Druid if you use one of their spells here. Ensnaring Strike, Misty Step, Moonbeam, Protection from Energy, Ice Storm, Stoneskin, and Tree Stride are some of the high-quality spells I’ve seen utilized to great success. Moonbeam and Ice Storm in particular are effective anti-horde abilities.
  • Aura of Warding (Lv. 7) reduces all spell damage against you and friends in your aura by half! This does not defend against creatures that deal natural magic damage, such as Dragons, but it does guard against unavoidable damage, such as Magic Missile. This is really the distinguishing characteristic of this Oath.
  • Lv. 15: Undying Sentinel Instead of dying, you keep kicking with 1 hit point, similar to the Half-Orc racial ability. This is fantastic since you’re still just as effective at 1 hitpoint. Being resistant to the effects of aging is a fascinating concept, but it’s never came up in any of my games.
  • Lv. 20 (1/long rest): Elder Champion Become the forest’s avatar and recover health during every round. The primary attraction is being able to start the fight with a bonus action control spell that is more difficult to resist. It takes an action to cast Elder Champion, but if you have enough forewarning, you may be able to do it before the fight.

[PHB] Oath of Vengeance

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You’ll get a sense of how this Paladin subclass works if you recall the Avenger from 4th edition. The Oath of Vengeance is focused on inflicting massive damage on a single enemy.

Find the largest, baddest target you can, inflict Vengeance on them, and go to town. While this Oath does not provide any meaningful defensive choices, the Paladin class as a whole has plenty of them.

If you have a flaw, it’s that you’re less successful in horde fights than other Oath Paladins since you’re so focused on single target damage.

  • Lv. 3, Channel Divinity (1 total/short rest). Abjure Enemy: Lv. 3, Channel Divinity (1 total/short rest). Tell a monster to stand exactly there and wait. It may be used to keep a melee fighter out of a battle until you’re ready. You’ll be utilizing your Channel Divinty for your Vow of Enmity the most of the time.
  • Lv. 3, Channel Divinity (1 total/short rest). Vow of Enmity: Lv. 3, Channel Divinity (1 total/short rest). As a bonus action, go near to the largest evil and say your Vow. This ability provides you a one-minute advantage over this monster. This extra action provides you an advantage (no ifs, ands, or buts) against the opponent you’ve chosen. Later also does a fantastic job with the key of this.
  • Lv. 3 Oath Spells (overall rating) All of your Oath spells bolster your capacity to do massive damage to a single target. Either incapacitate your target so you can go near, or keep one opponent off so your Enmity target may be focused. Isolate your target using Hold Person, Misty Step, Dimension Door, and Hold Monster. Hunter’s Mark and Haste enhance your already high damage output.
  • Lv. 7: Relentless Avenger A fantastic weapon for pursuing and getting in front of a fleeing opponent, forcing them to go past you once again. Sentinel and Polearm Master may find this helpful.
  • Lv. 15: Soul of Vengeance You may use your reaction to perform a melee weapon attack against your Vow of Enmity target whenever it makes an attack. So now, whether they run or remain, you receive additional attacks. This puts a little strain on Sentinel, since it allows you to strike even if the target assaults you. Also, if you went Sentinel, you’ll need to figure out whether it’ll flee this turn so you can maximize your response time. However, having more attacks each round is always a good thing, particularly when you have advantage with Hunter’s Mark piling the damage.
  • Lv. 20 (1/long rest) Avenging Angel The Vengeance capstone grants you 60 feet of flying speed and a menacing aura for 1 hour (30 ft. radius, Wisdom save or be frightened for 1 minute or until damaged, and attack rolls against the creature have Advantage). The one-hour flight speed is excellent, although it is a little late. Every creature that begins or enters the 30ft Aura of Menace must make a Wisdom saving or be terrified for 1 minute. Even if you strike them, they won’t be scared any longer, and they’ll have to make the save all over again at the start of their turn. Float into a room and instill fear in everyone.

The Crown’s Oath [SCAG]

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With every breath, you choose to preserve the virtues of law and civilization. This one works with any sort of Lawful alignment, although it isn’t required.

Perhaps you’re a knight aspiring to nobility or royalty, or perhaps you work for Devils with a strict hierarchy. A lot of your gear allows you to target yourself for damage and attacks so that your friends can get things done.

You aren’t as aggressive as other Oaths (ignoring Redemption), and you’ll discover that defending your friends is one of your strongest suits. The crown is heavy since you’ll be spending a lot of time defending your’subjects.’

  • Lv. 3, Channel Divinity (1 total/short rest): Champion Challenge: Bonus action that makes opponents stay near to you but doesn’t make them attack you. By staying away from melee opponents, you may prevent them from assaulting friends; however, this creates a dilemma since allies want to be near to you for your aura.
  • Lv. 3, Channel Divinity (1 total/short rest): Turn the Tide 1d6+CHA heals all creatures (your choice) as a bonus action. It gets off to a good start, but it doesn’t really scale. If nothing else, it’s a good idea to have some on hand in case of an emergency.
  • Lv. 3 Oath Spells (overall rating) All of them, with the exception of two, are already in the Paladin spell list: Spirit Guardians and Warding Bond are excellent spells for increasing your strength. Even the redundant Paladin spells in this Oath list (e.g. Command, Aura of Vitality, Banishment) are still excellent or even great spells.
  • Lv. 7 Divine Allegiance: Take damage that would otherwise be dealt to an ally within 5 feet. Unfortunately, since it requires your response, it can only be done once each round, rendering it ineffective in a battle with many opponents or against multiattacking monsters. This also implies you won’t be able to utilize it if you used the Protection fighting style the previous round.
  • Lv. 15: Unyielding Spirit Advantage on your saves against two of the game’s most dangerous conditions: paralysis and shocked. Given your Aura of Protection and proficiency benefits, it’s probably not much more than a safety net at this level, but it doesn’t hurt to have it.
  • Lv. 20 (1/long rest): Exalted Champion You gain resistance to all non-magical weapons for an hour, which still has an effect at the highest levels. It’s also good to have an edge on ally death saves and on your and your allies’ WIS saves.

