battle master fighter D&D 5e subclass review

Battle Master Fighter Subclass Review: D&D 5e

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The Archetype of the Battle Master Fighter was introduced in the Player’s Handbook. This Archetype has a lot of flexibility in its mechanics. I personally find it a bit bland, but as always flavor is free. If you like to play strategically and build mechanically efficient Fighters, then this is the subclass for you.

In this review, we’ll go over the Battle Master features and take a look at how these synergize with the main Fighter class features, then assess suitable feats, races, and multiclass options and finally combine these into some build concepts.

As always, these are just my thoughts. If you have any other ideas about the Battle Master, please cast Message in the comments below!

The Battle Master essentially only has one main feature, so we’ll cover the ribbon features first and then talk about Combat Superiority.

Bonus Tools Proficiency – 3rd Level

You gain proficiency in one artisan’s tool of your choice.

A bonus proficiency is nice. Healer’s Kit, Cook’s Utensils, Herbalism Kit, or Alchemist’s Kit are probably the most useful.

Know Your Enemy – 7th Level

Spend at least 1 minute observing or interacting with another creature outside combat, and learn if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

  • Strength score
  • Dexterity score
  • Constitution score
  • Armor Class
  • Current hit points
  • Total class levels (if any)
  • Fighter class levels (if any)

This can provide you with a little information about an enemy if you have a chance to interact with them a bit before combat takes place. Armor Class might be useful (if they are wearing their combat gear) so you know from round 1 whether or not it’s worth using some of your Combat Superiority abilities. Hit points might be handy if one of your party members is using a ‘no save below certain hit points’ spell, like Power Word Stun/Kill. You’re not really getting much information you won’t get from a round of combat though.

Combat Superiority – 3rd Level and Beyond

The only other (and main) ability you get is Combat Superiority. This improves with you as you level up – you learn Combat Maneuvers that are powered by a pool of Superiority Dice, and you get more maneuvers, more dice, and your dice increase in size as you level up.

You start with 3 maneuvers of your choice and 4d8 dice that recharge on a short or long rest. Eventually, you will gain up to 9 maneuvers and 6 d12 dice.

You can only use one maneuver per attack. Given how many attacks a Fighter can make – plus Action Surge – you can blow through all your dice in a single round of combat. Once you’re out of dice, you’re a vanilla Fighter with a tool proficiency until your DM gives you an opportunity to take a short rest.

Some maneuvers can result in potentially zero benefits (marked as PZB) – I tend to rate these a little lower on average than ones where your maneuver is guaranteed to have some effect.

I have split up the maneuvers into three categories for this review: Out of Combat, Melee Only, and Melee/Ranged.

Out-of-Combat Maneuvers (3)

Ambush (Rating: 6/10)

  • Add a die roll to a Dexterity (Stealth) check or an initiative roll (provided you aren’t incapacitated).

This is a straightforward and effective use of dice. The bonus is a little variable, and the initiative bonus is probably best saved for a big fight rather than used all the time. It’s not clear if you get to see the original roll or not – it’s up to your DM (I would probably rule not, given that it’s not explicitly stated). If you’re mixing in some Rogue levels, this can be a great option. An optional boost to initiative is always welcome. 

Tactical Assessment (Rating: 2/10)

  • When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend a die and it to the ability check.

Again, nice and straightforward. Not as impactful in most cases as Ambush, but if your character leans in this direction, it can be a nice boost. This synergizes particularly well with an Inquisitive Rogue if you want to be a Sherlock-Holmes-style investigator. 

Commanding Presence (Rating: 4/10)

  • When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one superiority die and add the superiority die to the ability check.

Great if you’re set up to be the party face. Poor otherwise. Fighters don’t often prioritize Charisma, but if you’ve multiclassed as a Paladin, Warlock, Sorcerer, or Bard, this can be a nice additional boost to your social skills. 

Melee-Only Maneuvers (9)

Brace (5/10)

  • When a creature you can see moves into your melee weapon reach, you can use your reaction to expend a die and make one melee weapon attack against the creature using that weapon. If the attack hits, add the die roll to the weapon’s damage roll.

