Defensive dualist now adds your proficiency bonus to your AC as a reaction. The fact this now lasts until the your next turn is a game changer. I think this will be important to mention on future martial characters.
@BigPurpleCarrot What he failed to state in the comment is that the bonus lasts until the start of your next turn, not just for the first attack. This Essentially gives Finesse weapon martials a nerfed Shield spell. (which is what they should've done to shield spell, but at least it's a buff for martials)
So if you don't want to use a Rapier or Shortsword you're s**t out of luck for a great 1WF feat. I might house rule that Defensive Duelist can work with any 1-handed weapon. No reason a Longsword user should have to miss out on parrying.
Imagine combining it with Artificer Battlesmith. The only two stats you'd have to worry about would be Intelligence and Constitution (granted, you'd have to wait til lvl 6 to really get it going)
@@porakiyadraekojin3390orrrr you can just grab Shillelagh through Magic Initiate (Druid) as your origin feat - you even get to chose the spellcasting attribute for it now IIRC
@@Praiokles So, artificer gets their subclass at lvl 3. One of the subclasses is called Battlesmith. You get two subclass features immediately: 1) A steel defender pet and, most importantly 2) you can use your Intelligence modifier to make weapon attacks in place of Dex or Strength. Granted, assuming they don't change it, you'd still want at least a 13 Strength for heavy armor, though 14 Dex for medium armor is also good.
@@porakiyadraekojin3390 it would be level 10, 3 battle Smith and cantrip extra attack at fighter 7 with Eldritch Knight. It's neat but it'll be rough to build from 1.
Given that two of the 2024 fighter subclasses are INT based (EK & Psi Warrior) getting the Magic Initiate origin feat and picking up shillelagh as a druid cantrip gives a way for those fighters to prioritize INT. It does take a BA to get started but it makes those builds a lot less MAD.
EK has always been a DEX, CON build that focused on non-attack/save spells unless you got a Headband if intellect early on. While you can do what you suggest you are more likely to be weaker in the end (all the caster weaknesses and now without the abilities to negate the weaknesses.) it also looks like it would be of limited use for a Psi warrior since boosting DEX would help with defense and offense with the right weapons (like the Short Sword for Dual wielding.)
I see it as another option so you don't have to avoid spells that rely on int. And as a fighter you're already a step ahead. You still get the d10 hp, can use shields, and get the defensive fighting style to accommodate for not being able to wear plate. The DD said that a 27-31 AC is ridiculously high, this would be a lower, but still respectable, 23 (Studded leather, +3 dex mod, shield, defensive fighting style, shield spell) And you'd have a good spell attack/DC. Pick up war caster so you can use your OA with an offensive spell For Psi Warrior the Protective Field, Psionic Strike, & Telekinetic Thrust are all directly affected by Int.
@@nickm9102for most of the game pumping investment into dex isn't gonna get you more than having a 13 str starting out for chainmail and if you ever get the opportunity to get plate mail it's only a -10 speed until you get to 15 str and then leave it there, of course if you roll for stats no reason not to set a 15 in str if you plan on only going fighter and then primarily invest in int and con as a secondary (dwarf would allow you to settle for a 14 con for most of the game because they gain +1 hp every level) of course you could also have a 13 str for multiclassing purposes and then ignore the str requirement of heavy armor by having 3 levels in armorer artificer for all the benefits that gives including int based weapons which would allow you to not have to rely on a cantrip for a weapon, you could grab the infusion that lets you autosucceed a concentration save when needed so you don't have to heavily invest in con and you can make your armor or weapons better
Seems pretty fitting to start with the fighter for 2024 D&D here's a question for the dungeon dudes what is your favorite change of the fighter and what is your least favorite change and how would you have done the least favorite change differently (expect this question for all the following classes)
Dudes, reread polearm master. It no longer works with sentinel because the attack you are making when someone enters your range isn't an opportunity attack anymore. its just an attack. which means with sentinel, the attack doesn't reduce the enemies speed to 0.
@@brilobox2 it's really only annoying and too strong when 1v1 fights are created. Every scenario I've seen where it becomes a problem is because the DM just feeds the exact scenario that player wishes would happen. Any ranged attacks, enemies with reach, or just multiple enemies makes this just okay pretty quickly in my opinion. I don't pretend to know everything though, so it's entirely possible I'm missing something that made this unbearable.
it stops warcaster from interacting with polearm master to eldritch blast push someone away from them while also sentinel setting their movement speed to 0 aka the change stopped making melee enemies utterly gutted Essentially it wasn't a change because they thought either sentinel or polearm master was overly powerful it was because it made warcaster an instant win button especially since the caster didn't even need to be proficient in a polearm weapon to even pick up the feats they just needed to hold it and it would allow them to cast a spell because an enemy approached them, and in 2014 the caster just needed to be level 6 to perform most of this (2 level dip in warlock for eldritch blast and repelling blast which by this level if both beams hit it'd push the enemy 20ft and presumably the enemy no longer has enough movement to reapproach the caster anymore without dashing) because Variant human let them pick up polearm master level 1 then at level 6 where they could pick up warcaster (btw I'm saying level 6 because the typical build for this was having levels in fighter for echo knight because that would allow warcaster to prock polearm master safely far away from the caster so the enemy would approach the echo and be blasted back unable to do anything) 2 levels later as fighter 6 they grab sentinel and be pretty much unstoppable against anyone melee
Strength-based fighters picking up the Archery Fighting Style to offset a lower Dex modifier could be seen to take advantage of the longbow mastery swap in the right situation.
@@brilobox2 Sure, but I think most fighters would be happy to have a 13 Dex. Especially if they want to dip ranger or want a positive bonus to initiative.
The Magic Initiate feat is I think the strongest Origin Feat. Imagine a Human Sorcerer that gets to take that feat twice. A level 1 sorcerer with 8 cantrips and effectively 4 spell slots
I expect that the Magic Initiate feat still has the restriction of being taken only once. It wouldn't seem wright to decimate any 2014 options worth anything but give something that could potentially be fun.
Add to it a 2 level dip into Warlock for the third with Lessons of the First Ones and 2 other cantrips including Eldritch Blast and you just never run out of steam no matter how long the adventuring day
@@nickm9102 the feat actually explicitly states you can take it more than once, and the only restriction is that you need to pick different spells each time.
@@emulationemperor8924 I think you need to pick a different class each time so it could technically be taken three times. One for Wizard, one for Cleric, and one for Druid.
@@XanderHarris1023 Yep the text for this Feat on the DnD Beyond post says "This feat can be taken more than once, but you must choose a different spell list each time." So it can be taken 3 times for each of the Wizard, Cleric and Druid spell lists.
THANK YOU for mentioning True Strike! I have watched so many videos about spell changes in the last week and no one will bring up True Strike so thank you!!
So, the Polarm Master + Sentinel combo isn't alive and well. The New Polearm Master's reaction attack is *No Longer an Opportunity Attack.* And since Sentinel requires an OP Attack to activate, the combo doesn't work.