Conquest Oath [XGE]

Oath of the Conquest paladin shot with arrows

A Paladin who recognizes the necessity for law and order in the world. You, of course, are the one who will put the right legislation into effect.

This oath pushes Lawfulness to its logical conclusion, bordering on tyranny. Assume the role of the benign dictator and govern with an iron hand, crushing all opponents.

In terms of mechanics, this Oath aims to dominate the battlefield via terror, and it does a decent job of amplifying the Paladin’s already terrifying spells and abilities, as well as providing a few new ones.

This Oath is mostly about control and lockdown rather than direct harm. Because frightening opponents is such an essential element of this Oath’s combat strategy, Charisma is much more significant for this subclass than it is for many other Paladins; in fact, it may be as high as, if not higher than, Strength.

  • Lv. 3, Channel Divinity (1 total/short rest): Conquering Presence As an action, frighten every creature within 30 feet of you. This is already powerful, but it becomes stronger when additional features focus on the terrified state. Controlling a swarm of foes is a breeze with this tool. This mass dread CD, however, is inferior to the Oathbreaker’s Dreadful Aspect since it unconditionally enables a save on each of the opponents’ turns.
  • Lv. 3, Channel Divinity (1 total/short rest) Guided Strike +10 to a single attack roll when taken from the War Cleric. When used in conjunction with an active Wrathful Smite, you have a much higher chance of triggering scared.
  • Lv. 3 Oath Spells (overall rating) Here are some excellent upgrades to your Paladin’s armory. Fear is available at the 9th level, although there is a great thematic blend of Agathys’ protection armor and offensive spiritual weapon at all levels.
  • Lv. 7 Aura of Conquest This is the point at which your Conquest really starts. This 10ft Aura connects you to the internet as a fear-eating machine. When a creature is scared by you, its speed is lowered to 0 and it suffers psychic damage at the beginning of its turn. The most essential thing is to maintain your armory full of terrifying spells and abilities, which includes learning Wrathful Smite (1st-level spell), practicing it, and utilizing it against the most dangerous single targets. You have Conquering Presence and subsequently Fear as an Oath spell for dealing with hordes. Then there’s the pushing of a terrified opponent prone in this Aura, which implies they’ll never get up. Alternatively, use a polearm and lash out at an opponent 10 feet away; if they only have a 5-foot reach, they won’t strike you back.
  • Lv. 15: Scornful Rebuke They have no right to assault you in the first place. When an opponent strikes you with an attack, including ranged assaults, it deals psychic damage equal to your CHA modifier. Each and every time. Every single adversary. Automatically. There is no need for you to respond. This may rapidly mount up.
  • Lv. 20 (1/long rest): Invincible Conqueror The resistance to all types of harm is enormous. You’ll spend the whole minute attempting to get in everyone’s face and get them to attack you (and thus taking psychic damage). It’s always great to have an additional attack, particularly because your crit range is increased during this period.

[XGE] Oath of Redemption

Paladin of Devotion with Wings

Have you ever played a World of Warcraft Holy Paladin? You spend more time mending people and casting buffs than you do doing real damage.

While you won’t be as successful at healing as a Life Cleric, the Redemption route may be enjoyable. In a typical dungeon crawl, the pacifist aspect of this Oath may make it difficult to play.

Concentrate on raising your CHA score since your Oath spells are fantastic, but they need to be even better to compensate for the lack of hits you’re dealing.

This Oath’s Persuasion check increases provide some of its power, making it more useful in a high-roleplay game.

  • Lv. 3, Channel Divinity (1 total/short rest): Emissary of Peace Persuasion checks get a +5 bonus after a 10-minute period. Clearly positive in the social pillar.
  • Channel Divinity: Lv. 3, Rebuke the Violent (1 total/short rest). Useful against large damage dealers, you can make someone suffer the same amount of damage they just dealt out as radiant once every brief rest. They must still fail their Wisdom saving throw. Overall, you won’t be utilizing this very frequently, but when you do, it’s great to be able to use it and have it do enough damage to justify burning your Channel Divinity usage.
  • Lv. 3 Oath Spells (overall rating) This list has several excellent spells; you’ll note that they’re mostly utility or defensive spells, which is thematically fitting. You’ll rely on spellcasting a lot more than the rest of the Paladins. Sleep will give you a few of helpful levels, and then there are spells like Sanctuary, Hold Person, Counterspell, Hypnotic Pattern, and, at higher levels, Wall of Force. Others on the list, such as Calm Emotions and Otiluke’s Resilient Sphere, are still useful.
  • Lv. 7 of the Guardian’s Aura As a response, you may suffer damage instead of your friends. There is no method to decrease this damage; it helps in keeping your friends alive, but the range is very limited until Lv. 18. Against numerous opponents and multiattacking bosses, it’s not very effective.
  • Lv. 15: Protective Spirit With its free healing when under half your total health points, the Champion Fighter’s Lv. 18 feature Survivor is comparable, if not somewhat better, in terms of statistics. You also acquire it three levels before the Champion Fighter. Isn’t it fantastic?
  • Lv. 20: Emissary of Redemption Surprisingly, the Paladin path’s capstone doesn’t seem to fit with the playstyle. There is a continuous effect that provides two significant benefits: resistance to all damage from all opponents and auto-damage retribution from enemies that strike you. It’s extremely simple to be overlooked unless you’re speeding past opponents in an attempt to trigger chance assaults. To get the most out of this in a group environment, you’ll want to concentrate all of your fire on one opponent at a moment, which is exactly what this Paladin has been doing for the last 19 levels. And therein is the flaw in this capstone, as well as the overall design of this Oath.

[DMG] Oathbreaker

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This isn’t so much a ‘Oath’ as it is a route that the DM may send you on if you violate your Oath. Having said that, the Oathbreaker has a lot to recommend it.