This is similar to the Polearm Master opportunity attack, although it works for any kind of weapon (and not just a Polearm). Not one to take early unless you particularly want to build around this concept – and if you really want to do that you’re probably best off just taking Polearm Master! It can consume a die for potentially zero benefits (PZB).

Note that this does not classify as an opportunity attack and therefore does not combine with Sentinel (or any other opportunity-attack-based abilities) in the way that Polearm Master does.

Grappling Strike (4/10)

  • Immediately after you hit a creature with a melee attack on your turn, you can expend a die and then try to grapple the target as a bonus action. Add the die roll to your Strength (Athletics) check.

Assuming you haven’t already used your bonus action. You still need a free hand, so this is not suitable for dual wielders or heavy two-handed weapon wielders (you need both hands to wield your weapon once you have your target grappled!). It seems a bit niche given that you can just grapple with one of your attacks and save your dice for doing damage while attacking later. Shoving (prone) or Trip Attack often works better anyway because of the advantage you get on attacks vs prone creatures. You can combo it with a Trip Attack (in either order) to keep a prone target down. PZB.

Probably best saved for a specialized grappling build, although if you really want to do that as a Fighter, then the Rune Knight is likely a better choice.

Evasive Footwork (3/10)

  • When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.

While not strictly melee-only, you will likely not need this if you’re primarily a ranged combatant. This ability could help you if you are planning to move through a group of enemies and are worried about opportunity attacks or are approaching an enemy with a Polearm Master-style reaction. It seems pretty situational given that a straightforward Disengage would allow you to avoid all opportunity attacks entirely.

Feinting Attack (3/10)

  • You can expend one die and feint as a bonus action, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll this turn against that creature. If that attack hits, add the die roll to the attack’s damage roll.
  • The advantage is lost if not used on the turn you gain it.

If you can attack with your bonus action (Polearm Master, two-weapon fighting, Crossbow Expert) then two attacks are always better than one attack with advantage – the only exception is if you are mixing in a lot of Rogue levels because you can trigger Sneak Attack if you have advantage. Other maneuvers can grant advantage; this is one of the worst. PZB.

This doesn’t specify a weapon attack, just an ‘attack roll,’ so it has a niche use if you’re multiclassing with a class that has a strong melee spell attack (such as Inflict Wounds).

Bait and Switch (7/10)

  • When you’re within 5 feet of a willing (and not incapacitated) creature on your turn, you can expend a die and 5ft of movement and switch places with that creature. This movement doesn’t provoke opportunity attacks.
  • Roll the die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.

I quite like this one. It’s a good way to get a squishy or damaged ally out of a tight spot, and the choice of AC boost is nice. It’s situational, so I might not choose it first, but it’s a solid option.

Riposte (8/10)

  • A new reaction option. When a creature misses you with a melee attack, use your reaction and expend one die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack’s damage roll.

While this is PZB it’s one of the more impactful ways to risk dice. If you don’t think you’re going to use your reaction for anything else, it has the potential to nicely boost your damage. It’s strongest in the early game where you don’t have that many attacks yet, but useful throughout. 

You probably don’t want to use it all the time, but it can help if you’re toe-to-toe with the big bad and need to get as much damage done as quickly as possible.

Sweeping Attack (2/10)

  • When you hit a creature with a melee weapon attack, you can expend one die to attempt to damage another creature within 5ft of the original target (and within your reach) with the same attack. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your die. The damage is of the same type dealt by the original attack.

This is one of those situational ones. It results in a second attack that could miss that doesn’t do a lot of damage. PZB. I would skip this.

Parry (4/10)

  • When another creature damages you with a melee attack, you can use your reaction and expend one die to reduce the damage by the die roll + your Dexterity modifier

Avoiding being hit (and using Riposte) is always better than reducing damage. This is also pretty situational in that it only defends you against melee attack damage. At least you never waste the die if it comes up. It’s most useful in the early game; the damage reduction drops off later compared to the kind of hits you’ll be taking – you could take it as one of your first 3 maneuvers and then retrain it later. If you want to play a defender and have high Dexterity (rapier and shield build maybe?), you might consider this one otherwise probably best skipped. 

