Total side note, loving the PowerPoint presentation style of information. The blend between that and seeing you both talking was both refreshing and helpful for following along.
Wow dudes I'm impressed, this presentation is FAN-freaking-TASTIC!!! Also a genius move to focus a bit more on the background story of your character now that the 2024 PHB doesn't say anything about ideals, personality traits, bonds and flaws. These are videos made to last through the next 10 years so I will absolutely revisit them when I make my next character. P.S.: for Fighter it's definitely going to be an Eldritch Knight.
Fighter will always be my favorite. In a world filled with magic and mythical creatures I love the idea of the "John Everyman". Just a dude a sword against all odds. A true hero.
I'm exactly the opposite. Coming from our everyday world, my ideal character has some elements of magic to them. So if I were going to do a fighter it would probably be an Eldritch knight, but not necessarily. Pure magic users will always be my first love. I have a physical disability so that also affects my power fantasies, because if magic existed in the real world I would have something to make up for the things I can't do. It's pretty cool though how things like this allow anybody to have their own particular ideas, within the limits of what's allowed by the GM of course.
There's a reason the trope "badass normal" exists and is very prevalent; there is something cool about a non-powered character that can keep up with characters that have powers in combat. My personal favourite example would have to be Ike from Fire Emblem: Path of Radiance and its sequel: Radiant Dawn.
Dual-wielding champion is HUGE. With so many attacks, 19-20 crit, then heroic inspiration, and eventually an 18-20 hit, statistically, you'll crit almost every turn.
I play a Goliath Rune Knight. Dual weild great swords when in large form. 3 levels of Shadow Sorcerer so I can see in magical darkness. I don't crit on 19-20, but I attack with advantage. I can shed damage because of the Goliaths ability. Use the hill rune and I get damage resistance. I would like to see how they do head to head at 10th level.
Dungeon Dudes you have my gratitude. Before watching this video I was convinced that the archer play style was dead. The removal of features from SS and XBE, the loss of swift quiver for Bards, the seemingly inability to select a bow as your pact weapon, the Ranger's inclination towards dual wielding, it all made it seem like WotC buried all my archer fantasies. Your video points out that the Fighter can still very much work as an archer, maybe as the only viable class for it. Here's hoping we get a revised Arcane Archer in a future book.
Joining an existing campaign, I recently created a Gloomstalker Ranger 5/Rogue 1 simply because that was such an effective build with Veo (Jill) and I wanted to be an archer. Now that we are going to be rebuilding all our characters in a couple weeks - So long Ranger! I'm going to be building the Fighter Archer! ... might delay the multiclassing now too... So Excited!!!
@@shixter when I was revisiting my favorite class, Monk, I was pleasantly surprised to see that the Kensei Warrior is still a viable archer. As long as the DM allows for Tasha's optional features then the Kensei Warrior can use ki fueled attack to use a bonus action to attack. One such focus point ability is to add extra damage to one of your attacks, so at level 6 it's like your getting 4 attacks with a bow. With a 1 dip into Fighter you can get the archery fighting style and access to weapon properties. This means you can use a short bow for the vex property. You could also take GWE to add extra damage to a longbow (downside is that longbow makes it more MAD). Regardless, both bows power up since they scale with your martial arts die. So yeah a Kensei archer may be my next build.
Take Arcane Archer and stat it at the same rate as a Battlemaster. BM gets 4 maneuvers, AA gets 4 powered shots. I don't give an extra d8 though because the arcane shots do their own extra damage. I did it for a player in my game and she holds her own.
In terms of the Fighter and Roleplaying, if you can get it on sale, the old 2nd edition The Complete Fighter's Handbook is still useful in terms of providing archetypes and role playing notes.
I already started playing with a 2024 fighter in a Dragonlance campaign. He's a human battle master fighter with a great sword and I'm going to give him Knight of the Crown, Great Weapon Master, Sentinel and Charger. Those feats have great combos with battle master maneuvers. Disarm and push, now they can't get around you to get their weapon. Push and charge, and the new lunging attack triggers charger. Distracting maneuver then Commanding Rally an ally to attack the target with advantage and a +1d8.
A dual-wielder Fighter can be a good archer as well. First, make sure you have 17 Dex to start. Buy two hand crossbows and then take the feats Dual Wielder, Crossbow Expert, and Sharpshooter (in that order). I believe that the changes to Crossbow Expert as well as the hand crossbows' Light property mean that by Level 8, not only will you have effective options for melee AND ranged opponents, you'll have 20 Dex on top of it. Very versatile.
This was a 2014 PHB build. It doesn’t work the same in 2024 and you won’t get all the feats till much later due to feats having level requirements and only origin feats available at the start.
@@JAG19d Fighters get can have all those feats by level 8, the build works fine. However, I personally would not be skipping defensive dualist on a dual wield character.
I am currently playing a human pirate fighter with a trident and shield. I am a gladiator battle master that focuses on athletics and acrobatics along with all the charisma skills to get the performance fighter vibe of a gladiator. Its very fun
I play test a fighter next week. Via my background I can access Druid cantrips and by taking shillelagh I can modify my quarterstaff to use intelligence and do force damage; which pairs really nice with the psi-fighter. My thought is that I have a wooden sword (Quarterstaff); and I psychically reinforce it so it doesn't break. Thus the force damage.
@@aquartertwo Any DM that doesn’t allow custom origins because its not explicitly stated in the book is a weenie. Just pick the things that you actually want.
@@aquartertwo the origin feat magic initiate let's you choose the casting stat (Int, Wis, or Cha) you use for your spells chosen, regardless if you chose cleric, druid, or wizard spell list.
For whatever reason, this makes me want to look into an Eldritch Knight with low INT and see if there are enough spells that don’t care about your modifier.