While this does not need you to be evil, it does lend itself to an Anti-Paladin or Blackguard motif.

Your ‘good’ companions may look at you suspiciously when you summon your own army of undead, since the abilities are a combination of Necromancer and Fiendish magic. If your character is a Blackguard of Asmodeus, I’d suggest talking to your DM about making it entirely about Fiends instead of Undead.

The Oathbreaker Paladin also has additional tools in their arsenal to assist them deal with a variety of foes. Your allies, on the other hand, aren’t going to adore you since you’re not really offering anything team-related that they’d expect from a Paladin.

  • Lv. 3, Channel Divinity (1 total/short rest): Control Undead This begins slowly but quickly increases in difficulty as you go. Any undead creature without Legendary Resistance that is at least 1 CR lower than your level is fair game for a full day of domination. As stated, there is no limit to how many zombies you may manage, so take an hour off and try again. Assume you’re a Lv. 18 Death Knight general in charge of an army of Death Knights. Alternatively, if you’re more of an Asmodeus Paladin, try if you can persuade your DM to alter any references to Undead to Devils.
  • Lv. 3, Channel Divinity (1 total/short rest). Dreadful Aspect: Lv. 3, Channel Divinity (1 total/short rest). Another power to terrify everyone within 30 feet of you for a whole minute. Dreadful Aspect differs from the Conquest’s Conquering Presence in that it only enables opponents to roll saves to stop it once they’re more than 30 feet away from you. Drive your adversaries away from you and bask in their… uh, sorry, sorrow.
  • Lv. 3 Oathbreaker Spells (overall rating) The Oathbreaker’s Undead and Fiendish nature is revealed here. With (Hellish Rebuke, Inflict Wounds, Crown of Madness), it’s a bit all over the place, but on the other hand, there are some really excellent additions (Animate Dead, Confusion).
  • Lv. 7 Aura of Hate Instead of assisting your ordinary friends, you increase the strength of undead and… fiends? If you followed my advise and control an undead every hour on the hour, you should have a strong army behind you, which, along with Animate Dead, will make you a formidable opponent. This aura, however, also enhances hostile undead and fiends, making this ability a double-edged sword in battles against those monster kinds.
  • Supernatural Resistance: Lv. 15: Resistance to all nonmagical weapon damage kinds. You’d be shocked how many creatures it defends you against, even some legendary monsters with very high CRs. This applies to all dragons, including the Tarrasque.
  • Lv. 20 (1/long rest) Dread Lord Your ultimate Paladin capstone generates a scary environment, as well as a bonus action attack that does necrotic damage to any scared opponents in your aura. It’s best to use this combination after you’ve used your Dreadful Aspect. Another great feature is the ability to put foes at a disadvantage when assaulting you and any allies, and the extra action melee spell attack is a wonderful boost if you weren’t already striking with a bonus action.

5E Paladin Spells

1st Level

  • Bless: 
  • Command
  • Heal Wounds
  • Identify the Evil and the Good
  • Magic Detection
  • Poison and Disease Detection
  • Favor of the Almighty
  • Heroism
  • Protection from both Good and Evil
  • Cleanse Your Food and Drink
  • Faith’s Shield

2nd level

  • Aid
  • Smite’s Branding
  • Find Steed
  • Restoration of a Lower Quality
  • Find the Object
  • Weapon of Magic
  • Defend yourself against poison
  • The Truth Zone

3rd level

  • Produce both food and water
  • Daylight
  • Remove the enchantment
  • The Circle of Magic
  • Curse will be removed.
  • Revivify

4th level

  • Banishment
  • Ward of Death
  • Find the Creature

5th level

  • Good and Evil are banished.
  • Geas
  • Raise the dead.

 

Skills

You get to choose two options from the list below. Your background will provide you with additional skill sets that are not limited to those listed above. If your background allows you to choose any skill instead of the class skill you currently have, you may do so. Your race may also influence your ability to choose from a wider range of skills, not only those on this list.

Although the Paladin does not perform particularly well in the skill monkey position, they are more than capable of providing excellent team assistance in this area.

Don’t be scared to mix and match your skill selections to make your character unique. Even if a skill is mechanically poor, it may still be beneficial to the whole party.

Skills of the Paladin Class:

  • Athletics are very desired. Climbing alone may be a frightening experience. You’ll probably be the one chasing things down, climbing objects, and lifting allies up.
  • Insight: It may be thematically suitable and a helpful party tool. A excellent sense of other people’s intentions or honesty.
  • CHA should be a fantastic stat for you in terms of intimidation. It’s also a great match for a Conguest or Oathbreaker Paladin. Remember that if using a ‘Strength-based intimidation check’ is somewhat superior, you should be competent in both and talk with your DM about it.
  • The Healer’s Kit has rendered medicine largely obsolete. Leave it to the Cleric of the Gathering to handle this.
  • Persuasion: Choose this option above Intimidation if you’d rather make friends than frighten them.
  • You may be compelled to communicate with your diety from time to time. This is actually more suited to Clerics or Wizards, but depending on the scenario, you may find it useful.

Non-class abilities:

  • Unless you’re aiming for a Dex Paladin, Acrobatics are less essential than Athletics. You’ll need this to get out of grapples and withstand shoves.
  • Animal Handling: This isn’t likely to come up very frequently, but it improves if you’re contemplating becoming a mounted Paladin.
  • Arcana isn’t your strongest suit, and it’s unusual for a Paladin.
  • Deception is a useful skill to have, but others in your group are likely to be better at it.
  • Sleight of Hand is a fun option that isn’t usually combined with the Paladin.
  • Stealth: Although it is somewhat party specific, it is highly worth acquiring if you are a Dex-Paladin. Especially if you have any sly friends that like surprise rounds.
  • History: Doesn’t appeal to your strengths; nevertheless, it may be more intriguing for a Wizard with Intelligence points.
  • Investigation: This is also out of the ordinary and out of your comfort zone.
  • Nature: This may be thematically suitable depending on your character’s narrative, but it doesn’t play to your strengths.
  • Perception: This is on the verge of becoming a “must have,” simply since there are no meaningful diminishing rewards from having several characters cover it. It’s that critical.
  • Performance: You’ll have a lot of fun roleplaying, but it’s doubtful that you’ll perform well, thus the chances are that you’ll make a fool of yourself.
  • Survival: This is a campaign-specific item, although it is thematically meaningful and useful regardless.