Lunging Attack (2/10)

  • When you make a melee weapon attack on your turn, you can expend one die to increase your reach for that attack by 5 feet. If you hit, you add the die to the attack’s damage roll.

I’m not sure why it wouldn’t just be better to use your movement. While it could potentially add some reach to your maul, it seems extremely situational and not very impactful. PZB.

There’s a niche feat combo that works with this one. See the Feats section below.

Melee-or-Ranged Maneuvers (11)

Commander’s Strike (3/10)

  • When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one die. That creature can immediately use its reaction to make one weapon attack, adding the die roll to the attack’s damage roll.

This is really expensive. It costs an attack, your bonus action, an allies’ reaction, and a die – and has PZB. It can be useful to give a Rogue or Paladin an extra attack outside their turn, but you need to weigh up the cost vs benefit of this one. Difficult to rate because it’s nice in the right party and useless in others.

Disarming Attack (4/10)

  • When you hit a creature with a weapon attack, you can expend one die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the die roll to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

This can be great for securing the MacGuffin, if one of your party members has a way of whisking it away. There is no size limitation here, so you could force a very large creature to drop its very large weapon. There’s nothing to stop a creature from using its free object interaction to just pick up whatever it dropped during its turn, so this seems pretty situational and likely not one you’ll use all that often.

Distracting Strike (6/10)

  • When you hit a creature with a weapon attack, you can expend one die to distract the creature. You add the die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

This can provide one attack with advantage against a single creature. This is strictly worse than Trip Attack unless your target is Huge or larger. Nice option for bigger targets and for parties with a (ranged) Rogue, and you’ll always make use of the die – it always works, and there is no saving throw involved.

Goading Attack (6/10)

  • When you hit a creature with a weapon attack, you can expend one die to attempt to goad the target into attacking you. You add the die roll to the attack’s damage roll, and the target must make a Wisdom save – on a failure, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

This can be really nice if you’re using a ranged weapon or if you’re trying to be a tank. You will at least always do a little extra damage even if they pass they save. Unlike Menacing Attack, it will also work on creatures that are immune to the frightened condition, and there’s no size limit like with Pushing or Trip Attack. Note the disadvantage does not apply to you, so be sure that you’re prepared to take a hit (or even better just use it at range).

Maneuvering Attack (8/10)

  • When you hit a creature with a weapon attack, you can expend one die to maneuver one of your comrades into a more advantageous position. You add the die to the attack’s damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

This can be great to get an ally either out of trouble or into it. There’s no saving throw, and as such it’s one of the most reliable maneuvers. Unlike Bait and Switch, it also works at range, but you do need to hit your target to make it work. It’s situational, but I like this one.

Menacing Attack (7/10)

  • When you hit a creature with a weapon attack, you can expend one die to attempt to frighten the target. You add the die roll to the attack’s damage roll, and the target must make a Wisdom save. On a failed save, it is frightened of you until the end of your next turn.

This can work well to keep one enemy from approaching you for their whole turn, as well as debuffing (disadvantage to) their ability checks and attack rolls. Imposing a condition is quite a rare thing for a martial class to be able to do. A lot of big, scary monsters are immune to the frightened condition, but otherwise, this is pretty solid.

See the Feats section for a nice combo.

Precision Attack (9/10 or 4/10)

  • When you make a weapon attack roll against a creature, you can expend one die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

I’m leaving most of the feat synergy until later, however, this maneuver is almost entirely dependent on feat choice. This is a 9/10 if you have either the Sharpshooter or Great Weapon Master feats, otherwise, it’s a 4/10.

This one is great for helping to overcome the -5 to attack of the Sharpshooter or Great Weapon Master feats. It can also be useful if you’ve multiclassed into Rogue and need to land that one Sneak Attack. You need to be careful not to use it all the time or you’ll burn through your dice very fast – save it for when you need it.

