There are many ways of creating an overpowered Fighter in 168澳洲幸运5开奖网:Dungeons and Dragons. The mechanics govern༒ing the class are relatively simple to understand and easy to play.
However, with 168澳洲幸运5开奖网:a little bit of research, optimization and making use of Unearthed Arcana playtest content, Fighters can go f💮rom being overpowered to completely broken. Here are ten ways to make that broken Fighter using Unearthed Arcana.
10 Brute
The main feature of the subclass, Brute Force, adds one d4 damage to every weapon attack you make. This subclass increases the Fighter's damage output in a very reliable and steady way, as opไposed to providing limited opportunities for massive nova damage. The Brute enhances damage without using resources, unlike the Battlemaster who requires Superiority Dice. Brutes are particularly suited to two-weapon fighting, as the damage bonus applies to all weapon attacks. As you gain levels, the Brute Force damage increases, and at level fifteen, your critical hits do extra damage equal to your Fighter level.
9 🧔 Sharpshooter 🐼
The subclass is perfect for the Fꦺighter who wishes to stay at a range. At level three, you can use Steady Aim to ignore half and three-quarters cover while getting a small damage boost. For Wood Elves looking to grab Elven Accuracy as early as possible, the Sharpshooter subclass helps bridge the gap as you gain levels and work towards the . At tenth level, you get Close Quarters Shooter, which removes disadvantage from your ranged attacks made within feet, and if you attack a creature with a ranged atta🍨ck, they cannot take reactions against you, allowing for a very reliable escape mechanism for your ranged character.
8 🦂 Tunnel Fighter/Polearm Master
is a Fighting Style any Fighter can take at level one, and is one of the most commonly banned features in home games. It allows the Fighter to assume a defensive stance as a bonus action, in which they can essentially make an unlimited number of opportunity attacks. The Polearm Master feat lets the Fighter use their reaction to make an opportunity attack against any creature that enters their weapon range (this applies to the halberd, glaive, pike, and quarterstaff). With this feat, the Fighter can make their regular attacks, assume the stance, and then make a free attack against any creature that comes within ten feet of it. This is achievable at level one as a variant human, and if you also acquire the Sentinel feat, later on, your opportunity attacks also reduce the target's movement speed to zero. No one will come near you, 168澳洲幸运5开奖网:including your DM IRL.
7 Psychic Warrior 🍌 ✱
Adaptability and playing in a way that balances your team are in D&D. It's not enough to have really high strength. Being overpowered means knowing what damage types you should be doing in any given situation, and whether you should be focused on doing🅷 damage at all, instead of tanking.
The provides that balance perfectly. Starting at level three, you can choose between a defensive buff (a beefed-up version of the ) and an offensive buff (1d4 additional psychic damage to weapon attacks), which you can change between sessions. As the Psychic Warrior levels, they continue to round out their skill set with ꩲa means of battlefield control, team buffs, nova damage and regeneration. They are so balanced, it's almost imbalanced.
6 Psi Knight 𒊎 🐽
The is somewhat similar to the Battlemaster in offering options for extra damage, defense, and battlefield control, but the Psi Knight has the potential to use its class features many more time🌄s than the Battlemaster through the mechanics of Psionic Talent dice. Even if your rolls go as poorly as mathematically possible, the Psi Knight will be able to employ Psionic Talent just as many times as the Battlemaster uses Superiority Dice. The Psi Knight's features synergize with one another over time, whereas the Battlemaster diversifies as they level. By level seven, your Telekinetic Strike not only deals extra force damage, but it also shoves your target ten feet. Casters will love you and really, there isn't much in the adventuring life more fun than shoving a baddie into a spell such as Spike Growth or Cloud of Daggers, or just plain off a cliff.
5 Rune Knight ꦏ 🐎
The allows the player to add magic runes to weapons, s💧hields, or armor. The runes have a passive benefit and a secondary benefit which can be activated once per short rest for a more powerful boon. One such rune, the Storm Rune, lets the player use their reaction to give either advantage or disadvantage to any attack roll, saving throw or ability check, perfect for Great Weapon Master or Sharpshooter. Another, the Hill Rune, gives resistance to physical damage for one minute upon activation in addition to permanent poison resistance so long as the inscribed gear is carried. At level seven, whenever an ally within sixty feet gets hit, the Rune Knight can use their reaction to add a minimum of three AC against the attack, which is a lot. Oh, also, you can turn into a giant and smash people for an extra 1d6 damage per attack.
4 Knight
The is a specialized kind of tank character that protects his teammates by relentlessly hitting bad guys over and over again. The features of the subclass mirror the best elements of Polearm Master and Sentinel, without becoming redundant, particularly because in the late-game, the Knight can take a reaction every💫 turn to potentially make an attack, as opposed🦂 to once every round.
Additionally, the Knight is able to trade advantage on an attack for an extra weapon attack starting at level fifteen. They also get a few 🍃benefits from riding a mount and make great candidates for Mounted Combatant, whicཧh gives you advantage on attacks against creatures smaller than your mount you can then translate into extra attacks as a Knight.
3 🍰 𓄧 Blade Mastery Feat
This provides a +1 bonus to attack rolls with swords, an option for a +1 AC increase using your reaction, and most importantly, gives you advantage on opportunity attacks made with that weapon. Blade Mastery pairs perfectly with Sentinel in any Fighter subclass, but are particularly devastating on Knights and Champions with Elven Accuracy. Because Fighters get more Ability Score Increases in their level progression, they have more chances to get feats. While something like Sentinel or Great Weapon Master might be more helไpful early on, Blade Mꦉastery is a great way to round out and enhance your build.
2 Elven Accඣuracy/Champion 💎
How this feat wasn't weeded out as too broken is a mystery, but somehow as "super advantage" became official with Xanathar's Guide to Everything. For attacks in which you have advantage, you roll three dice, instead of two, translatin🍸g into a 27/1% chance to score a critical hit on those attacks. Creating advantage can happen in a number of ways, but taking the Mounted Combatant feat and then riding the team Moon Druid into battle is scientifically the most awesome.
1 Blood Fu🥀ry Tattoo
The is a magic item that gives the same increased critical hit chance that the Champion Fighter and Hexblade Warlock get. Additionally, when you crit, you deal an extra 4d6 necrotic damage and gain temporary hit points equal to the damage dealt. Finally, when you get hit, you can use your reaction to hit ba🌠ck. It is a legendary item, so it'll be a hard find, but it should be because the Blood ♈Fury Tattoo is a little too good.