@@joelsasmad because it makes your character into a one trick pony. The DM has to constantly consider the stun-lock warrior tactic in every encounter, which limits his/her creativity in how they can make combat play out.
@@sipjedekat8525 The combo doesn't make you a one trick pony at all. It only works off of your reaction so you're own turn is pretty much unaffected. Your warlock can still EB, your fighter fights the same as they would without the feat, ect. If anything you're adding a cool additional trick to your arsenal that can be really strong in a specific situation and somewhat useful elsewhere. If anything Martials need more of those, not less. As for encounter design, I think you're vastly over inflating the combos impact here. Considering it only can be used once per round it really doesn't matter that much if there is more than 1 enemy, which the vast majority of encounters will have anyways. If the single enemy you're fighting is bipedal anything bigger than medium has reach to still hit you. A dragon ain't gonna be held back by this at all. Even the perfect situation for this where you are fighting a single enemy with 5ft reach and no ranged attacks or ability to use weapons to shoot a crossbow or something, this once per round opportunity attack can miss and ruin your strategy. And when this does work they take the Dodge action drastically reducing the chance of you hitting them with this again.
"worth noting: that when you action surge when you're dual wielding, you get to double dip on your dual wielding" Actually, I'm pretty sure that the book specifically says you can only use additional attack from dual wielding once PER TURN.
Yes, per the Nick weapon mastery property: "When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn."
Yeah I was thinking about this too and I remember it only being once per turn too from the playtest so unless that changed I don’t get why he’d say that
@@SortKaffecouldn't that also be interpreted as being able to use the bonus attack as part of your attack action and then using your bonus action to make another attack when you action surge?
I can't wait to see the new party role tier rankings! The eldritch knight sounds like what I had hoped for when I started to learn DnD. The world tree barbarian makes me want to play a barbarian for the first time (after maybe all 4 druids). There's so much good stuff the more I hear. So exciting!!!
I actually love the changes to champion. Being able to move off of crits. Potentially being able to remove other threats that would otherwise be out of reach
@@Tulkash01 This is true, however when I think about late into games only needing 18, 19, 20 and getting advantage if you miss a hit, it may happen more than you think.
@@gregorymaxon6507 its even better than that, with the vex property and more attacks from dual weilding you can really boost up that crit chance, even pretty early. Its close to a 45% (depending on vex math) chance to crit right at level 5 and it only gets better from there. I really think this new champion will be pretty good and fun.
@@gloryrod86 honestly I need to order the book and really go into it. Because I'm wondering if you crit one enemy, move to another one and crit again, do you get to keep moving?
Probably the best. "What do I do?" "You bonk" "What do I do with these subclasses?" "You can bonk with magic, you can bonk with a set of fancy moves that do stuff, or you can bonk extra hard" "Neat"
Honestly, I was afraid of being too basic with the choice of fighter as my first character until I sat down for my first session and realized it was exactly what I needed for me to be able to get comfortable with not just combat, but also my role playing and essentially working on my chops for both with a simple, straight forward type of character class.
With the help of updated Second Wind and Battle Master (plus some extra help from Skilled and/or Skill Expert) , I can finally make my fantasy of a knight/war general fighter that isn't just good at fighting, but also attends social events due to its rank and title, being both well instructed and eloquent in social/political situations *without* having to make concessions in its fighting ability, so I'm definitely happy with this.
In the play test I noticed that Spears wasn't in the polearm master! Happy to hear that its back, because I like the spartans spear and shield style amd it feels like more of a protector to me than a fighter with a glaive, pike or halberd! I've played a "boxer" fighter as a Rune Knight with Tavern Brawler and Unarmed style! I realy hope I can do that again with more feat options, like charger, without missing Strength boosts!
I just realized a potentially cool combo. With the new dual wielding rules and the Nick mastery property, you can get a pretty good chain going with the Samurai subclass activating the Fighting Spirit power and Action Surge to get a bunch of attacks all with advantage.
I really like that if a level 20 fighter uses indomitable they could reasonably end up with a total +32 modifier to their roll. Imagine being unlucky enough to roll two natural ones on the aspect of Tiamat's DC 27 chromatic breath but it being totally fine because you're just really good at fighting
I'm playing a Forge domain / Rune Knight, and this makes me SUPER excited to keep building my character. I guess I've been lucky that both my classes have gotten some good changes, but all of this stuff should really add onto my ability to be an absolute menace in controlling the battlefield.
Cant have a true brawler you know! That would be too awesome. More frustrating is that we HAD a Brawler sub class for Fighter in the U.A. we were this🤏 close!
Quick toss really wasn't a good maneuver. It just lets you throw a weapon as a bonus action. If you are playing a melee build, that's then it's a disadvantage on the attack and if you're playing a throw build...well, that's a whole other set of problems.
How will I be able to play Captain America? 🤔 I think a player can take Tavern Brawler(improvised thrown deal d4+Str), Unarmed fighting style, Shield Master and start throwing their shield with a chain or rope attached to pull it back and repeat! Sure an improvised thrown shield don't deal a lot of damage, but if the character takes the Crusher feat too it might be a lot of fun! And add some "mobile" feat too! and sentinel! OMG this is a lot of feats! Oh wait its a fighter, never mind! Have fun and crit a lot!
So Monty, are you gonna have a video to tell us DM's how to deal with the level 3 fighter with AC 30 and imposing disadvantage to all enemy attacks? 😮💨
Bait them into using their reactions beforehand, hit them with a spell/effect/feature that forces them to use their reaction, AoE spells, Counterspell, etc. The options available to deal with high AC characters hasn't really changed.
A too high AC is a real pain, any enemy that has a chance of still hitting you will certainly hit any of the other party members. So it causes an incredible disbalance. Frustrating for the GM and group. We'll see how it actually plays out.
@@OokhEekh Fighters don’t really do a ton of damage, staying alive and either taking hits or discouraging being hit is kind of their main thing. Any remotely smart squad of enemies is going to try and tie up the Fighter with their own tough boys and focus down any more dangerous but far more fragile casters.
I've been wanting to play an eldritch knight, this may really push m to it my next campaign. Reminds me of playing a night blade in Oblivium... Man, so COOL!
It is fun to watch videos with similar topics from the Dudes, Treantmonk and D4DD. Same content but a different approach. One channel makes a summary, the next makes an analysis and the last tells you everything.
What I love most about barbarians, rogues, and fighters. They are all about battle tactics and adding more flavor to martial attacks. I hate it when they are just described as bonkers. Will definitely have to revisit the fighter after this new update.
I want a dual wielding Fighter with the Druid Initiate origin feat, who makes a pair of Shillelagh clubs and goes to town. I have this Pict/Celtic aesthetic in mind, which fits my idea of a druidic warrior.