Its actually very viable to run a low int EK - many of the buff/utility spells don't care about the caster's int Depending on your DM you could have a lot of choice Cantrips; Blade Ward, Booming Blade (as it uses your weapon stats not INT) Level 1 spells; Shield, Absorb Elements, Find Familiar, Feather Fall (if no one else will have it can prevent a TPK to fall damage), Identify (now we can cast rituals spells without burning a slot), alarm and detect magic (same as identify), magic missile, jump, silvery barbs, gift of alacrity, fog cloud (if you need to hide from a caster or a scary thing and need to be out of LOS), or the new witchbolt (even though you'll probably miss the initial hit, its a bonus action for 1d12 damage for up to a minute Level 2 spells; darkness, enlarge / reduce, invisibility, knock, magic weapon (works in a pinch to give you a +1 weapon in dire straits), mirror image (massively buffed over its previous version), misty step, rope trick, see invisibility, or shadow blade Level 3 spells; fly, haste, Leomund's Tiny Hut (ritual spell that gives you a safe place for a long rest), remove curse, sending (personally i'd avoid but its on the list), summon fey or summon undead (they don't care about your INT and give you a friend for an hour), thunder step (although spell DC matters, if you are using it for the teleport a friend and guaranteed half damage on a save its still potentially useful) Level 4 spells; arcane eye, dimension door, fire shield (defensive boost that causes some return damage for melee attacks), greater invisibility, polymorph (just for yourself or a willing ally), summon abberation/construct/elemental, or what might be the best level 4 EK spell in the new edition - Conjure Minor Elementals (15ft self aura which causes all of your melee attacks - or ranged attacks within that aura - to do an extra 2d8 acid/cold/fire/lightning damage). With 4 attacks and action surge thats an extra 16d8 damage to your weapon damage. If you sub out one of the attacks for Booming Blade using war magic you also add another 3d8 to the hit, plus 4d8 if they move! Low INT EK is very viable
@@sandmanlives3 no worries - hope its helps if you get a chance to play the character :) should add that for cantrips you could also have ones like prestidigitation, message, mending or mage hand - i was just focusing on combat ones and forgot to add them back after (and of course for combat if you didn't want booming blade you could always take green flame blade!)
Again a packed video, that tells us so much we would maybe miss on our own. I watched it more than twice and I’m still learning to understand the synergy of the new rules considering the fighter alone… thanks dudes!
I loved your videos in the early days. It gave me the feeling, that you tried all the subclasses and gave advice on your play experience. The new videos are more informative on what to expect from the new ruleset and I’m looking forward to your oldschool videos once you tried the classes yourself and give your feedback on the experiences you had playing a subclass in a campaign
24:00 it should be noted in this section that Great Weapon Master works with ANY weapon with the Heavy property, so you can apply it to attacks with Longbows or Heavy Crossbows
Hey gents, thank you for this video. Enjoy your deep dives into the different classes, as it gives me more understanding of what they're about. I really like the idea of there being more options to push enemies back and knock them prone. The Roleplay questions were also very interesting. Going to check out the next Fighter video now 😊
Played an Eldritch knight at level 7 in a one shot. Gosh dang i was a beast. Origin feat tough, the shield spell, plate armor, defense fightig style, blade ward, a ring of protection, multiple second winds, and absorb elements. I did not die with 20-25 ac and put out good damage with gwm and a greatsword.
Funny thing is you can also just hit really, really hard or be a CC god as well. Imagine locking down 2 enemies by reducing their movespeed by 20 feet cause of the slow weapon property and Ray of Frost because well, War Caster. Or Ray of Frost+Topple+Slow if you want to really keep an enemy on the ground Then you got decent AoE damage with Cleave property and Green Flame Blade, deal a significant amount of damage to two enemies at once Then you got push property+booming blade, guess what, they HAVE to get closer to you to hit you and well, they're gonna take that booming blade damage Oh and let's not forget Eldritch Knight can do (ok) at ranged attacks too since True Strike works with any weapon attack and makes you use your Int for attack and damage rolls, and allows you to make it either radiant or the weapons damage type. So even without good Dex you always have at least a way to hit enemies at range with a bow or crossbow Most of these (except for Ray of Frost+slow/topple combo) work spectacularly at level 3+. So you don't even have to build purely defensive and do a good amount of offense too
My current built is a Thri-Kreen fighter Battle Master: dual-wielding (obviously) with scimitars in his smaller arms, and a shield and rapier in his main arms. He dipped 3 levels into Ranger Hunter so his attacks are buffed by Favored Foe, Hunter's Mark, and Colossus Slayer, plus the Slasher feat. He's small size, so when I do menacing attack, I play it not like fear of being slashed, but just that irrational fear of large jumping bugs that people instinctively want to kill. Outside of battle I like having him train with all his arms in complex, graceful motions and guard positions.
My last fighter was a beast. He was a Dwarven battle master with the thrown weapon fighting style and two weapon fighting style. With the new weapon mastery the build has gotten even better. Light hammers have thrown and nick, hand axes have vex, Javelins have slow. I had a battle axe and a shield for when things got up close and personal.
@mappybc6097 in terms of damage output it is simply better than the build they put forth, so its a kind of glaring ommittion. I think the ability score cost is well worth an extra 4-24 damage per turn.
@@bradleywindham4927 Won't argue with that. I'll say this much, I would hold on picking the feat until lv10 or even lv12. Lv4 to 8th you are better off capping Dex at 20 and getting Con to at least 16.
I'd like to also make the case for an Int-dumped Eldritch Knight. Focus on buff spells and use Magic Missile (which I assume is still a guaranteed hit) and Booming Blade (from the old books) for offense. No Intelligence necessary. It might not be flashy, but it's effective.
oh this is such a well presented guide, great work Dudes! I'm very excited to play the new Eldritch Knight, a Cloud Giant Goliath seems like a pretty character waiting to happen
For an upcoming campaign, COTD am I preparing to play a very friendly Tabaxi Eldritch Knight. Its a Tabaxi because I like the doubled movement from feline agility (up to 120 feet in 1 go will make him a very maneuverable heavy tank), the free climbing speed and the free 60 feet dark vision I really like that they have no limitations on their spell schools anymore and am excited to play as 1 when it releases.
I love the Shieldbearer playstyle for the Psi-Knight. Their Telepathic Shield is probably one of the best protective fratures in the game, and it's cool to have an Always feature like the Protection Fighting Style to pair with it.
Just an aside, as I keep seeing this said: Heroic Inspiration is a re-roll of ANY die, not just a d20. While on most characters you wouldn't want to use it on anything but a d20, for the Champion fighter alone it might be worth it to use it on damage sometimes, as you get it every round starting at 10th level. Still, AMAZING breakdown Dudes!
I'm really into the idea of playing a Intelligence, Charisma or Wisdom based Fighter. With the new Magic Initiate feat, you can pick the class spell list and attribute mod independently from eachother. Therefore, Shillelagh can be used to make a Club or Quarterstaff work with any spellcasting modifier.