Backgrounds:

Your background usually grants you two talents, maybe two languages, possibly two tools, a particular benefit, and a modest quantity of goods/gold.

They may help you flesh out your character, provide mechanical assistance, and further explain your Paladin’s motivations.

Backgrounds of PHB

[insight/religion] Acolyte: Perhaps your order, which is thematically suitable, can offer you with a place to stay. Religion isn’t the best talent, but Insight isn’t bad. Though it is not a typical Paladin speciality, the additional languages may be helpful. The benefit is entertaining and flavorful, but it may be game or DM specific.

[deception/sleight of hand] Charlatan: It’s an unusual pick, but it might be entertaining. The two toolkits may give your Paladin an unusual depth. The perk may be used to offer some interesting roleplaying possibilities. Most Paladins will be uncomfortable with this, but it isn’t a terrible option.

[deception/stealth] is a criminal term. Stealth and Thieves Tools are excellent mechanical options, particularly if you don’t have a Rogue in your party. The benefit of having a criminal contact varies depending on the campaign, but it is not to be overlooked.

[acrobatics/performance] entertainer With this combination, I always imagine someone like to a circus strongman. However, acrobatics and performance aren’t excellent talents to have. The perk does provide some enjoyable possibilities for character development.

[Animal handling/survival] is a folk hero. Although both abilities are included in your class, the Vehicle proficiency may be more helpful. It’s a fun character option, but the mechanics aren’t very impressive.

[insight/persuasion] Guild Artisan This is the kind of decision that may help define a character while also providing some entertaining possibilities. The crafting rules, on the other hand, make this a highly campaign-specific game. Well, without a lot of downtime…

[medicine/religion] Hermit This is arguably your weakest Background in terms of mechanics. The talents are incompatible with your abilities, and the benefit is vague. If I had to choose just one background to avoid, it would be this one.

[history/persuasion] Noble: Fits a variety of Paladin kinds thematically. Some retainers to keep your horse watered and secure may be beneficial. The skills aren’t a good fit for you, but having access to the Gaming Kit might be enjoyable.

[athletics/survival] Outlander A mercenary from the wastelands might be an excellent match for a group of Paladins. The perks are great, but they do tread on the Survival skill’s toes a bit.

[arcana/history] Sage: For a Paladin, he’s a bit like the Hermit. The two languages are great if you plan to use them, but the rest is pretty “meh.”

[athletics/perception] Sailor You have two of the greatest abilities. It’s even better if you get a free ship trip. The benefit is campaign-specific, but it might be helpful. Much fun may be had if you utilize the Pirate Variant!

Soldier: [athletics/intimidation] This is a good match for a lot of Paladins. Depending on your DM, the perk may be a bit restricted. Reuniting with former Soldier comrades may be a huge help in more social situations. The advantages of military rank are many, including the ability to issue commands to guards and other army NPCs.

Urchin: [sleight of hand/stealth] Who knew Urchins could be so tasty? Stealth is a fantastic ability to have, and both Thieves Tools and the Disguise Kit are enjoyable to use. The perk is also very good, with plenty of room for it to shine in a variety of campaigns.


Feats of the Paladin:

If you already have an even amount in that stat, you should definitely choose a +2 STR/DEX over a feat.

At levels 4, 8, 12, 16, and 19, the Paladin receives three Ability Score Improvements. You do have a few skills you want to improve, so feats won’t be a big part of your plan.

If the modifier you want to increase is an odd number, a feat that gives you +1 may help you balance it out and offer you a benefit.