PZB – even though you can wait until after the original attack roll it can still (frustratingly) be wasted if you are unlucky and roll low.

Pushing Attack (6/10)

  • When you hit a creature with a weapon attack, you can expend one die to attempt to drive the target back. You add the die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength save; if failed, you push the target up to 15 feet away from you.

Pushing creatures around is fun, particularly at range. You can push them into AOE spells or off obstacles. If you have high Strength, then the Shove action is more reliable, but at least this one doesn’t consume one of your attacks. Situationally very good, although Trip Attack will affect the same size of creatures and will often be more impactful. It can work as a replacement for a shove for small and/or Dexterity-based characters.

There’s a Feat combo that works with this one. See the Feats section later for details.

Rally (2/10)

  • On your turn, you can use a bonus action and expend one die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the die roll + your Charisma modifier.

Only consider this if you’re a commander type. It’s not nearly as good as the Inspiring Leader feat which you probably should take instead if you want to play the commander type. Even the Purple Dragon Knight has a feature that is better than this!

About the only use for this is ‘short rest spam’ cheese – after a long rest, you could burn all your dice and give everyone temp HP and then immediately take a short rest before starting your adventuring day. As a DM I wouldn’t allow this, but your DM might be kinder.

If you reach a short rest and you (somehow) haven’t spent your dice you could use them up on this.

Trip Attack (8/10)

  • When you hit a creature with a weapon attack, you can expend one die to attempt to knock the target down. You add the die roll to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength save, and on a failure, you knock the target prone.

Fantastic against Large or smaller creatures, one of the best of all the maneuvers for granting advantage since it gives advantage to all creatures within 5ft of the target. It can be useful even for ranged builds so you can drop enemies in front of your allies but do bear in mind you will now have disadvantage against the prone target. It can work as a replacement for a shove for a small and/or Dexterity-based character.

You can knock flying creatures (that can’t hover) out of the skies with this. The size restriction stops it from being a 10/10.

Use this one on your first attack, then Action Surge and go to town on your prone foe. It can also be combined with grapples (including Grappling Strike) to stop the creature from getting up, and combos with some Feats (see below).

Quick Toss (5/10)

  • As a bonus action, you can expend one die and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the die to the weapon’s damage roll.

This doesn’t require you to attack as your action, which is unusual for a bonus action attack. It can allow you to still attack if you’re doing something else during that turn (Dodge, Disengage, Help, Dash). Note you need a free hand, so this one can be awkward if you are wielding two weapons or weapon and shield. PZB but also potentially a useful way to add some damage on your turn.

You could use this to attack with a net as a bonus action. A net attack restricts you to one attack per action/bonus action/reaction, so in this case, you’d still have your main action available for multiple weapon attacks. This complements a heavy two-handed weapon very nicely. The enemy can’t attempt to escape until their turn so any Large or smaller creature will be automatically restrained if they are hit (no save) until then. Restrained is as good as grappled + prone together (target has zero movement and disadvantage on attacks, everyone else has advantage) and there are no penalties for allied ranged attackers to attack a restrained target (unlike a prone target), so this one can be effective if used well. Combine with Action Surge if the net attack hits. You probably need to carry a few nets around if you plan to make frequent use of this.

Note that all net attacks are made with disadvantage unless you take some Feats (see below), and all net attacks use Dexterity for the attack roll.

Features that Benefit Maneuvers and Superiority Dice

One of the downsides of playing a Battle Master is that you don’t get incredible, new features at high levels. You get more of what you got at low levels. This is great, but it’s not as exciting as scaling other subclasses (maybe).

Extra Maneuvers, Extra Die – 7th Level

2 more Maneuvers, one more die.

Extra Maneuvers, Improved Dice – 10th Level

2 more Maneuvers, dice become d10.

Extra Maneuvers, Extra Die – 15th Level

2 more Maneuvers, one more die.

Relentless – 15th Level

When you roll initiative and have no superiority dice remaining, you regain 1 superiority die.

Improved Dice – 18th Level

Dice become d12.