I'm just starting the video, so I'm not sure if you guys will bring it up, but the 2024 Fighter actually makes playing the Banneret/Purple Dragon Knight less painful. Having multiple uses of Second Wind is huge, and the PDK is the only subclass whose Second Wind isn't necessarily just for them. Also, fun fact: Despite being listed in the rules as Martial Ranged weapons, the Fighter isn't currently proficient with the Pistol and Musket on D&D Beyond. So, to add them to your inventory, you need to untick the Proficient box in the Add Items section.
Great video, really clean and clear. Would say that even for Two-Hander, I wouldn't recommend the Great Weapon Fighting Style. It's just so weak, and you would be better served by Defense or Protection if you didn't want something like Blind Fighting.
Yeah our group allows you to pick weapon masteries and you can use them for any weapon. The only one that has a requirement is nick and it's just that both weapons have to be light. It just doesn't feel good to get an awesome +1 Greatsword to have to put it away cause you want to topple an opponent.
So “Nick” only works once per turn? That’s what it sounded like if a 5th level fighter with dual wielder and nick gets 6 attacks when they action surge, and not 7. Just thinking about how many attacks a dual wielding Samurai would get. Rapid Strike gives you an extra attack also once per turn (at the cost of an advantage attack). So at 20th level it’s 4 base, 1 Rapid Strike, 1 Nick, 1 bonus action for a total of 7 attacks… plus another 4 for action surge to make 11 attacks in one turn.
My thoughts for a 2hand greatsword fighter were 17 str 14 dex 16 con 8 int 10 wis 8 charisma simply for the +2 initiative along side alert feat so I can get +4 initiative lvl 1 and be able to set the pace of the battlefield. Also the dex saves/check bonus for sleight of hand acrobatics etc is nice. And at lvl 4 great weapon master feat for the +1 str to bring it to 18 along with the extra damage and attack the feat gives.
Fighter can be nice for a First Time D&D player, yet Eldritch Knight is one of my favourites. and a level of fighter for me is something I consider with a lot of classes just for The things you get at levels 1 & 2 of fighter (one of my fav plays was a Valor bard who had 2 levels of fighter to begin. As he was a tavern fighter, who started to learn to perform and became a bard through the campaign.
I personally remember asking my DM about magic items, and if you have the ability to get one reasonable quickly and the ability to choose, as a Psi Warrior I dumped intelligence and got a headband of intellect so I could have High physical stats and a high intelligence for my features. Before that, I just only used the defensive option, which was still pretty good even with low int.
Eldritch Knight is my favorite class! The biggest problem is that the class only reach its peak at 13th lvl, when they can learn 3rd lvl spells such as spirit shroud. But untill then, grab a Halberd, the sentinel feat, and protect your allies being the ultimate front liner booming blade every opponent within reach
I think my first 2024 character is a Criminal Champion Dex fighter with a shield, rapier and whip. Alert, sentinel, defensive dualist, and Mage slayer with dueling and protection. Just a high defense bodyguard who makes sure the casters always go first and stay safe in the backline.
Love that you're calling it 5e 2024. I've been calling it 5.5 myself. I will never call it One DND as it's not a good name but also it's just 5e tweaked.
2 more Ability Score Improvements are an insane buff, specially if every PC startes with standart array at high level gameplay even with little to none magic
I play tanks in every video game (usually Paladin or a holy knight when available) so I’m always on the hunt for good tank classes. Also looking for ways to “taunt” and either force enemies to attack me or punish them for not attacking me. I believe Cavalier Fighter had a mechanic like this. And Paladin has a spell that does.
Officially a 2024 fighter has 1 extra feat by Level 8. However, I realized a typical 2024 fighter might very well have 2 more feats than a typical non-fighter. Assuming point buy, most characters will start with a 17 to their primary ability after modifiers. At Level 4 they'll take a feat that gives +1 to their primary ability, to take it to 18. Then at Level 8, most will simply max out their primary ability. At Level 6, a fighter could take a feat that grants a +1 to their primary ability, then another feat that grants a +1 to their primary abilityat Level 8. That still maxes out their primary ability, but they got there through 2 feats instead of just a straight +2 to the ability score. It works in 2014 rules if you take the right feats, but there are a lot more feats in 2024 that boost your ability scores.
Eldritch knight with full intelligence and true strike, and Magic Initiate Druid to get Shillelagh and Magic Stone, and Polearm Master/War Caster is my next character.
So the way great weapon master is worded allows you to gain the bonus damage on heavy ranged weapons like longbows and heavy crossbows. If I'm reading it right taking a 13 in str to pick it up may be worthwhile I think
A bit of confusion on my part. Doesn't nick just allow you to make the bonus action attack as part of the action, but still only do the additional light weapon attack once per turn? If you have just 1 attack usually, the light weapon feature means you can attack with bonus action (so 2x attacks) and the nick would allow second attack to be made as part of the Attack action (2x attacks) but wouldn't allow you to then make another attack using your bonus action since you've already done that once per turn? So really the benefit of nick isn't to give you a third attack, but to free up your bonus action?
Correct. If you have two daggers, for instance, the Light and Nick properties combine to allow you to make 2 attacks with one Attack Action, but your second attack doesn't get your Ability Modifier to damage unless it's negative. The way to really get wild with that is to take the Dual Wielder feat, which allows you to make a Bonus Action Attack with the weapon in your off hand after taking the Attack Action. A character wielding two daggers and having that feat would be able to attack 3 times in a single turn as early as level 4, AND if that character is a Rogue, it's very likely that the Rogue will be making all 3 of those attacks with advantage. Crit fishing is the name of the game here for martials.
Great presentation on your part. Amazing video, even more than before!!! Regarding the new PH2024 I don't really like the way Wizards is handing the system. Although there are some improvements over the 2014 rules, in general what I can see is too much power creep and decisions that don't make any sense. Why every species have Darkvision or 30' movement? It doesn't make any sense. As the new "out of combat" uses of Second Wind (really a fighter can add 1d10 to any skill?). And so on. Everything gets easier and easier for PCs and harder for the DMs (many monsters nowadays are just a shadow of what they were in previous editions of the game). I am really not into this new edition or whatever WotC call it. I think there are better D&D versions nowadays than the one that Wizards presents us (for example, Tales of the Valiant).