  • Going first gives you the advantage of being able to disable opponents before they act. With the proper party makeup, a +5 to Initiative may come in useful.
  • Athlete: You’d think the +1 to Strength or Dexterity would be useful. The benefits of activity aren’t very thrilling.
  • Actor: This isn’t really helpful unless you’re in a very sociable campaign or searching for the +1 Cha. This is often grabbed by a Bard or Warlock.
  • Charger: Charging in may help close the gap between you and the enemy, but if you get caught out of range, you won’t be able to accomplish anything. In most instances, though, there are better alternatives.
  • Crossbow Expert: This is required if you use crossbows, but Paladins aren’t really built for ranged combat, so although I can’t stop you, it’s an odd option.
  • Defensive Duelist: This build is ideal for melee builds that rely on finesse weapons. Each round, provides a good degree of resilience against a single assault.
  • Dual Wielder: When dual wielding, get +1 AC… Dual-wielding, on the other hand, is a weakness for single-class Paladins. If you’re a multiclassing Rogue, utilizing two rapiers or a rapier and a dagger may be intriguing.
  • Dungeon Delver: In the proper (dungeon-y) adventure/campaign, this character may shine. Even yet, you’re probably not the best person in the group to deal with traps; leave it to the characters with high Intelligence and Wisdom who have Expertise.
  • The benefit from this feat isn’t terrible if you have an unusual Constitution score, particularly if you take a lot of short rests. If you already have a high Constitution – 17 or 19 – this improves.
  • For Paladins, Elemental Adept is completely worthless.
  • Grappler: I’m not sure how good I am. Maybe if you’re a wrestling fanatic, but even then it seems a little weak. Shoving your opponent prone (they can’t get up while you’re gripping them) completely replaces Restrained.
  • Great Weapon Master: It’s fantastic to get a free additional action attack on a kill/crit. It’s fantastic (though rather situational) to be able to boost your damage while lowering your accuracy. Many monsters in 5E have a low AC but a high HP, which you may use to your advantage. At some time, a two-handed weapon wielding will be required to do this feat.
  • Healer: Your group may seek to you for this if you’re a Redemption Paladin. Benefits for using a healing kit are good, but this accomplishment is best left to a Thief.
  • Heavily Armored: Only if you didn’t start off as a Paladin might this be important… If you’re a Strength player, this isn’t a terrible choice.
  • At first, Heavy Armor Master is fantastic (ESPECIALLY if a Variant Human takes it at Lv. 1). As you progress in level, the damage reduction has less of an effect, but it’s never a waste. In addition, you get +1 STR.
  • Inspiring Leader: Your Charisma is high, and your group has a strong chance of surviving. This may provide a little of a shield for your group before fights – it’s not the strongest, but it’s extremely tasty.
  • The INT isn’t very helpful, but depending on the campaign, it could be intriguing. Perhaps you should ask the Wizard to take this.
  • You don’t need to be lightly armored.
  • Linguist: Another strange boost for Int, but it’s still your dump stat, and Languages aren’t really helpful.
  • Lucky: This is a great bonus all-around. These fortunate points may be used to balance off disadvantages and work in favor of Oath of Vengeance’s strengths.
  • Mage Slayer: This spell is campaign-dependent, although it may be devastating against the appropriate foes. Paladins with the Oath of the Ancients who can Misty Step in close may utilize this to completely shut down opposing spellcasters. Paladins who take the Oath of Vengeance may find it useful, since it covers the gap left by spellcasting triggering response attacks.
  • More cantrips and a spell for the Magic Initiate. Wizard for Find Familiar and a choice of Prestidigitation, Light, Mage Hand, or Booming Blade are some of the more intriguing choices (SCAG). Sorcerer or Warlock for cantrips that are really compatible with your casting stat, such as Eldritch Blast (Warlock) or Fire Bolt and/or Ray of Frost (Sorcerer) (Sorcerer). If you choose one of the two CHA-casting classes, you may also choose Green-Flame Blade or Booming Blade.
  • If you’re not a Battle Master, you’ll get an additional Superiority Die, which is a d6 if you’re a Martial Adept. Those who have multiclassed into Battle Masters and need even more tactical flexibility will benefit from this.
  • Medium Armor Master: If you have 16 Dex, you get +1 AC while wearing medium armour. This isn’t much of a bump for an accomplishment.
  • Mobile: Increased speed and unrestricted disengagement from opponents. You’re often the one who stops others, not the other way around.
  • You already have the advantage of being somewhat armored.
  • Mounted Combatant: If you’re often mounted on anything big, this is a fantastic option. You’ll have Find Steed, so it’ll be a matter of how much time you spend mounted.
  • Observant: This should be in the hands of someone, but it may not be you. Passive Perception can keep you alive, and understanding is important for a ‘Face.’
  • Master of Polearms: You already know you want this if a Polearm is your weapon of choice.
  • Resilient (CON): You get a saving proficiency for a single feat point. That’s fantastic! Even better if you’re casting a lot of Concentration-based spells. Great Weapon Vengeance Paladins who want to make the most of Haste are the most likely to think about it. This is also likely to be necessary for Conquest and Redemption Paladins who depend on control spells that need concentration to sustain. At higher levels and with additional CHA spikes, Aura of Protection + CON save proficiency + good CON may bring those crucial Concentration saves into auto-success zone vs. DC 10, and even vs. higher DCs than that. And CON save proficiency is useful in general, since it defends against a variety of incapacitating and stunning effects. Plus, you receive a +1 to CON to push up an odd score to the next modifier, or to start with an odd score if you’re building towards this feat ahead of time.
  • Ritual Caster: Rituals may be very beneficial to you and your companions. However, the need for INT or WIS makes it difficult to sell. Over time, rituals may help you conserve some spell slots.
  • Savage Attacker: This ability does not function with your Smite damage, thus it isn’t as amazing as it seems.
  • Sentinel: This is your ticket if you want to play a “Defender” type of Paladin and keep foes at bay. This is an excellent method to stifle enemy mobility and penalize them for even thinking about attacking your friends. Has some waste for the Oath of Vengeance, but it may also offer you additional chances to… opportunity attack. This also works well with Polearm Master, allowing you to use OAs to halt opponents within reach.
  • Sharpshooter: None of your weapons, such as smites, are effective against ranged assaults. Unless you got Crossbow Expert for some reason, you may want to pair this one… Alternatively, you may roll a fighter.
  • Shield Master is an important ability for a shield Paladin. However, talk to your DM about the phrasing since it’s crucial. If you make the attack action, you may push with a bonus action. The debate you’ll need to have is whether that extra action can happen between (or even before) you actually start the attacks, since if your opponent is prone, you’ll have an edge on the attacks. Shield boosts on Dex saves are also advantageous.
  • Skilled: You’re not meant to be a “Skill monkey,” that’s something for Bards and Rogues to do. If you need to improve your talents, focus on the skills rather than the tool proficiency since tools may be learned during downtime.
  • Skulker: There are just too many options here. Even for a Dex-Paladin, it’s not worth it.
  • Sniper is a word that may be spelled in a variety of ways. You don’t have the necessary skills for this.
  • Tavern Brawler: For an unarmed grappler Paladin, there isn’t much synergy.
  • Tough: Not terrible, but if saving throws and health are a problem, you’re definitely better off getting the +2 Con. If your Consitution is already at 20, this will provide you with a significant increase in hit points.
  • War Caster: If you want to safeguard your concentration spells, you should choose Resilient (CON). However, Paladins with Booming Blade and/or Green-Flame Blade (e.g. High Elf or Half Elf with High lineage, Magic Initiate feat) will be able to perform those cantrips as particularly deadly opportunity attacks, making this accomplishment even more useful. This achievement may be preferable than Resilient for them (CON).
  • Weapon Master: You’re not going to use this.

Multi-classing as a Paladin:

1626566910_551_On-a-Mission-from-God-DampD-5E-Paladin-Optimisation

Here, I want to make just a quick look at some options, along with the concept of a “dip” to grab some goodies from another class. <

However, I’m going to leave some of the finer aspects of multiclassing up to the player, particularly anything that detracts from the character’s majority Paladin status.