Battle Master Fighter Subclass Summary

The Battle Master can be built to be a strong damage dealer. If you use the right Feats, Fighting Style, and Maneuvers you can create some of the best ‘sustained DPR’ builds in the game.

The Battle Master is very strong at level 3. It is highly front-loaded and therefore makes for a great multiclass dip. By level 7 many of the other Fighter Archetypes have caught up, and I feel the Battlemaster drops off in tiers 3 and 4 versus many of the other Fighters. Many Maneuvers scale poorly or become less relevant as you face creatures that are bigger and/or are immune to being frightened. 

There are a lot of options to choose from with the Battlemaster. You can fine-tune one to be a ranged weapon expert, a more tanky Fighter, a damage dealer, a grappler, thrown weapons, party leader, whatever you like.

Feat Options for Battle Master Fighters

With a Battle Master, you have a huge number of options for complementary Feats. You are likely focusing on either a Strength- or Dexterity-based build, with Constitution as your second highest ability score. Fighters get more ASIs and can potentially get more feats than any other class.

Some Feats combine in interesting ways with some Maneuvers. We’ll cover those towards the end of this section once we’ve taken a look at the available options.

If you want to optimize a damage dealer, then you will want to pick one of Sharpshooter or Great Weapon Master. These synergize amazingly well with Precision Attack to offset the to-hit penalties and maximize your chances of landing that juicy +10 to damage on every hit. You can combine Great Weapon Master with Trip Attack on your first attack, gain advantage, Action Surge, and mince your target.

If you’re going all in you may as well add either Crossbow Expert or Polearm Master.

Chuck in Sentinel (for your melee build) and my work here is done. You have one of the most mechanically efficient damage dealers in the whole of D&D.

There are a ton of other feats that can work well too.

Shield Master or Heavy Armor Master would suit more defensive-minded Battlemasters. The Shield Master bonus action gives you another option to shove enemies prone. Dual Wielder will work just fine, particularly if you’re playing a small race. 

Crusher, Slasher, or Piercer are all strong half-Feat options. Crusher stands out because it can allow you to move an enemy 5ft once a turn, which can lead to some shenanigans (see below).

You can mix in a little magic with Fey Touched or Magic Initiate. Fighting Initiate would allow you to add another Maneuver and another die. Inspiring Leader would allow you that inspirational 10-minute speech once per adventuring day. Alert, Observant and Lucky are all strong options too. Resilient (Wisdom) can plug a hole in your defenses.

Feat + Maneuver Combos

  • Using Trip Attack on the Polearm Master + Sentinel opportunity attack = creature is knocked down when they approach you and can’t get back up (zero movement due to Sentinel)
  • Polearm Master opportunity attack + Menacing Attack = creature can’t approach any closer to you and (assuming you are using a reach weapon) can’t attack
  • Lunging attack + Crusher to trigger Brace reaction = pull a creature 5ft closer using a bludgeoning weapon with reach extended using Lunging Attack + Crusher (which moves a creature 5ft to any unoccupied square, which can therefore be closer to you) triggering the Brace reaction and another attack. I would probably rule against this one as a DM, as I’m not sure Crusher is intended to pull things. It works RAW.
  • Crusher + Pushing Attack = knock enemies 5ft upwards with Crusher, then 15ft diagonally through the air with Pushing Attack = at least 1d6 falling damage + the enemy lands prone.
  • Crossbow Expert cancels the disadvantage of using a net at a 5ft range. Sharpshooter cancels the disadvantage of using a net at a 10ft or 15ft range. Combine with Quick Toss for that impactful bonus action option against Large or smaller targets.

Fighting Style Options

Usually, a Fighter will go for a complementary Fighting Style to their weapon/play style choice – so Archery for a ranged attacker, Great Weapon Fighter for a heavy weapon wielder, etc. If you’re intending to go Battle Master, you may want to go for Superior Technique instead. Learn an extra Maneuver and get an extra dice right from level one.

For most other Fighters I think the always-on benefits of something like Archery outweigh the once per short rest use of a single Maneuver.