Oh it's a lot better than that, at level 7 you can go Green Flame Blade>Weapon Attack (as many as you can)>Action Surge to repeat once more. And this stacks with weapon mastery, so go for the one mastery that makes you deal weapon dice damage to deal a good amount of damage to 2 enemies Or if you want to lock an opponent you can go Ray of Frost>Slow weapon property to drop someone's movespeed by 20 feet, which isn't small Or if you want to be super defensive give them disadvantage with a weapon attack>blade ward cantrip (it's good in the new rules) which well, good luck being hit, and if you do get hit shield spell is there still Then you got Booming Blade+Push combo. Force them to move since they'll likely be out of range And this is all at level 7, let's not even talk about level 18 where they can cast a 1st or 2nd level spell Eldritch Knight is so fucking strong now it's unreal
I'm really looking forward to seeing what I can do with an Eldritch Knight/Warlock build and seeing what I can do with a fully armored knight that can use arcane smite
@@mappybc6097 You can't replace an attack multiple times, only once per attack action. And if movement rules are still the same you can move between attacks, so it won't be too bad
@@kelmirosue3251 Opportunity atks are still a thing. I'd say not giving your opponents more chances to hit you every time you atk is worth taking half ASI to get the feat.
Fighter might not be a top favorite class for me, but EK Fighter is very much on the top of the list of new characters I want to play. The buffs to Sword Boards are really gonna let me enjoy being a tanky blocker, and everyone loves doing magic bullsh*t.
Yeah... given that mental saves are a huge weakness of fighters, I think a gnome is a slam dunk and arguably the best choice... level 1 , if dex based, you basically have every save covered, plus of course med armor...
going Goliath Dex build Battlemaster seeing my party is ALL melee so I will go Longbow, Heavy Crossbow and dual wielding scimitars it's a great character concept
I built a real mean and exciting unarmed grappler fighter with the new rules. With weapon mastery and some newly wording feats, it's more viable than ever.
@@bigdream_dreambig Improvised weapons has a feature called "weapon equivalents" that allows a dm to deem an improvised weapon as weapon ie. table leg as a club, thus granting the club weapon mastery. But the build is mostly focused on forcing movement and striking. Also was shocked that dnd does not have a "brass knuckles" base weapon and will likely homebrew something for that.
I like to set up dex more, so that i am a bit higher by Initiative. And has a higher ac point, as long as i dont have heavy armor. My split is mostly: 16,13,16,10,12,8 I dont like uneaven numbers like 17 or 15. But, because i like the athlete feat (at last in bg3) do i set up dex at 13. With Athlete does it come than to 14, set up my Initiative number and increase my AC a bit. And than am i taking Str 18 with lvl 6 (or i take Alert feat and go str 18 with lvl 8)
Bros, great info, but you really need to do some demonstrations of what you are talking about about. So, do a video of a few combat rounds with the Fighter, or what ever other class, and show how it's played in game.
We have many seasons of our actual play campaign as well as multiple one shots. We plan to do more using the 2024 rules soon. If you want to see characters in play, that’s the best way to do it.
Total side note, loving the PowerPoint presentation style of information. The blend between that and seeing you both talking was both refreshing and helpful for following along.
Yes, it worked really well! Though I would prefer the black background that you used for tier rankings.
@@SortKaffeAgreed, or at least adjust the opacity so the background has less of a watermark effect. This will make it easier on the eyes.
As someone who is very visual, I do enjoy that as well.
@@rcschmidt668 i did find that graphic a bit distracting, but for me its only an excuse to watch this more than once.
I loved having the slide as well. It was handy to have all those RP questions in one place to screenshot and save for later.
Wizard: "you did it fighter. You defeated me... You truly are dungeon and dragon five"
Wow dudes I'm impressed, this presentation is FAN-freaking-TASTIC!!! Also a genius move to focus a bit more on the background story of your character now that the 2024 PHB doesn't say anything about ideals, personality traits, bonds and flaws. These are videos made to last through the next 10 years so I will absolutely revisit them when I make my next character.
P.S.: for Fighter it's definitely going to be an Eldritch Knight.
Thank you :)
@@DungeonDudeswe need monks next please, I hear they got a serious buff.
I have the books, but I’m looking forward to seeing it from your channel.
Fighter will always be my favorite. In a world filled with magic and mythical creatures I love the idea of the "John Everyman". Just a dude a sword against all odds. A true hero.
I'm exactly the opposite. Coming from our everyday world, my ideal character has some elements of magic to them. So if I were going to do a fighter it would probably be an Eldritch knight, but not necessarily. Pure magic users will always be my first love. I have a physical disability so that also affects my power fantasies, because if magic existed in the real world I would have something to make up for the things I can't do. It's pretty cool though how things like this allow anybody to have their own particular ideas, within the limits of what's allowed by the GM of course.
Just a dude with a sword and like half a dozen abilities that no real person has ever had ... a real everyman lol.
John Wick was definitely a fighter
I agree. To me Wizards have it so easy. Pop a spell and problem solved. It’s more interesting to me to live w/o magic.
There's a reason the trope "badass normal" exists and is very prevalent; there is something cool about a non-powered character that can keep up with characters that have powers in combat. My personal favourite example would have to be Ike from Fire Emblem: Path of Radiance and its sequel: Radiant Dawn.
I like the role play questions that you included. Great video. Excited for the rest of the series.
Yay, thank you!
Yaaaayyy, so happy to see your first official class guide with the 2024 rules! Congratulations on your journey and success of these last years
Thank you so much!!
I love champion fighter now, i cant wait to play one.
I SUGGEST ELF + DUAL WIELDER (lvl 4) + ELVEN ACCURACY(lvl 6)
Gonna try and make a wolverine style regeneration build
@@deadku6150does elven accuracy exist in one dnd
@@joshholmes1372 as everything is backwards compatable, yes
Dual-wielding champion is HUGE. With so many attacks, 19-20 crit, then heroic inspiration, and eventually an 18-20 hit, statistically, you'll crit almost every turn.
I play a Goliath Rune Knight. Dual weild great swords when in large form. 3 levels of Shadow Sorcerer so I can see in magical darkness. I don't crit on 19-20, but I attack with advantage. I can shed damage because of the Goliaths ability. Use the hill rune and I get damage resistance. I would like to see how they do head to head at 10th level.