It sounds cool but the spell ends if you cast it a second time, you could however as a 7th level eldritch knight attack action thorn whip someone into melee range and then hit them with shillelagh, couldn't dual wield it unless you triggered the offhand attack from a weapon that doesn't have your shillelagh effect on it in the earlier game so you'd normal club attack->offhand shillelagh->regular shillelagh from extra attack
@@lucasramey6427 oof, I've missed that bit... pity, but it was kinda hard to set it up anyway. EDIT: I just thought about something tho... It might require some wording checking, but would a 17th lvl Monk with Shillelagh deal 2d12 damage per hit with it, because it's a Monk weapon and scales with MA die?
Human fighter can take two magic initiates (one from background, one from race), and start with both true strike and shillelagh, both using int as their modifier. So you can main stat INT on an eldritch knight, true strike as an attack for more damage, have two free spell casts from magic initiate, and actually have good saves for your spells. This is what I want to play first.
I was always doing odd things to make my fighter characters perform competently at more than just hitting things. This goes a long way to helping me. I am all for it.
Me and my friend were discussing doing an old west setting for a D&D campaign. I want to play as a thrown weapon Eldritch Knight, and he wants to be a gun-slinging Battlemaster.
Never really been interested in fighter other than Echo Knight. But these class changes along with weapon masteries introduced in the new rules have definitely got me thinking.
I haven't seen people discuss this yet, but given the wording on Crossbow Expert now explicitely telling you that you *need* to hold two hand crossbows can be interpreted as a nerf. With both of your hands occupied to benefit from the bonus action attack, you cant: - Cast spells with a Somatic component (unless one of your crossbows is your spellcasting focus, which is unlikely) - Cant hold a shield - Even if not explicitely stated, you probably cant climb or swim as effectively without a climb/swim speed, maybe even at all. - Cant use items or tools that require you to hold them with one hand (such as Potions of Healing) It also makes it potentially harder to get two hand crossbows since you might need to actively buy both of them
You can draw/stow a weapon before or after each attack, so it's pretty easy to keep a hand free if you want to cast spells. No good reason not to stow 1 of the crossbows on the last attack, so next turn you can either cast a spell or draw it again when making the first attack. Also, two weapon fighting (now from the Light property) doesn't require you to hold both weapons at once now when making the initial attack to trigger the bonus attack. It's pretty gamey, but RAW you can start your turn wielding a shield and hand crossbow #1, then first attack: fire hand crossbow #1 and stow it; second attack: draw hand crossbow #2 and fire; bonus action: fire hand crossbow #2. Next turn you do the rotation back. That said, without the damage bonus from Sharpshooter, I don't think Crossbow Expert/hand crossbows are a strong build.
You still needed both hands for most climbing speeds anyways the only one's you don't are the spell spider climb and dhampir's racial spider climb, you could hold on in place and shoot a hand crossbow sure but you'd need to put it away afterwards to keep moving
Dang, I was hoping to get some more specifics on the Fighter as a whole. And I wanted them to start before even getting to features with the basic stats on the fighter. Because I know some of them have changed. Especially things like starting equipment. Which I feel like I haven't been able to find anywhere.
When you mentioned about using commanding presence to boost the fighter's persuasion, I immediately imagined a situation where the party is talking to a dragon. When the fighter decides to use commanding presence to convince the dragon to help them, the dragon drops its tail on them in annoyance for their arrogance.
Hey uh funky dual wielding trick... While taking the Two Weapon Fighting Action has all the requirements we know and love, if you have multi attack and have two weapons on hand you can make the attacks granted by the Attack Action with different weapons, which depending on masteries might be a funny little hack.
Yeah I do that all the time with my hunter ranger in curse of strahd so I can guarantee a third attack against a creature with my single silvered shortsword by off hand striking another creature to prock horde breaker on my main focus (can't wait to eventually upgrade this to the silvered shortsword being the offhand attack and the three attacks being with the sunblade)
I noticed one small change to the Sentinel feat that I haven't seen anybody talk about. You can now make an opportunity attack on an enemy that attacks an ally that also has the Sentinel feat. Before, if your ally had the feat, you were not able to make the attack. So now, if you have two players with the feat, at least one of them can make the attack if the enemy is surrounded by both.
It was also turned into an opportunity attack rather than a basic attack as well so they're definitely wanting you to play sentinel more defensively rather than purely offensively
One thing I haven't seen anyone mention with the way Heroic Inspiration works now, is how it will interact with the Sorcerer's spells that have exploding damage dice. Unfortunately you can't do Magic Initiate to get Sorcerer cantrips and spells, but maybe a Kobold Champion Fighter with Sorcerous Blast?
Did WotC change the "Light Property" changes from what they were in the UA? In the UA, the additional attack from the Light Weapon Property was limited to once per turn as a Bonus action, while the Nick Weapon Mastery let you make that one attack as part of the Attack action instead of using a Bonus Action, so even if you Action Surge you could only use it once, at least in the UA. So a level 5 Fighter dual wielding with the UA rules would be making 5 attacks (not 6 as seemed to be implied here). I heard there are some changes with the Dual Wielder feat which gives an Bonus Action attack, that is separate from the attack from the Light property/two-weapon-fighter, but that did not seem to be what was mentioned here.
I heard they moved the 'once per turn' to the Nick property. Which lets you attack an extra time with a Bonus Action, then again with Nick on your Action Surge attack, if true. Still costs a Bonus Action, but it would work.
Nick is once per turn dual wielding feat requires you to first attack with a light weapon before you can make an off hand attack with any other one handed weapon, off hand attack and nick can be done in the same turn but are once per turn Edit: you can ignore the following text in parentheses I had it right the first time Nick is in fact functioning the ability to do a free off hand attack as part of the attack action instead of as a bonus action once per turn and the feature explicitly states you can only use the extra attack you perform through Nick once per turn but leaves your bonus action free (although I may be wrong about the type of action nick uses whether it's a bonus action or just a once per turn attack because someone else mentioned it's wording was something along the lines of a bonus attack but didn't mention action type)
Im playing a Battle Master now, campaign is on hiatus until September but as its looking now, I love the fact that playing a tactically defensive sword and board especially on a Fighter is actually really potent looking. Protection style can let me protect a party member for an entire round, if Shield Master is unchanged then the shove is action free, Im using a Longsword for Sap for now but at level nine I can take any one handed weapon, probably a Battleaxe for the Topple option when I do want it, and Sentinel still works fine making sure an enemy cant leave the fight with me super easily. Way more burst mobility with Tactical Shift when I need it. I am in a party with a Bard and two ranged Warlocks, so tanking is MY job, and theres so many new tools and control options that enables the aspects of that playstyle as worth investing in, because in 5e I was alwasy questioning how much I was giving up on raw damage when going this route, because just doing damage was always the best option.
Shield master simply activates after you make a single attack using the attack action and is a str save (using str of course) no bonus action/requirement of athletics anymore, also the evasion effect is no longer restricted to only effects that target only you, (although I kinda wish that evasion effect allowed you to have a str based evasion, because that way you get the image of you holding back a powerful force with your shield and be able to use it more often because shield masters effects are tied to str and dex and they don't play nicely together at the same time its either you're good at bashing or good at deflecting, honestly I'd be fine with it being both str and dex because it's tied to a reaction so it's not getting actively used like regular evasion is but that's just my own thoughts)
I can see an adventure/campaign: Adventurer College - where at least half of the students get their first level in Fighter. What classes would also be great 1 level splash for other students?