Race Options

Pretty much every race will work well with the Battle Master. Smaller races are not the best wielders of heavy weapons.

As always, Custom Lineage and Variant Human are great choices with yet another feat.

Really, the world is your oyster here.

Multiclassing with Battle Master Fighter

Multiclassing is a strong option for most Battlemasters. You’re not getting much from your subclass above 11th level, so once you’ve snagged that 3rd attack, you can safely look elsewhere and have some fun. Many optimized damage-dealing builds will only go 3 levels into Battle Master to pick up a few Maneuvers.

Barbarian is an interesting multiclass combination for those Strength-based damage optimizers. A couple of levels net you both Rage and permanent advantage using Reckless Attack.

Ranger or Rogue make for nice options. You could add some spellcasting with Cleric, Druid, or Wizard levels – Bladesinger would be fun. There are way too many options here to list them all; the Battle Master is so flexible that you can make it work with pretty much any multiclass concept you like.

Build Ideas for Battle Master Fighters

Many builds will work out just fine with the Battle Master. There are a whole bunch of Battle Master build ideas in Tasha’s Cauldron of Everything (I’m not sure exactly why!). I’m going to highlight a few of my favorites here.

Damage per round (DPR) is the mantra for many in the optimization community, and the Battle Master is pretty good at it. You have the choice of Melee or Ranged, and either option is arguably one of the strongest DPR builds available. Personal note – I find this kind of damage optimization to be a little boring; however. I know how it’s done, and I acknowledge the strength of this kind of character.

  • Strength-based Melee DPR: Great Weapon Master, Precision Attack, Trip Attack. Trip an enemy with your first attack (Trip Attack), then go to town with Action Surge and Great Weapon Master, using Precision Attack if any of your attacks (with advantage) happen to miss.
    • You can add significant amounts of control to this with Polearm Master, Sentinel, and Menacing Attack. You can stop your enemies in their tracks and stop them from approaching you as well.
    • You can eventually chuck in three levels of Totem Warrior Barbarian for the extra strength-based attack bonuses, Reckless Attack, and resistance to most damage.
  • Dexterity-based Ranged DPR: Sharpshooter, Crossbow Expert, Precision Attack. These are the main components – you can add Piercer, Trip Attack, Pushing Attack, and Menacing Attack to these as you go along.

If you like the idea of being a Battlefield Commander, the Battle Master version of this is one of the best: 

  • Commander’s Strike, Commanding Presence, Rally, Maneuvering Attack, Inspiring Leader, maybe add Tactical Assessment to this. This also works well with your Know Your Enemy feature. 
  • This would also work well with a multiclass into Bard, Paladin, or Hexblade Warlock.

You can play a very effective Defender with a Battle Master. Arguably the Cavalier or Rune Knight are better at this, but you can still excel in this role.

  • Interception or Protection or Defense for your Fighting Style, with Bait and Switch, Brace, Maneuvering Attack, Riposte, Sentinel, Shield Master, Defensive Duelist – there are some very strong options here too.

One of my favorite options is the Gladiator. You can use a net with Quick Toss and Crossbow Expert (to remove disadvantage with a ranged attack at 5ft), adding in Trip Attack and Pushing Attack for some extra control. Possibly go for a spear and Polearm Master + Dueling as well, or a heavy two-handed weapon with Great Weapon Master and Great Weapon Fighting, adding in Precision Attack.

Other build ideas include the Duelist, Brawler/Pugilist (arguably Rune Knight is better here), a Rogue/Fighter multiclass (Ambush, Trip Attack, Feinting Attack). There are more multiclassing possibilities than there is time or space to enumerate.

Summary of the Battle Master Fighter

That wraps up my review of the Battle Master! In summary, it’s a very flexible subclass with strong features. It’s one of the stronger Fighter subclasses at level 3 but falls off a bit in the later game where many of the features don’t scale well compared to some of the newer Fighter subclasses.

Please cast Message in the comments either here or on YouTube if you have any questions or suggestions! You can also read more Fighter content here.

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