I love the structure of this video! Looking forward to all the other class guides!
Same I loved it, have a brand new player that wants to be a dual weirding high Elf eldritch night i was like watch this.
I remember watching the original version of these. You guys have come so far 😢
This is the most complete guide I ever seen. The format it's just Huge. Very nice job guys. 10/10 seriously. 👏👏👏😼 Saludos desde Argentina!
Still didn’t say how many Second Wind uses you get as you level up.
Good question. It seems we must wait to read the book to solve this issue 🤓
Hope they do one like this for every class
Dungeon Dudes you have my gratitude. Before watching this video I was convinced that the archer play style was dead. The removal of features from SS and XBE, the loss of swift quiver for Bards, the seemingly inability to select a bow as your pact weapon, the Ranger's inclination towards dual wielding, it all made it seem like WotC buried all my archer fantasies. Your video points out that the Fighter can still very much work as an archer, maybe as the only viable class for it. Here's hoping we get a revised Arcane Archer in a future book.
Joining an existing campaign, I recently created a Gloomstalker Ranger 5/Rogue 1 simply because that was such an effective build with Veo (Jill) and I wanted to be an archer. Now that we are going to be rebuilding all our characters in a couple weeks - So long Ranger! I'm going to be building the Fighter Archer! ... might delay the multiclassing now too... So Excited!!!
@@shixter when I was revisiting my favorite class, Monk, I was pleasantly surprised to see that the Kensei Warrior is still a viable archer. As long as the DM allows for Tasha's optional features then the Kensei Warrior can use ki fueled attack to use a bonus action to attack. One such focus point ability is to add extra damage to one of your attacks, so at level 6 it's like your getting 4 attacks with a bow. With a 1 dip into Fighter you can get the archery fighting style and access to weapon properties. This means you can use a short bow for the vex property. You could also take GWE to add extra damage to a longbow (downside is that longbow makes it more MAD). Regardless, both bows power up since they scale with your martial arts die. So yeah a Kensei archer may be my next build.
Take Arcane Archer and stat it at the same rate as a Battlemaster. BM gets 4 maneuvers, AA gets 4 powered shots. I don't give an extra d8 though because the arcane shots do their own extra damage. I did it for a player in my game and she holds her own.
In terms of the Fighter and Roleplaying, if you can get it on sale, the old 2nd edition The Complete Fighter's Handbook is still useful in terms of providing archetypes and role playing notes.
I already started playing with a 2024 fighter in a Dragonlance campaign. He's a human battle master fighter with a great sword and I'm going to give him Knight of the Crown, Great Weapon Master, Sentinel and Charger. Those feats have great combos with battle master maneuvers.
Disarm and push, now they can't get around you to get their weapon.
Push and charge, and the new lunging attack triggers charger.
Distracting maneuver then Commanding Rally an ally to attack the target with advantage and a +1d8.
Just pointing out, longbow is heavy so you need strength 13 to use without disadvantage, but it also qualifies for GWM bonus damage.
Heavy in 2024 rules is now Str for melee weapons or Dex for ranged weapons, so archers don't need to split stats for Heavy.
I love the role play section! Videos like these usually focus on the mechanics, but this was a nice touch. 💚
Fighters look so fun to play! Can’t wait to try one out at the table and see what my players come up with.
Shieldbearer dwarven fighter is the pinnacle of the class
A dual-wielder Fighter can be a good archer as well. First, make sure you have 17 Dex to start. Buy two hand crossbows and then take the feats Dual Wielder, Crossbow Expert, and Sharpshooter (in that order). I believe that the changes to Crossbow Expert as well as the hand crossbows' Light property mean that by Level 8, not only will you have effective options for melee AND ranged opponents, you'll have 20 Dex on top of it. Very versatile.
This was a 2014 PHB build. It doesn’t work the same in 2024 and you won’t get all the feats till much later due to feats having level requirements and only origin feats available at the start.
@@JAG19d Fighters get can have all those feats by level 8, the build works fine. However, I personally would not be skipping defensive dualist on a dual wield character.
I was picturing a triton kelp farmer that uses a trident And is an eldridge knight that they can summoned back their trident after they throw it
I am currently playing a human pirate fighter with a trident and shield. I am a gladiator battle master that focuses on athletics and acrobatics along with all the charisma skills to get the performance fighter vibe of a gladiator. Its very fun
Thanks for editing the video to include the text. I really appreciate it when you do this
Thanks!
Thank you!
geez from Livestream to a new video 🎉 awesome!
Masteries are my favorite 2024 new feature. I think of them as marshall cantrips.
These two are the best! Can’t wait for the next video in the series!
Such a good video! Not only you provide great guidance but the composition and visual aspects are so smooth. Absolutely love it ❤
This was an amazing class guide..one of the best Ive seen on youtube :)
I play test a fighter next week. Via my background I can access Druid cantrips and by taking shillelagh I can modify my quarterstaff to use intelligence and do force damage; which pairs really nice with the psi-fighter.
My thought is that I have a wooden sword (Quarterstaff); and I psychically reinforce it so it doesn't break. Thus the force damage.
Are you customizing the rules for ASI to make it work with INT, or are you starting with INT 14/15?
@@aquartertwo Any DM that doesn’t allow custom origins because its not explicitly stated in the book is a weenie. Just pick the things that you actually want.
@@aquartertwo the origin feat magic initiate let's you choose the casting stat (Int, Wis, or Cha) you use for your spells chosen, regardless if you chose cleric, druid, or wizard spell list.
I love this idea.
For whatever reason, this makes me want to look into an Eldritch Knight with low INT and see if there are enough spells that don’t care about your modifier.