Unless you’re following a particular build or idea, you’re generally better off remaining a single-classed Paladin from level 1 to 20. However, there are many multiclass alternatives.

While there is a color grade in this area, keep in mind that other choices, such as character idea, may come under your character concept rather than true optimization.

  • Barbarian : This is a good option for any STR-Paladin, but the Unarmoured Defense is useless if you’re in Plate. Rage for greater damage, and reckless assault for a forced advantage if you take two levels.
  • If you’re looking for additional spells or Bardic inspiration, here is an excellent place to start. You should definitely have the necessary 13 Cha.
  • Cleric: Your religious relatives don’t fit very well here. WIS is almost certainly your dump stat.
  • Druid: Druids have issues that are similar to those of clerics, although they are more severe. WIS isn’t the best place to look.
  • Fighter: You’ll lose your capstone ability, but you’ll get Second Wind, Action Surge, and a Fighting style as compensation.
  • Monk: There’s nothing for you here since martial arts necessitates the removal of your armour.
  • Ranger: The Gloom Stalker (XGTE) is worth considering for its Dread Ambusher, but everything else falls short since the spells aren’t worth it.
  • Rogue: Sneak attack is a great option for the Dex-Paladin, particularly when laying down some Smite. Cunning Action is a great tool that gives you a lot of flexibility.
  • Sorcerer: If you’re searching for additional Smite spell slots, check out this page. The cost is a reduction in hit point gains.
  • Warlock: Provides some ranged potential as well as spell slots that replenish after a brief rest.
  • Wizard: There’s nothing you need here.

Regards,

As a D&D 5E player, I found my previous Paladin build was top-heavy in damage output and I was lacking in many areas. In this guide I hope to present a build that suits my style of play, and is reasonably efficient for the level of power I want to achieve.. Read more about we’re on a mission from god movie and let us know what you think.

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The game developer known as Blizzard Entertainment revealed at BlizzCon 2015 that Hearthstone: Heroes of Warcraft is getting its next expansion. The yearly set, called Knights of the Frozen Throne, will feature 135 new cards, which will be compatible with Hearthstone’s latest expansion, The Boomsday Project.

Blizzard soon releases their “Hearthstone” expansion, Knights of the Frozen Throne. This expansion will be available for play on all platforms, and its content will span the entire game. The expansion will introduce new cards for each class, as well as a new hero, and two new bosses.

The second expansion for the popular digital TCG, Hearthstone: Heroes of Warcraft, has been released, introducing a new legendary card, a new neutral minion type called the “Ice Cone,” and a new legendary minion card called “Princess of Ice,” which transforms the user into a “Princess of the Frozen Throne.”

 

Hearthstone is receiving a new expansion, which will be released in August. Knights of the Frozen Throne is the name of the expansion, which takes players to the frigid Northrend and is based on the Death Knights of Warcraft mythology. 

Hearthstone’s Next Expansion Is Called Knights Of The Frozen Throne | Blizzard Entertainment’s Hearthstone has had two expansions since its initial release—The Witchwood and Kobolds & Catacombs—and now it’s getting its third.. Read more about hearthstone missions and let us know what you think.

Frequently Asked Questions

How do I get Knights of the Frozen Throne?

You can get Knights of the Frozen Throne by purchasing a Battle.net account and playing Hearthstone on it.

What is the next expansion for Hearthstone?

The next expansion for Hearthstone is called Rastakhans Rumble and it will be released on December 4th.

What are the Death Knight hero powers?

Death Knight hero powers are a set of abilities that the player can use in their game. These abilities are unlocked as the player levels up, and they are listed below: Death Strike – The Death Knight slams its sword down on the ground, dealing damage to nearby enemies. Death Coil – The Death Knight channels dark magic to summon a shadowy tendril which lashes out at enemies, dealing damage and slowing them for a short time. Death Grip – The Death Knight

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As you may know, the Dragon Ball FighterZ Open Beta has been extended for a little bit longer. This extension will be provided by Bandai Namco to ensure that the game runs properly. The Dragon Ball FighterZ Open Beta will now end on July 7, 2018. The Open Beta invited more players to the game and has been gaining a lot of popularity. Fans of the game have been enjoying playing it on PC.

When the Dragon Ball Fighter Z open beta began on January 26, it was a mess. Most players were unable to log in or connect to the servers, and the ones who did were met with a myriad of errors. Now, Bandai Namco seems to have resolved the issues, so the game could be playable again today. While the game has been completely unstable for quite some time, the open beta was supposed to be a bit of a test run for the game. Apparently, the game was not ready for prime time.

Bandai Namco’s Dragon Ball FighterZ fighting game shifted its open beta from a four-day test to a full week. This was done to give players a chance to learn all of the game’s systems, which is an important part of the beta process. Unfortunately, Bandai Namco’s decision to extend the open beta came at the cost of some players’ Internet connections, reports Tech Times.. Read more about fighterz and let us know what you think.

The Open Beta for Dragon Ball FighterZ is now available, however it isn’t running as well as it could. Since it was made public for PS4 and Xbox One users, the beta phase has been hampered by connection problems and lengthy wait periods between matches. I’ve been having trouble with the game as well. I couldn’t find a single online match, and I was continually kicked off the servers. I finally made the decision to call it a day till everything calmed down. 

Namco Bandai acknowledged the test’s network problems on Facebook and Twitter, indicating that the beta may be extended.

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Monster Hunter is a very popular game series, which was launched in 2004 by Capcom. Monster Hunter is a collection of action games with RPG elements, and now there are more than 20 released titles in the series. Monster Hunter 4 Ultimate for the PlayStation 4 has received good reviews and many fans, and now, the developers of the game have announced that they will make a new edition of the game, Monster Hunter World, available on PC and consoles (Xbox One and PlayStation 4) on the PC platform.