I honestly think the biggest buff to eldritch knight isn't the redesign of war magic, it's that either through multiclassing or normal spell progression they can get the new version of conjure minor elementals
This actually makes me excited, as a wizard lover, to play fighter. Now if they’d only refresh my boy the Samurai. A simple subclass, but I still want a version that feels separate than battle master.
Edritch Knight's are one of my favorite subclasses of Fighter, and i would love to see a new Eldritch Knight build guide, especially because i believe Eldritch Knights are not great as true gish's (or spellswords) but as characters who use the magical spells to empower their martial capabilities, both offensive and defensive, and i would love to see that style of play included in a how to play the edritch knight fighter video.
16:44 Spear and shield is better, especially for an Eldritch Knight. With weapon bond, you can throw your spear and call it back. You can pick up Polearm master and Sentinel, too.
I like the idea of an elven archer with great weapon master, sharpshooter, and elven accuracy (via backwards compatibility). You might even throw in a second fighting style to nab two-weapon fighting, and turn yourself into Legolas (longbow until the enemy closes the distance, and switch to twinblades when you run out of arrows)!
Great weapon master is only getting you pb to damage with the longbow I'd recommend something else because it's other benefits aren't helping the longbow nor your Shortswords, probably lucky feat to grant yourself advantage (double advantage with elven Accuracy) before a weapon attack, or Alert for the utility of being able to roll high on initiative and then give it to a caster who rolled lower than you so they can get off a big spell, Piercer feat is also a valid choice and would be pretty decent on champion fighter if you hit those 18 19 or 20 crits which legolas is pretty much either a champion fighter or a battlemaster fighter (depending on player preference)
It's really interesting to see how they are pushing the martials outside of combat. 🤔The barbarian can rage to use their strength for a variety of skill checks and second wind gives the fighter better skill options. I've haven't seen it yet, but I'm really curious what out of combat options have been opened for the other martials.
Love the video! Currently in early stages of new campaign 1 level fighter 2 levels wizard bladesinger (I am aware it isn't optimal but it made sense for story). Excited to use second wind for ability checks! Can you explain how weapon masteries might work with something like shadow blade as the melee weapon(planning to get at least 6 in wizard so I'll get it at wiz 3 )or would it not be viable?
I'm so excited for Eldritch Knight. Its finally the spellblade I wanted it to be. I've already cooked up a few weapon mastery/spell combo's and my god is each one devastating So first and foremost, all Eldritch knight builds kick off at level 7, so keep that in mind Combo 1: The CC god, ray of frost+slow/topple, they can barely move at all. Just inagine giving 1 enemy -20 movespeed+prone condition. If you want to lock one guy down this is what you do Combo 2: the tank, you guys mentioned it in the video Combo 3: The AoE DPS, grab Cleave weapon+green flame blade and watch the second guy thats surrounding you take a huge hit Combo 4: Booming Blade hitter, Booming Blade+push, forces them to move towards you if they don't have any ranged capabilities (only works on Large or smaller enemies) All of these are just what I was able to initially cook up, cant imagine what else you could do with other spells
AC at 27 as an Eldritch Knight at Level 3 or 4...... The Starter Set and the Essentials Kit Adventure Modules are now trivial and I might as well do Curse of Strahd and Steam roll XD!!!
One thing I noticed, you said Heroic Inspiration was for rerolling d20s, but the videos that D&D put out explained that Heroic Inspiration can be used to reroll anything. So if you rolled a 1 for damage, you can reroll that longsword’s d8 with it.
Fighter changes are some of my favorite of the new phb. Nothing went up in my excitement to play like Fighter and Monk. Also, weapon masteries are the best change in the new PHB in my opinion.
Sadly, Polearm Master has been slightly rewritten to make the reaction attack not an Opportunity Attack, meaning the Polearm Master/Sentinel combo no longer works RAW.
A small sacrifice to disable the dastardly ghostlance builds (warcaster used to be able to be triggered by polearm master and with sentinel you were able to repelling blast someone 20ft away from you and reduce their speed to 0 trivializing the majority of combats) at the very least they buffed sentinel by making their reaction from a nearby target other than you being hit to make an attack into an opportunity attack now and can even be done if the targeted has sentinel (which was a weird restriction that was absolutely removed for simplification)
I'm using the 2024 GWM version on my Barbarian and it's 100% better. I just don't miss. Getting +5 dmg every swing. 2014 version you end up missing more. I don't like to miss.
Eldritch Knights are going to be wanting Magic Initiate for Shillelagh (which can use int). All your attacks are now Int based and your weapon will scale through the campaign. Int could be your main stat. Only need a bit of str or dex for AC purposes.
I’m interested in how tavern brawler/improvised weapons in generals are handled by weapon masteries. Is the old rule of approximating the type of weapon your improvised weapon is closest to still in action? Does that apply to masteries?
Sounds like it sounds yeah, although unfortunate thing is that monk is gonna get the greatest use out of tavern brawler and grappler feats, and they don't innately have access to Weapon Mastery, because they play best with them (also fun fact due to grappler feat making it so creatures you have grappled who are your size or smaller don't decrease your movement speed you can spend 1 attack to be able to grab an ally and move them which could normally only be done by the open hand monk when they step of the wind so have fun with that tech) because eventually brawlers other than the monk will run into the issue of fighting a creature who is resistant or immune to bludgeoning damage while a monk could turn their unarmed damage into force, however you could always dip into a class that has it or take the feat tax (I'd prefer the feat tax frankly monks are great with nick for a free attack with a shortsword that doesn't take their bonus action for use when they don't need to force damage punch a resistant guy, that way if your campaign goes on long enough you get access to that great capstone)
did they change "nick"? In the playtest you can only perform the off hand attack once per turn meaning it shouldn't be affected by action surge. Also if we're following the playtest dual wielding hand crossbows is just as strong than dual wielding melee weapons since you can change a weapon's mastery property at 7th level so as long as that weapon qualifies for that property. And since the prerequisite for "nick" is a weapon with the light property you can then change one of your hand crossbows mastery to nick which allows you to make an off hand attack with that hand crossbow as part of your attack action. Thus allowing you make 3 attacks per turn w/o using your bonus action.
AC 27-31, as a DM, this is what I hate about pathfinder. With normal AC you can use normal level bad guys and still do damage. With AC 27 your bad guys have to be superstrong and with it goes normal encounters.
Looking at all the ways you can gain advantage or reroll, I don't think people will be missing attacks much! This might make combat quicker, but I would love to see a mathematical comparison. And will enemies also get weapon mastery? Will any natural weapons have weapon mastery?