Its actually very viable to run a low int EK - many of the buff/utility spells don't care about the caster's int
Depending on your DM you could have a lot of choice
Cantrips; Blade Ward, Booming Blade (as it uses your weapon stats not INT)
Level 1 spells; Shield, Absorb Elements, Find Familiar, Feather Fall (if no one else will have it can prevent a TPK to fall damage), Identify (now we can cast rituals spells without burning a slot), alarm and detect magic (same as identify), magic missile, jump, silvery barbs, gift of alacrity, fog cloud (if you need to hide from a caster or a scary thing and need to be out of LOS), or the new witchbolt (even though you'll probably miss the initial hit, its a bonus action for 1d12 damage for up to a minute
Level 2 spells; darkness, enlarge / reduce, invisibility, knock, magic weapon (works in a pinch to give you a +1 weapon in dire straits), mirror image (massively buffed over its previous version), misty step, rope trick, see invisibility, or shadow blade
Level 3 spells; fly, haste, Leomund's Tiny Hut (ritual spell that gives you a safe place for a long rest), remove curse, sending (personally i'd avoid but its on the list), summon fey or summon undead (they don't care about your INT and give you a friend for an hour), thunder step (although spell DC matters, if you are using it for the teleport a friend and guaranteed half damage on a save its still potentially useful)
Level 4 spells; arcane eye, dimension door, fire shield (defensive boost that causes some return damage for melee attacks), greater invisibility, polymorph (just for yourself or a willing ally), summon abberation/construct/elemental, or what might be the best level 4 EK spell in the new edition - Conjure Minor Elementals (15ft self aura which causes all of your melee attacks - or ranged attacks within that aura - to do an extra 2d8 acid/cold/fire/lightning damage). With 4 attacks and action surge thats an extra 16d8 damage to your weapon damage. If you sub out one of the attacks for Booming Blade using war magic you also add another 3d8 to the hit, plus 4d8 if they move!
Low INT EK is very viable
@@olivert9906 Wow, thank you! There’s a lot more there than I originally thought!
@@sandmanlives3 no worries - hope its helps if you get a chance to play the character :)
should add that for cantrips you could also have ones like prestidigitation, message, mending or mage hand - i was just focusing on combat ones and forgot to add them back after (and of course for combat if you didn't want booming blade you could always take green flame blade!)
Again a packed video, that tells us so much we would maybe miss on our own. I watched it more than twice and I’m still learning to understand the synergy of the new rules considering the fighter alone… thanks dudes!
I loved your videos in the early days. It gave me the feeling, that you tried all the subclasses and gave advice on your play experience.
The new videos are more informative on what to expect from the new ruleset and I’m looking forward to your oldschool videos once you tried the classes yourself and give your feedback on the experiences you had playing a subclass in a campaign
24:00 it should be noted in this section that Great Weapon Master works with ANY weapon with the Heavy property, so you can apply it to attacks with Longbows or Heavy Crossbows
Hey gents, thank you for this video. Enjoy your deep dives into the different classes, as it gives me more understanding of what they're about. I really like the idea of there being more options to push enemies back and knock them prone. The Roleplay questions were also very interesting. Going to check out the next Fighter video now 😊
Played an Eldritch knight at level 7 in a one shot. Gosh dang i was a beast. Origin feat tough, the shield spell, plate armor, defense fightig style, blade ward, a ring of protection, multiple second winds, and absorb elements. I did not die with 20-25 ac and put out good damage with gwm and a greatsword.
Funny thing is you can also just hit really, really hard or be a CC god as well. Imagine locking down 2 enemies by reducing their movespeed by 20 feet cause of the slow weapon property and Ray of Frost because well, War Caster. Or Ray of Frost+Topple+Slow if you want to really keep an enemy on the ground
Then you got decent AoE damage with Cleave property and Green Flame Blade, deal a significant amount of damage to two enemies at once
Then you got push property+booming blade, guess what, they HAVE to get closer to you to hit you and well, they're gonna take that booming blade damage
Oh and let's not forget Eldritch Knight can do (ok) at ranged attacks too since True Strike works with any weapon attack and makes you use your Int for attack and damage rolls, and allows you to make it either radiant or the weapons damage type. So even without good Dex you always have at least a way to hit enemies at range with a bow or crossbow
Most of these (except for Ray of Frost+slow/topple combo) work spectacularly at level 3+. So you don't even have to build purely defensive and do a good amount of offense too
My current built is a Thri-Kreen fighter Battle Master: dual-wielding (obviously) with scimitars in his smaller arms, and a shield and rapier in his main arms. He dipped 3 levels into Ranger Hunter so his attacks are buffed by Favored Foe, Hunter's Mark, and Colossus Slayer, plus the Slasher feat. He's small size, so when I do menacing attack, I play it not like fear of being slashed, but just that irrational fear of large jumping bugs that people instinctively want to kill. Outside of battle I like having him train with all his arms in complex, graceful motions and guard positions.
My last fighter was a beast. He was a Dwarven battle master with the thrown weapon fighting style and two weapon fighting style. With the new weapon mastery the build has gotten even better. Light hammers have thrown and nick, hand axes have vex, Javelins have slow. I had a battle axe and a shield for when things got up close and personal.
I think Great Weapon Master should be added to the Archer feat options because it now works with heavy ranged weapons too.
It wouldn't work with their archer build since they set Str at 10 and raising it to 13 just to get the feat is not realistic. It does sound cool ngl.
@mappybc6097 in terms of damage output it is simply better than the build they put forth, so its a kind of glaring ommittion. I think the ability score cost is well worth an extra 4-24 damage per turn.
@@bradleywindham4927 Won't argue with that. I'll say this much, I would hold on picking the feat until lv10 or even lv12. Lv4 to 8th you are better off capping Dex at 20 and getting Con to at least 16.
We did not want to suggest this as it isn’t 100% intuitive, and it’s possible it may be corrected with subsequent errata.
I’ve been waiting for these to come out, y’all are my go-to resource for class guides 🤘
Glad you like them!
I'd like to also make the case for an Int-dumped Eldritch Knight. Focus on buff spells and use Magic Missile (which I assume is still a guaranteed hit) and Booming Blade (from the old books) for offense. No Intelligence necessary. It might not be flashy, but it's effective.
Great video guys! Looking forward to all the others 😊❤
oh this is such a well presented guide, great work Dudes!
I'm very excited to play the new Eldritch Knight, a Cloud Giant Goliath seems like a pretty character waiting to happen
Thank you!
For an upcoming campaign, COTD am I preparing to play a very friendly Tabaxi Eldritch Knight. Its a Tabaxi because I like the doubled movement from feline agility (up to 120 feet in 1 go will make him a very maneuverable heavy tank), the free climbing speed and the free 60 feet dark vision
I really like that they have no limitations on their spell schools anymore and am excited to play as 1 when it releases.
What an excellent overview and set of recommendations!
Thank you!