Transformers: The Game is no longer available on Steam Store, after this deal is over. “Transformers: The game is no longer available on Steam store in any manner, shape, or form”, according to Activision. The company’s full statement is: “Activision and Hasbro are pleased to announce that the Transformers: The Game license has been extended. This new deal will provide all new and existing Transformers fans with an unrivaled state of the art gaming experience, leveraging the next generation of console gaming technology. As part of this new deal, Activision will publish an entirely new line of Transformers games for release on PC and console platforms. “Activision and Hasbro are pleased to announce that the Transformers: The Game license has been extended.

Microsoft has been trying to keep a low profile this year, with the Windows 10 Creators Update on the way and the Windows 10 Fall Creators Update on the way, but it looks like they’ve got another big announcement on the way and it’s related to Transformers. Microsoft has been working with Transformers game developer Activision, and their contract is set to expire on March 4th. Microsoft has said they’ll be rolling out the free-to-play Transformers: Forged to all Windows 10 Insiders and then to all users later in the year. So, what does this all mean? Well, it means that Transformers: Forged will be free-to-play, and Microsoft would like to have all the game’s data synced with the

If you were waiting for Transformers games like Fall of Cybertron, War for Cybertron or 2015’s Devastation to go for dirt cheap before picking them up, well I’ve got some bad news. Activision has removed the games from Steam and all other digital marketplaces.

The problem is that Hasbro, the company behind those disguised robots, and Activision couldn’t agree on the retail future of those games now that their license deal has ended. 

This isn’t the first time something like this has occurred to a group of Activision games. Try searching for Deadpool, Spider-Man, or Turtles on your favorite digital store, and you’ll find that many titles you thought existed are no longer available. If you’re even older, you’ll recall that Activision’s Star Trek games suffered the same fate. 

Fortunately, in situations like this, individuals who still possess the games do so. That means any Transformer games you downloaded from Steam will still work. However, if you never purchased any of the DLC, you’re out of luck, since the shop sites for each game have essentially vanished. 

With Paramount Pictures planning to semi-reboot the film series, it’s quite likely that we’ll see a reboot of the franchise on both the big and small screens. Hasbro will most likely strike a new contract with Activision or another publisher for the next series of games, assuming the Matrix of Publishing. 

While titles like Rise of the Dark Spark from 2014 were a bit of a letdown, the Hasbro-Activision partnership wasn’t all terrible. The animation-styled combo-brawler from 2015. Considering it was created by PlatinumGames, Transformers: Devastation was very excellent. Fall of Cybertron from 2012 was an upgrade over High Moon’s War of Cybertron.

A few weeks ago, TFG1 and 2 were removed from Steam, and given a big old, “Nope, not gonna happen” by the developer of the games, High Voltage Software, who cited a deal between them and Hasbro that expired earlier this month. Hasbro, it turns out, felt the same way, and they’ve sued to get access back. The whole thing seems to be a mess, but it’s not the first time we’ve seen this kind of thing happen, and probably not the last.. Read more about transformers: fall of cybertron steam and let us know what you think.

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Hasbro has decided to pull the games from Steam.”}},{“@type”:”Question”,”name”:”What happened to the Transformers games?”,”acceptedAnswer”:{“@type”:”Answer”,”text”:”
The Transformers games were released in 2007 and 2009.”}},{“@type”:”Question”,”name”:”Will Transformers games come back to Steam?”,”acceptedAnswer”:{“@type”:”Answer”,”text”:”
I am not sure if they will come back to Steam but it is possible.”}}]}

Frequently Asked Questions

What happened to the Transformers games on Steam?

Hasbro has decided to pull the games from Steam.

What happened to the Transformers games?

The Transformers games were released in 2007 and 2009.

Will Transformers games come back to Steam?

I am not sure if they will come back to Steam but it is possible.

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The latest pirate-themed sensation to hit the gaming world is Sea of Thieves by Rare, and it is the first true pirate game without a single ounce of violence nor the ability to kill anyone. To find out more about this game and how you can get it, read on.

Hello and welcome to my sea of teuths. In this sea of teuths, we will be looking at riddles and sea of thieves hints. So we hope you enjoy these tips and tricks. If you have any questions about the game that you would like to have answered, message me on reddit @edisonvaldez23. Thank you for reading and have a great day.

Riddles, secrets, and other hidden clues are a great way to make your game more interesting and more difficult to find. However, finding them can be tricky. Luckily, our guide will help you find a lot of them.. Read more about sea of thieves kraken fall riddle and let us know what you think.

 

 

Sea of thieves has been out for a few months now. If you’ve been playing the game, you may have noticed that a lot of the riddles have been solved (that is if you’ve found any of them to begin with), and many of the riddles are now being completed without the use of any clues. So here you are, ready to go back and work on that latest riddle.. Read more about sea of thieves – crescent isle riddles and let us know what you think.

Frequently Asked Questions

How do you get rid of riddles in sea of thieves?

You can either use the ? button or you can press X to skip them.

Where is the burning skull grave?

The burning skull grave is located in the graveyard of the game.

What does rickety jetty mean?

A rickety jetty is a type of pier or bridge that has been built in an unstable manner.

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Located in the northeast corner of the Murkwater Basin, the five barnacled pots on Crescent Isle are a great place to find loot. The treasure chests are all set in a row, and the easiest way to find them is by just heading in the general direction of the pots, as they are all set in a row along the northern edge of the island. However, there is a trick to getting all five in one go.

If you’ve played Sea of Thieves in the past, you may have heard of the five “barnacled” pots, that are located on the island of Crescent Isle. In some games, they are required for progression, and in others, they are simply ornamental. In Sea of Thieves, the Barnacled Pots are necessary to unlock the treasure map for the Black Pearl (TM), and are quite tricky to find.

The 5 Barnacle pots are located in a different place on each different game playthrough (see the top of this page for help), however, for the best chance of finding one of them, you should use the spoiler below.

Join our Non-Fiction Gaming team for more Sea of Thieves treasure hunt puzzles.

This time, we’re going to tell you where you can locate Crescent Isle’s five barnacled pots.