Thrikreen are now the kings of fighters, they can now duel weild AND PAM at the same time! That's 3 attacks a turn at lvl 4 when you get PAM 5 on action surge, 4 per turn at 5 and 7 on an action surge. Picking up divine favor is just free realestate, with how much damage you're dishing out you're killing target in two turns tops so it's gonna be better than hex and hunters mark most of the time. And cause it's no concentration now you can go crazy and pick up hex or hunters mark and slap it on top of divine favor for even crazier damage. I don't know if a two handed polearm or a spear and shield is gonna be better yet but regardless you have so many crazy options
Dungeon Dudes said it right here: Fighters are still feat-loving. And you know that made me giggle.
Written and directed by Quinton Tarantino
@@DungeonDudes I am dying on the floor, laughing!
So fighters still have a feat fetish?
So they just took the things from Baldur's Gate 3 with the weapons, class limited and broke them and ran with it I guess...
Fighters love two things, hitting monsters, and feat(s)
Defensive dualist now adds your proficiency bonus to your AC as a reaction. The fact this now lasts until the your next turn is a game changer. I think this will be important to mention on future martial characters.
It did that anyway
@BigPurpleCarrot What he failed to state in the comment is that the bonus lasts until the start of your next turn, not just for the first attack. This Essentially gives Finesse weapon martials a nerfed Shield spell. (which is what they should've done to shield spell, but at least it's a buff for martials)
Important to note that it's only for melee attacks
@@malmasterson3890 updated
So if you don't want to use a Rapier or Shortsword you're s**t out of luck for a great 1WF feat. I might house rule that Defensive Duelist can work with any 1-handed weapon. No reason a Longsword user should have to miss out on parrying.
Damn I don't think I realized how cool the new Eldritch Knight can be. I missed that they got the blade song multi attack. Very cool.
Imagine combining it with Artificer Battlesmith. The only two stats you'd have to worry about would be Intelligence and Constitution (granted, you'd have to wait til lvl 6 to really get it going)
@@porakiyadraekojin3390Please elaborate
@@porakiyadraekojin3390orrrr you can just grab Shillelagh through Magic Initiate (Druid) as your origin feat - you even get to chose the spellcasting attribute for it now IIRC
@@Praiokles So, artificer gets their subclass at lvl 3. One of the subclasses is called Battlesmith. You get two subclass features immediately: 1) A steel defender pet and, most importantly 2) you can use your Intelligence modifier to make weapon attacks in place of Dex or Strength. Granted, assuming they don't change it, you'd still want at least a 13 Strength for heavy armor, though 14 Dex for medium armor is also good.
@@porakiyadraekojin3390 it would be level 10, 3 battle Smith and cantrip extra attack at fighter 7 with Eldritch Knight. It's neat but it'll be rough to build from 1.
Given that two of the 2024 fighter subclasses are INT based (EK & Psi Warrior) getting the Magic Initiate origin feat and picking up shillelagh as a druid cantrip gives a way for those fighters to prioritize INT.
It does take a BA to get started but it makes those builds a lot less MAD.
EK has always been a DEX, CON build that focused on non-attack/save spells unless you got a Headband if intellect early on. While you can do what you suggest you are more likely to be weaker in the end (all the caster weaknesses and now without the abilities to negate the weaknesses.) it also looks like it would be of limited use for a Psi warrior since boosting DEX would help with defense and offense with the right weapons (like the Short Sword for Dual wielding.)
I see it as another option so you don't have to avoid spells that rely on int.
And as a fighter you're already a step ahead. You still get the d10 hp, can use shields, and get the defensive fighting style to accommodate for not being able to wear plate. The DD said that a 27-31 AC is ridiculously high, this would be a lower, but still respectable, 23 (Studded leather, +3 dex mod, shield, defensive fighting style, shield spell)
And you'd have a good spell attack/DC. Pick up war caster so you can use your OA with an offensive spell
For Psi Warrior the Protective Field, Psionic Strike, & Telekinetic Thrust are all directly affected by Int.
@@nickm9102for most of the game pumping investment into dex isn't gonna get you more than having a 13 str starting out for chainmail and if you ever get the opportunity to get plate mail it's only a -10 speed until you get to 15 str and then leave it there, of course if you roll for stats no reason not to set a 15 in str if you plan on only going fighter and then primarily invest in int and con as a secondary (dwarf would allow you to settle for a 14 con for most of the game because they gain +1 hp every level) of course you could also have a 13 str for multiclassing purposes and then ignore the str requirement of heavy armor by having 3 levels in armorer artificer for all the benefits that gives including int based weapons which would allow you to not have to rely on a cantrip for a weapon, you could grab the infusion that lets you autosucceed a concentration save when needed so you don't have to heavily invest in con and you can make your armor or weapons better
Seems pretty fitting to start with the fighter for 2024 D&D here's a question for the dungeon dudes what is your favorite change of the fighter and what is your least favorite change and how would you have done the least favorite change differently (expect this question for all the following classes)
Dudes, reread polearm master. It no longer works with sentinel because the attack you are making when someone enters your range isn't an opportunity attack anymore. its just an attack. which means with sentinel, the attack doesn't reduce the enemies speed to 0.
This change was sad
@@brianfox340 It was required.
@@brilobox2 it's really only annoying and too strong when 1v1 fights are created. Every scenario I've seen where it becomes a problem is because the DM just feeds the exact scenario that player wishes would happen. Any ranged attacks, enemies with reach, or just multiple enemies makes this just okay pretty quickly in my opinion.
I don't pretend to know everything though, so it's entirely possible I'm missing something that made this unbearable.
it stops warcaster from interacting with polearm master to eldritch blast push someone away from them while also sentinel setting their movement speed to 0 aka the change stopped making melee enemies utterly gutted
Essentially it wasn't a change because they thought either sentinel or polearm master was overly powerful it was because it made warcaster an instant win button especially since the caster didn't even need to be proficient in a polearm weapon to even pick up the feats they just needed to hold it and it would allow them to cast a spell because an enemy approached them, and in 2014 the caster just needed to be level 6 to perform most of this (2 level dip in warlock for eldritch blast and repelling blast which by this level if both beams hit it'd push the enemy 20ft and presumably the enemy no longer has enough movement to reapproach the caster anymore without dashing) because Variant human let them pick up polearm master level 1 then at level 6 where they could pick up warcaster (btw I'm saying level 6 because the typical build for this was having levels in fighter for echo knight because that would allow warcaster to prock polearm master safely far away from the caster so the enemy would approach the echo and be blasted back unable to do anything) 2 levels later as fighter 6 they grab sentinel and be pretty much unstoppable against anyone melee
Strength-based fighters picking up the Archery Fighting Style to offset a lower Dex modifier could be seen to take advantage of the longbow mastery swap in the right situation.
Except that without 13 Dex you’re now attacking with disadvantage with a Longbow thanks to the new Heavy property.
@@brilobox2 Sure, but I think most fighters would be happy to have a 13 Dex. Especially if they want to dip ranger or want a positive bonus to initiative.