I love the Shieldbearer playstyle for the Psi-Knight. Their Telepathic Shield is probably one of the best protective fratures in the game, and it's cool to have an Always feature like the Protection Fighting Style to pair with it.
This is like the third D&D channel I've seen sponsored by Battle Zoo. Fine, I'll look into it.
Just an aside, as I keep seeing this said: Heroic Inspiration is a re-roll of ANY die, not just a d20. While on most characters you wouldn't want to use it on anything but a d20, for the Champion fighter alone it might be worth it to use it on damage sometimes, as you get it every round starting at 10th level. Still, AMAZING breakdown Dudes!
I'm really into the idea of playing a Intelligence, Charisma or Wisdom based Fighter.
With the new Magic Initiate feat, you can pick the class spell list and attribute mod independently from eachother. Therefore, Shillelagh can be used to make a Club or Quarterstaff work with any spellcasting modifier.
Oh boy, I bet there's a lot to discuss today!
I'm just starting the video, so I'm not sure if you guys will bring it up, but the 2024 Fighter actually makes playing the Banneret/Purple Dragon Knight less painful. Having multiple uses of Second Wind is huge, and the PDK is the only subclass whose Second Wind isn't necessarily just for them.
Also, fun fact: Despite being listed in the rules as Martial Ranged weapons, the Fighter isn't currently proficient with the Pistol and Musket on D&D Beyond. So, to add them to your inventory, you need to untick the Proficient box in the Add Items section.
Great video, really clean and clear.
Would say that even for Two-Hander, I wouldn't recommend the Great Weapon Fighting Style. It's just so weak, and you would be better served by Defense or Protection if you didn't want something like Blind Fighting.
Yeah our group allows you to pick weapon masteries and you can use them for any weapon. The only one that has a requirement is nick and it's just that both weapons have to be light.
It just doesn't feel good to get an awesome +1 Greatsword to have to put it away cause you want to topple an opponent.
I love fighters so much!!!!
Shadar-kai fighter is very fun
So “Nick” only works once per turn? That’s what it sounded like if a 5th level fighter with dual wielder and nick gets 6 attacks when they action surge, and not 7.
Just thinking about how many attacks a dual wielding Samurai would get. Rapid Strike gives you an extra attack also once per turn (at the cost of an advantage attack). So at 20th level it’s 4 base, 1 Rapid Strike, 1 Nick, 1 bonus action for a total of 7 attacks… plus another 4 for action surge to make 11 attacks in one turn.
My thoughts for a 2hand greatsword fighter were 17 str 14 dex 16 con 8 int 10 wis 8 charisma simply for the +2 initiative along side alert feat so I can get +4 initiative lvl 1 and be able to set the pace of the battlefield. Also the dex saves/check bonus for sleight of hand acrobatics etc is nice. And at lvl 4 great weapon master feat for the +1 str to bring it to 18 along with the extra damage and attack the feat gives.
Fighter can be nice for a First Time D&D player, yet Eldritch Knight is one of my favourites. and a level of fighter for me is something I consider with a lot of classes just for The things you get at levels 1 & 2 of fighter (one of my fav plays was a Valor bard who had 2 levels of fighter to begin. As he was a tavern fighter, who started to learn to perform and became a bard through the campaign.
I personally remember asking my DM about magic items, and if you have the ability to get one reasonable quickly and the ability to choose, as a Psi Warrior I dumped intelligence and got a headband of intellect so I could have High physical stats and a high intelligence for my features. Before that, I just only used the defensive option, which was still pretty good even with low int.
I really appreciated the power point. Is this something that can be made available, rather than pausing video to recreate it by hand.
Thank you for your videos.
Eldritch Knight is my favorite class! The biggest problem is that the class only reach its peak at 13th lvl, when they can learn 3rd lvl spells such as spirit shroud. But untill then, grab a Halberd, the sentinel feat, and protect your allies being the ultimate front liner booming blade every opponent within reach
I think my first 2024 character is a Criminal Champion Dex fighter with a shield, rapier and whip. Alert, sentinel, defensive dualist, and Mage slayer with dueling and protection. Just a high defense bodyguard who makes sure the casters always go first and stay safe in the backline.
Thanks dudes! Looking forward to playing a human fighter with sword and shield- finally! ❤
Heavy Crossbow - Bahzell Bahnakson, from Weber's "Oath of Swords" used one, to great effect. Good flavor for the game.
I'm not sure what kind of attention necromancy spells got, but the eldritch knight could be that death knight option the edge lords love.
Love that you're calling it 5e 2024. I've been calling it 5.5 myself. I will never call it One DND as it's not a good name but also it's just 5e tweaked.
Thank you for your information video
Love your videos gotta throw out the Bugbear Species especially with reach being 10ft helps
Love the Varric callout
2 more Ability Score Improvements are an insane buff, specially if every PC startes with standart array at high level gameplay even with little to none magic
I play tanks in every video game (usually Paladin or a holy knight when available) so I’m always on the hunt for good tank classes. Also looking for ways to “taunt” and either force enemies to attack me or punish them for not attacking me. I believe Cavalier Fighter had a mechanic like this. And Paladin has a spell that does.
29:44 heroic inspiration lets you reroll ANY die roll, not just d20 tests
Officially a 2024 fighter has 1 extra feat by Level 8. However, I realized a typical 2024 fighter might very well have 2 more feats than a typical non-fighter.
Assuming point buy, most characters will start with a 17 to their primary ability after modifiers. At Level 4 they'll take a feat that gives +1 to their primary ability, to take it to 18. Then at Level 8, most will simply max out their primary ability.
At Level 6, a fighter could take a feat that grants a +1 to their primary ability, then another feat that grants a +1 to their primary abilityat Level 8. That still maxes out their primary ability, but they got there through 2 feats instead of just a straight +2 to the ability score.
It works in 2014 rules if you take the right feats, but there are a lot more feats in 2024 that boost your ability scores.
Shillelagh and board Eldritch Knight with high int and Con feels coool
I just want to say, recommending the GWF fighting style is a great way to become a meme.
Eldritch knight with full intelligence and true strike, and Magic Initiate Druid to get Shillelagh and Magic Stone, and Polearm Master/War Caster is my next character.
You can also make 8 attacks by equipping the genji glove and the offering
Roleplaying the fighter: Macho man Randy Savage! Oooh yeeeeaah, brother!