The solution to this Crescent Isle puzzle is one of the simplest, and with a specific location hint, you shouldn’t have too much trouble finding those five barnacled pots.

Your riddle in Sea of Thieves may vary somewhat from ours in terms of phrasing, but the five barnacled pots will always be in the same place. See the illustration below.

Here’s the puzzle we were given:

A sight to see on Crescent Isle, marvels of an unwritten story.

Walk to five barnacled pots on the East shore, then work hard for 9 paces West-by-South West, and your well-deserved reward will be revealed under the dirt.

We begin our orientation at the tiny pier on Crescent Isle’s East shore, and then sprint across the beach to the other side to locate the five barnacled pots.

1626566797_60_Where-to-Find-the-Five-Barnacled-Pots-on-Crescent-Isle

On the shore, there are additional groupings of barnacled pots, but only one set of five.

Finding the treasure, as is usual, summoned several skeletons to battle. Hardened pirates like you, on the other hand, have no fear, and they are quickly dealt with.

This week, we’re going to show you how to find the five barnacled pots on Crescent Isle in Sea of Thieves. And there’s a good chance you’ll find all five. You’ll also likely find a lot of other treasures, but I want to focus on the five.. Read more about sea of thieves crescent isle sky view cavern and let us know what you think.

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The treasure is on the island, but you cant reach it yet.”}},{“@type”:”Question”,”name”:”How do I get the Crescent Isle quest?”,”acceptedAnswer”:{“@type”:”Answer”,”text”:”
You can find the quest in the Quests section of your Quest Board.”}},{“@type”:”Question”,”name”:””,”acceptedAnswer”:{“@type”:”Answer”,”text”:””}}]}

Frequently Asked Questions

Where is the treasure on Crescent Isle?

The treasure is on the island, but you cant reach it yet.

How do I get the Crescent Isle quest?

You can find the quest in the Quests section of your Quest Board.

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It’s time to dig up the final resting place of the most recent deceased pirate to sail the high seas of Sea of Thieves, the infamous “Excavator”. This week, we’re travelling to a remote island named Thieves’ Haven, located just off the coast of Saltspray Bight. Here, you can expect to find the graves of seven unlucky souls that were recently lost to the sea.

On the fourth day in our game, the captain of the ship was detailed to inspect the hold for contraband. He was a good man, a hard worker, and had a lot of respect for the grave preservation we had instituted on the ship. Working in the hold was dirty work, and the captain didn’t want to have to have to leave his post to tend to his ailing mother.

With the release of Sea of Thieves, a lot of players are starting their pirate adventurings, and they have a choice of whether to explore their ships for treasure, or to go out and find buried treasure in the game’s world. This goes to show that the game is all about finding gold and silver, and will reward you for finding hoards of it in the game world.

 

Riddles from the Sea of Thieves

Pirates may form a crew to search for riches. Join our Non-Fiction Gaming team for more Gold Hoarder puzzle solutions.

In this short tutorial, we’ll show you how to locate the Excavator’s tomb on Thieves’ Haven, a huge multi-level island with a cove in Sea of Thieves. There are many locations to dig here, so keep reading to learn about the Excavator’s Grave, Shattered Bridge, and Turtle Rock.

Thieves’ Haven conceals a hidden treasure, a hidden cache of gleaming loot.

Let’s go to Thieves’ Haven, which is located on the boundary between quadrants P-24 and P-25 and is referenced in the riddle.

When you arrive, you must decide whether or not to risk entering the cove itself. You’ll need at least one additional crew member to handle the sails and repair the holes in the hull if you try to get there alone.

 

You must now go to the excavator’s tomb high in the West, a mystery revealed when this map is read.

We’ve dropped anchor and are coming in from an exterior beach when the video begins. To reach to the top of Thieves’ Haven, climb up the shipwreck’s mast. The Excavator’s Grave is located on the west side.

1626566787_622_Finding-the-Excavators-Grave-on-Thieves039-Haven-in-Sea-of

If you play a rowdy music at the Shattered Bridge over Haven Arch, a hint may appear.

We’re now searching Thieves’ Haven for the Shattered Bridge. We go south east from the Excavator’s Grave to the Arch’s location (D4 in the map above).

The Shattered Bridge may be found here; don’t worry, it’s very stable. Play some music while standing on it.

Walk to Turtle Rock, high in the East, then work hard for 7 steps south east, and your well-deserved reward will be found under the dirt.

You can see us approach Turtle Rock at 5:03 in the video. As the crow flies from Excavator’s Grave, we proceed over the Shattered Bridge nearly straight east.

A picture of a Turtle, some lines, and a triangle are all on the rock. Start digging by following the detailed directions on your puzzle. Be on the lookout for a skeleton ambush!

 

 

We have been on a hunt for the lost grave of the “Excavator” of the ‘Shipwreck’ mission. This is a rather easy objective for most players, but we found ourselves stuck for two days. I am happy to say that we did find it! It’s a little hard to find, requiring a keen eye, a compass and a little bit of luck, but it can be done. If you have tried but were unsuccessful, give this guide a read and see if you can find it!. Read more about thieves’ haven treasure location and let us know what you think.

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The excavators grave is located on the right side of the map, near the water.”}},{“@type”:”Question”,”name”:”Where is the rock marked with Spears on thieves haven?”,”acceptedAnswer”:{“@type”:”Answer”,”text”:”
The rock marked with spears is located on the left side of the map.”}},{“@type”:”Question”,”name”:”How do you lift a beacon in Sea of Thieves?”,”acceptedAnswer”:{“@type”:”Answer”,”text”:”
You must use the grappling hook to attach it to a surface.”}}]}

Frequently Asked Questions

Where is the excavators grave on thieves haven?

The excavators grave is located on the right side of the map, near the water.

Where is the rock marked with Spears on thieves haven?

The rock marked with spears is located on the left side of the map.

How do you lift a beacon in Sea of Thieves?

You must use the grappling hook to attach it to a surface.

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