I have never been more excited to play a Fighter.
The Magic Initiate feat is I think the strongest Origin Feat. Imagine a Human Sorcerer that gets to take that feat twice. A level 1 sorcerer with 8 cantrips and effectively 4 spell slots
I expect that the Magic Initiate feat still has the restriction of being taken only once. It wouldn't seem wright to decimate any 2014 options worth anything but give something that could potentially be fun.
Add to it a 2 level dip into Warlock for the third with Lessons of the First Ones and 2 other cantrips including Eldritch Blast and you just never run out of steam no matter how long the adventuring day
@@nickm9102 the feat actually explicitly states you can take it more than once, and the only restriction is that you need to pick different spells each time.
@@emulationemperor8924 I think you need to pick a different class each time so it could technically be taken three times. One for Wizard, one for Cleric, and one for Druid.
@@XanderHarris1023 Yep the text for this Feat on the DnD Beyond post says "This feat can be taken more than once, but you must choose a different spell list each time." So it can be taken 3 times for each of the Wizard, Cleric and Druid spell lists.
THANK YOU for mentioning True Strike! I have watched so many videos about spell changes in the last week and no one will bring up True Strike so thank you!!
So, the Polarm Master + Sentinel combo isn't alive and well.
The New Polearm Master's reaction attack is *No Longer an Opportunity Attack.* And since Sentinel requires an OP Attack to activate, the combo doesn't work.
Oh, good! Nice catch!
It was weird that it was when most other niche reaction attacks weren't.
Good. That combo was lame af anyway.
@@sipjedekat8525Why?
@@joelsasmad because it makes your character into a one trick pony. The DM has to constantly consider the stun-lock warrior tactic in every encounter, which limits his/her creativity in how they can make combat play out.
@@sipjedekat8525 The combo doesn't make you a one trick pony at all. It only works off of your reaction so you're own turn is pretty much unaffected. Your warlock can still EB, your fighter fights the same as they would without the feat, ect. If anything you're adding a cool additional trick to your arsenal that can be really strong in a specific situation and somewhat useful elsewhere. If anything Martials need more of those, not less.
As for encounter design, I think you're vastly over inflating the combos impact here. Considering it only can be used once per round it really doesn't matter that much if there is more than 1 enemy, which the vast majority of encounters will have anyways. If the single enemy you're fighting is bipedal anything bigger than medium has reach to still hit you. A dragon ain't gonna be held back by this at all.
Even the perfect situation for this where you are fighting a single enemy with 5ft reach and no ranged attacks or ability to use weapons to shoot a crossbow or something, this once per round opportunity attack can miss and ruin your strategy. And when this does work they take the Dodge action drastically reducing the chance of you hitting them with this again.
"worth noting: that when you action surge when you're dual wielding, you get to double dip on your dual wielding"
Actually, I'm pretty sure that the book specifically says you can only use additional attack from dual wielding once PER TURN.
Yes, per the Nick weapon mastery property:
"When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn."
Yeah I was thinking about this too and I remember it only being once per turn too from the playtest so unless that changed I don’t get why he’d say that
@@SortKaffecouldn't that also be interpreted as being able to use the bonus attack as part of your attack action and then using your bonus action to make another attack when you action surge?
@@joshuabean7805
Not when the phrase "only once per turn" is literally verbatim in the description of the attack.
I can't wait to see the new party role tier rankings! The eldritch knight sounds like what I had hoped for when I started to learn DnD. The world tree barbarian makes me want to play a barbarian for the first time (after maybe all 4 druids). There's so much good stuff the more I hear. So exciting!!!
I actually love the changes to champion. Being able to move off of crits. Potentially being able to remove other threats that would otherwise be out of reach
Too unreliable. You can go whole sessions without scoring a single critical or score them in situations in which extra movement does nothing for you
@@Tulkash01 This is true, however when I think about late into games only needing 18, 19, 20 and getting advantage if you miss a hit, it may happen more than you think.
@@gregorymaxon6507 its even better than that, with the vex property and more attacks from dual weilding you can really boost up that crit chance, even pretty early. Its close to a 45% (depending on vex math) chance to crit right at level 5 and it only gets better from there.
I really think this new champion will be pretty good and fun.
@@gloryrod86 honestly I need to order the book and really go into it. Because I'm wondering if you crit one enemy, move to another one and crit again, do you get to keep moving?
@@gregorymaxon6507 I believe so, but i also don't have the book, so im not sure.
The fighter class is a good choice for a first time D&D player.
We agree!
@@DungeonDudes👍
Probably the best.
"What do I do?"
"You bonk"
"What do I do with these subclasses?"
"You can bonk with magic, you can bonk with a set of fancy moves that do stuff, or you can bonk extra hard"
"Neat"
Honestly, I was afraid of being too basic with the choice of fighter as my first character until I sat down for my first session and realized it was exactly what I needed for me to be able to get comfortable with not just combat, but also my role playing and essentially working on my chops for both with a simple, straight forward type of character class.
@@cptgooter8243I don't really get this. How does having basic combat features help you roleplay easier?
The best dudes to ever be in a Dungeon! Excited for this video Thanks!
Thank you!
With the help of updated Second Wind and Battle Master (plus some extra help from Skilled and/or Skill Expert) , I can finally make my fantasy of a knight/war general fighter that isn't just good at fighting, but also attends social events due to its rank and title, being both well instructed and eloquent in social/political situations *without* having to make concessions in its fighting ability, so I'm definitely happy with this.
Fighter more like GOATer
Heck yeah!
Uh naw, that doesn't sound right bruh🤣🏃🏾♂️
By the way, love that you guys are reviewing all your videos. That's how I discover you and DnD.
In the play test I noticed that Spears wasn't in the polearm master! Happy to hear that its back, because I like the spartans spear and shield style amd it feels like more of a protector to me than a fighter with a glaive, pike or halberd!
I've played a "boxer" fighter as a Rune Knight with Tavern Brawler and Unarmed style! I realy hope I can do that again with more feat options, like charger, without missing Strength boosts!
Spears AND quarterstaffs are back. I'm so glad, because that change was horrendous in the UA
0:44 FEET LOVING?!
hahaha
I just realized a potentially cool combo. With the new dual wielding rules and the Nick mastery property, you can get a pretty good chain going with the Samurai subclass activating the Fighting Spirit power and Action Surge to get a bunch of attacks all with advantage.
Another comment says the book specifically says you only get one extra attack per turn from Nick.
That was true in the playtest. I wonder if it still is.
@broomemike1 all of the Weapon Masteries are still exactly as in the last playtest according to @Treantmonk, so Nick is still limited to once per turn
I really like that if a level 20 fighter uses indomitable they could reasonably end up with a total +32 modifier to their roll. Imagine being unlucky enough to roll two natural ones on the aspect of Tiamat's DC 27 chromatic breath but it being totally fine because you're just really good at fighting
Indomitable human spirit vs some really spicy breath
Did you forget to talk about Dual Wielder? You mentioned it at the start but then it only gets mentioned again in reference to crossbows.