So the way great weapon master is worded allows you to gain the bonus damage on heavy ranged weapons like longbows and heavy crossbows. If I'm reading it right taking a 13 in str to pick it up may be worthwhile I think
cant wait until we've had the new rules long enough you guys can redo your fields of play rankings im interested to see
A bit of confusion on my part. Doesn't nick just allow you to make the bonus action attack as part of the action, but still only do the additional light weapon attack once per turn? If you have just 1 attack usually, the light weapon feature means you can attack with bonus action (so 2x attacks) and the nick would allow second attack to be made as part of the Attack action (2x attacks) but wouldn't allow you to then make another attack using your bonus action since you've already done that once per turn? So really the benefit of nick isn't to give you a third attack, but to free up your bonus action?
Correct. If you have two daggers, for instance, the Light and Nick properties combine to allow you to make 2 attacks with one Attack Action, but your second attack doesn't get your Ability Modifier to damage unless it's negative.
The way to really get wild with that is to take the Dual Wielder feat, which allows you to make a Bonus Action Attack with the weapon in your off hand after taking the Attack Action. A character wielding two daggers and having that feat would be able to attack 3 times in a single turn as early as level 4, AND if that character is a Rogue, it's very likely that the Rogue will be making all 3 of those attacks with advantage.
Crit fishing is the name of the game here for martials.
Great presentation on your part. Amazing video, even more than before!!!
Regarding the new PH2024 I don't really like the way Wizards is handing the system. Although there are some improvements over the 2014 rules, in general what I can see is too much power creep and decisions that don't make any sense. Why every species have Darkvision or 30' movement? It doesn't make any sense. As the new "out of combat" uses of Second Wind (really a fighter can add 1d10 to any skill?). And so on. Everything gets easier and easier for PCs and harder for the DMs (many monsters nowadays are just a shadow of what they were in previous editions of the game). I am really not into this new edition or whatever WotC call it. I think there are better D&D versions nowadays than the one that Wizards presents us (for example, Tales of the Valiant).
Heroic Inspiration lets you reroll ANY die roll not just a d20. 30:01
If Iris dies, idk if Zero is gonna know what he's fighting for...
Echo knight with Topple sounds nasty
Great weapons master and heavy crossbow is a thing now.
Greatweapon master, any heavy weapon and heavy crossbow is a heavy weapon
An Eldritch Knight who despises magic but sees it as a necessary evil sounds like a fun concept.
I like the idea of shillelagh + PAM + Psi warrior or Eldritch knight
I'm surprised you didn't mention the Dueling fighting style, especially as an option with your Shield Bearer archetype.
Ready, fight ! YES YES YES.
Eldritch Knight with zero spell school restrictions ....about fawking time
Oh it's a lot better than that, at level 7 you can go Green Flame Blade>Weapon Attack (as many as you can)>Action Surge to repeat once more. And this stacks with weapon mastery, so go for the one mastery that makes you deal weapon dice damage to deal a good amount of damage to 2 enemies
Or if you want to lock an opponent you can go Ray of Frost>Slow weapon property to drop someone's movespeed by 20 feet, which isn't small
Or if you want to be super defensive give them disadvantage with a weapon attack>blade ward cantrip (it's good in the new rules) which well, good luck being hit, and if you do get hit shield spell is there still
Then you got Booming Blade+Push combo. Force them to move since they'll likely be out of range
And this is all at level 7, let's not even talk about level 18 where they can cast a 1st or 2nd level spell
Eldritch Knight is so fucking strong now it's unreal
I'm really looking forward to seeing what I can do with an Eldritch Knight/Warlock build and seeing what I can do with a fully armored knight that can use arcane smite
@kelmirosue3251 Just remember that ray of frost will have disadvantage unless you have spell sniper or step back 5ft between atks.
@@mappybc6097 You can't replace an attack multiple times, only once per attack action. And if movement rules are still the same you can move between attacks, so it won't be too bad
@@kelmirosue3251 Opportunity atks are still a thing. I'd say not giving your opponents more chances to hit you every time you atk is worth taking half ASI to get the feat.
Fighter might not be a top favorite class for me, but EK Fighter is very much on the top of the list of new characters I want to play. The buffs to Sword Boards are really gonna let me enjoy being a tanky blocker, and everyone loves doing magic bullsh*t.
Yeah... given that mental saves are a huge weakness of fighters, I think a gnome is a slam dunk and arguably the best choice... level 1 , if dex based, you basically have every save covered, plus of course med armor...
Can finally make a decent Captain America build with a fighter now, and role play that you could do this all day.
~_~
If everything is iconic, then nothing is iconic
I once played a Battle Master who had Riposte. His catch phrase was "It's not good to miss me."
... dang that's good
going Goliath Dex build Battlemaster seeing my party is ALL melee so I will go Longbow, Heavy Crossbow and dual wielding scimitars it's a great character concept
I built a real mean and exciting unarmed grappler fighter with the new rules. With weapon mastery and some newly wording feats, it's more viable than ever.
How are weapon mastery traits helpful if you're unarmed???
@@bigdream_dreambig Improvised weapons has a feature called "weapon equivalents" that allows a dm to deem an improvised weapon as weapon ie. table leg as a club, thus granting the club weapon mastery. But the build is mostly focused on forcing movement and striking. Also was shocked that dnd does not have a "brass knuckles" base weapon and will likely homebrew something for that.
I like to set up dex more, so that i am a bit higher by Initiative. And has a higher ac point, as long as i dont have heavy armor.
My split is mostly: 16,13,16,10,12,8
I dont like uneaven numbers like 17 or 15.
But, because i like the athlete feat (at last in bg3) do i set up dex at 13. With Athlete does it come than to 14, set up my Initiative number and increase my AC a bit. And than am i taking Str 18 with lvl 6 (or i take Alert feat and go str 18 with lvl 8)
I have my halfling two-hand fighter all planned until @19:52 and I see myself as a Goliath throwing tridents around.
I wish you guys would let Pluto and Rudy use the new fighter. Imagine Rudy with cleave, and Pluto with sap on his long sword.
Bros, great info, but you really need to do some demonstrations of what you are talking about about. So, do a video of a few combat rounds with the Fighter, or what ever other class, and show how it's played in game.
We have many seasons of our actual play campaign as well as multiple one shots. We plan to do more using the 2024 rules soon. If you want to see characters in play, that’s the best way to do it.