I'm playing a Forge domain / Rune Knight, and this makes me SUPER excited to keep building my character. I guess I've been lucky that both my classes have gotten some good changes, but all of this stuff should really add onto my ability to be an absolute menace in controlling the battlefield.
I already loved Eldritch Knight 2014 edition, but now? Holy smokes, I'm gonna feast!
I'm converting my 2014 to 2024, he's 20th level with three Epic Boons...not counting the one at 20th level.
Been waiting for your new D&D character class reviews ... so awesome!!! i like the new feats, manoeuvres, and options to customise
Listening to you guys being excited about the changes really makes me less skeptical about them. Looking forward to the other videos.
You guys have been a great source for info. Very grateful youre going so in-depth like this, class by class
Thank you!
It's tragic that quick toss got dumped though. Such a good maneuver.
You can probably still use it tbf but yeah it's sad
Cant have a true brawler you know! That would be too awesome. More frustrating is that we HAD a Brawler sub class for Fighter in the U.A. we were this🤏 close!
Quick toss really wasn't a good maneuver. It just lets you throw a weapon as a bonus action. If you are playing a melee build, that's then it's a disadvantage on the attack and if you're playing a throw build...well, that's a whole other set of problems.
@nojusticenetwork9309 I've gotten my fighter out of some hairy situations my quick tossing a harpoon then dragging the best closer out of the sky
How will I be able to play Captain America? 🤔
I think a player can take Tavern Brawler(improvised thrown deal d4+Str), Unarmed fighting style, Shield Master and start throwing their shield with a chain or rope attached to pull it back and repeat! Sure an improvised thrown shield don't deal a lot of damage, but if the character takes the Crusher feat too it might be a lot of fun! And add some "mobile" feat too! and sentinel! OMG this is a lot of feats! Oh wait its a fighter, never mind!
Have fun and crit a lot!
Human Fighters are lapping up those Feats!
Imagine taking a Rogue dip early to get all those skills as well- insane!
~_~
Human Rogue can have 13 proficiencies at level 1
@@brilobox2 How?
The all fighter party with these four subclasses is looking strong and fun!
So Monty, are you gonna have a video to tell us DM's how to deal with the level 3 fighter with AC 30 and imposing disadvantage to all enemy attacks? 😮💨
Bait them into using their reactions beforehand, hit them with a spell/effect/feature that forces them to use their reaction, AoE spells, Counterspell, etc. The options available to deal with high AC characters hasn't really changed.
If it's any consolation, they didn't fix Heat Metal. So there's always that 😂
Spells with saving throws instead of attack rolls
A too high AC is a real pain, any enemy that has a chance of still hitting you will certainly hit any of the other party members. So it causes an incredible disbalance. Frustrating for the GM and group. We'll see how it actually plays out.
@@OokhEekh Fighters don’t really do a ton of damage, staying alive and either taking hits or discouraging being hit is kind of their main thing. Any remotely smart squad of enemies is going to try and tie up the Fighter with their own tough boys and focus down any more dangerous but far more fragile casters.
I've been wanting to play an eldritch knight, this may really push m to it my next campaign. Reminds me of playing a night blade in Oblivium... Man, so COOL!
It is fun to watch videos with similar topics from the Dudes, Treantmonk and D4DD. Same content but a different approach.
One channel makes a summary, the next makes an analysis and the last tells you everything.
What I love most about barbarians, rogues, and fighters. They are all about battle tactics and adding more flavor to martial attacks. I hate it when they are just described as bonkers. Will definitely have to revisit the fighter after this new update.
Can't wait to see your video comparing your predictions to what's in thePHB.
My favorite Battle Master combat maneuver is riposte.
Looking forward to getting my copy of the new players guide and trying out an Eldritch Knight/ Arcane trickster build
I want a dual wielding Fighter with the Druid Initiate origin feat, who makes a pair of Shillelagh clubs and goes to town.
I have this Pict/Celtic aesthetic in mind, which fits my idea of a druidic warrior.
It sounds cool but the spell ends if you cast it a second time, you could however as a 7th level eldritch knight attack action thorn whip someone into melee range and then hit them with shillelagh, couldn't dual wield it unless you triggered the offhand attack from a weapon that doesn't have your shillelagh effect on it in the earlier game so you'd normal club attack->offhand shillelagh->regular shillelagh from extra attack
@@lucasramey6427 oof, I've missed that bit... pity, but it was kinda hard to set it up anyway.
EDIT: I just thought about something tho... It might require some wording checking, but would a 17th lvl Monk with Shillelagh deal 2d12 damage per hit with it, because it's a Monk weapon and scales with MA die?
The 2024 fighter will be freaking AWESOME with your Commander subclass, Dudes! Especially with the expertise in Persuasion. Can't wait to try this!
I really want to have the new PHB now!
Same, I want to see what else they trashed so I know if I should bother playing or find a new hobby.
@@nickm9102 your trolling needs work lol
I’m already conjuring up the idea of a Swiss Army Battlemaster with all the Mastery choices and Fighting Styles now being Feats. Can’t wait!
Human fighter can take two magic initiates (one from background, one from race), and start with both true strike and shillelagh, both using int as their modifier.
So you can main stat INT on an eldritch knight, true strike as an attack for more damage, have two free spell casts from magic initiate, and actually have good saves for your spells. This is what I want to play first.
I was always doing odd things to make my fighter characters perform competently at more than just hitting things. This goes a long way to helping me. I am all for it.
Excellent insights as always, gentlemen. Thank you!
Thank you Monty for using the word shenaniganery.
Me and my friend were discussing doing an old west setting for a D&D campaign. I want to play as a thrown weapon Eldritch Knight, and he wants to be a gun-slinging Battlemaster.
Great vid, happy to chat at Gen Con!
Never really been interested in fighter other than Echo Knight. But these class changes along with weapon masteries introduced in the new rules have definitely got me thinking.
I haven't seen people discuss this yet, but given the wording on Crossbow Expert now explicitely telling you that you *need* to hold two hand crossbows can be interpreted as a nerf.
With both of your hands occupied to benefit from the bonus action attack, you cant:
- Cast spells with a Somatic component (unless one of your crossbows is your spellcasting focus, which is unlikely)
- Cant hold a shield
- Even if not explicitely stated, you probably cant climb or swim as effectively without a climb/swim speed, maybe even at all.
- Cant use items or tools that require you to hold them with one hand (such as Potions of Healing)
It also makes it potentially harder to get two hand crossbows since you might need to actively buy both of them
You can still cast spells with somatic components if you have war caster
@@crikeybaguette4564 thats true, but that mandates taking another feat
You look way cooler with two crossbows tho
You can draw/stow a weapon before or after each attack, so it's pretty easy to keep a hand free if you want to cast spells. No good reason not to stow 1 of the crossbows on the last attack, so next turn you can either cast a spell or draw it again when making the first attack. Also, two weapon fighting (now from the Light property) doesn't require you to hold both weapons at once now when making the initial attack to trigger the bonus attack.
It's pretty gamey, but RAW you can start your turn wielding a shield and hand crossbow #1, then first attack: fire hand crossbow #1 and stow it; second attack: draw hand crossbow #2 and fire; bonus action: fire hand crossbow #2. Next turn you do the rotation back. That said, without the damage bonus from Sharpshooter, I don't think Crossbow Expert/hand crossbows are a strong build.
You still needed both hands for most climbing speeds anyways the only one's you don't are the spell spider climb and dhampir's racial spider climb, you could hold on in place and shoot a hand crossbow sure but you'd need to put it away afterwards to keep moving
They started talking about no spell school restrictions for the Eldritch Knight.
Monty: I cast Monty’s Maniacal Laughter! 😈😈😈
Dang, I was hoping to get some more specifics on the Fighter as a whole. And I wanted them to start before even getting to features with the basic stats on the fighter. Because I know some of them have changed. Especially things like starting equipment. Which I feel like I haven't been able to find anywhere.
From what I've seen, Starting Equipment is in Backgrounds now and not tied to classes
So I now get to sing a Billy Joel song an extra time when I use Second Wind?
Brilliant!
When you mentioned about using commanding presence to boost the fighter's persuasion, I immediately imagined a situation where the party is talking to a dragon. When the fighter decides to use commanding presence to convince the dragon to help them, the dragon drops its tail on them in annoyance for their arrogance.
Hey uh funky dual wielding trick... While taking the Two Weapon Fighting Action has all the requirements we know and love, if you have multi attack and have two weapons on hand you can make the attacks granted by the Attack Action with different weapons, which depending on masteries might be a funny little hack.
Yeah I do that all the time with my hunter ranger in curse of strahd so I can guarantee a third attack against a creature with my single silvered shortsword by off hand striking another creature to prock horde breaker on my main focus (can't wait to eventually upgrade this to the silvered shortsword being the offhand attack and the three attacks being with the sunblade)
18:20 Not just D20s, any roll.
I noticed one small change to the Sentinel feat that I haven't seen anybody talk about. You can now make an opportunity attack on an enemy that attacks an ally that also has the Sentinel feat. Before, if your ally had the feat, you were not able to make the attack. So now, if you have two players with the feat, at least one of them can make the attack if the enemy is surrounded by both.
It was also turned into an opportunity attack rather than a basic attack as well so they're definitely wanting you to play sentinel more defensively rather than purely offensively
I have to say, the fighter changes seem all positive and exciting! Love it.
First level of fighter on a martial focused cleric for weapon mastery and con saves!
…you don’t get save proficiencies from multiclass
@brilobox2 should have been more clear... I meant START with one level of fighter.
One thing I haven't seen anyone mention with the way Heroic Inspiration works now, is how it will interact with the Sorcerer's spells that have exploding damage dice. Unfortunately you can't do Magic Initiate to get Sorcerer cantrips and spells, but maybe a Kobold Champion Fighter with Sorcerous Blast?
Did WotC change the "Light Property" changes from what they were in the UA?
In the UA, the additional attack from the Light Weapon Property was limited to once per turn as a Bonus action, while the Nick Weapon Mastery let you make that one attack as part of the Attack action instead of using a Bonus Action, so even if you Action Surge you could only use it once, at least in the UA. So a level 5 Fighter dual wielding with the UA rules would be making 5 attacks (not 6 as seemed to be implied here).
I heard there are some changes with the Dual Wielder feat which gives an Bonus Action attack, that is separate from the attack from the Light property/two-weapon-fighter, but that did not seem to be what was mentioned here.
@@nadirku No, you're right. They got it wrong.
They got a few things wrong in this video, actually.
I heard they moved the 'once per turn' to the Nick property. Which lets you attack an extra time with a Bonus Action, then again with Nick on your Action Surge attack, if true. Still costs a Bonus Action, but it would work.
@@DeadmanwalkingXIthat's how I interpreted it as well you can use Nick property once then have to use bonus action to do it again.
Nick is once per turn dual wielding feat requires you to first attack with a light weapon before you can make an off hand attack with any other one handed weapon, off hand attack and nick can be done in the same turn but are once per turn
Edit: you can ignore the following text in parentheses I had it right the first time Nick is in fact functioning the ability to do a free off hand attack as part of the attack action instead of as a bonus action once per turn and the feature explicitly states you can only use the extra attack you perform through Nick once per turn but leaves your bonus action free
(although I may be wrong about the type of action nick uses whether it's a bonus action or just a once per turn attack because someone else mentioned it's wording was something along the lines of a bonus attack but didn't mention action type)
EK sword and board always felt as you couldnt get dueling and protection fighting styles with out cross classing. Stoked for the fighting style feats
Im playing a Battle Master now, campaign is on hiatus until September but as its looking now, I love the fact that playing a tactically defensive sword and board especially on a Fighter is actually really potent looking. Protection style can let me protect a party member for an entire round, if Shield Master is unchanged then the shove is action free, Im using a Longsword for Sap for now but at level nine I can take any one handed weapon, probably a Battleaxe for the Topple option when I do want it, and Sentinel still works fine making sure an enemy cant leave the fight with me super easily. Way more burst mobility with Tactical Shift when I need it. I am in a party with a Bard and two ranged Warlocks, so tanking is MY job, and theres so many new tools and control options that enables the aspects of that playstyle as worth investing in, because in 5e I was alwasy questioning how much I was giving up on raw damage when going this route, because just doing damage was always the best option.
Shield master simply activates after you make a single attack using the attack action and is a str save (using str of course) no bonus action/requirement of athletics anymore, also the evasion effect is no longer restricted to only effects that target only you, (although I kinda wish that evasion effect allowed you to have a str based evasion, because that way you get the image of you holding back a powerful force with your shield and be able to use it more often because shield masters effects are tied to str and dex and they don't play nicely together at the same time its either you're good at bashing or good at deflecting, honestly I'd be fine with it being both str and dex because it's tied to a reaction so it's not getting actively used like regular evasion is but that's just my own thoughts)
I can see an adventure/campaign: Adventurer College - where at least half of the students get their first level in Fighter. What classes would also be great 1 level splash for other students?
Thanks dudes! ❤
I honestly think the biggest buff to eldritch knight isn't the redesign of war magic, it's that either through multiclassing or normal spell progression they can get the new version of conjure minor elementals
This actually makes me excited, as a wizard lover, to play fighter.
Now if they’d only refresh my boy the Samurai. A simple subclass, but I still want a version that feels separate than battle master.
Edritch Knight's are one of my favorite subclasses of Fighter, and i would love to see a new Eldritch Knight build guide, especially because i believe Eldritch Knights are not great as true gish's (or spellswords) but as characters who use the magical spells to empower their martial capabilities, both offensive and defensive, and i would love to see that style of play included in a how to play the edritch knight fighter video.
16:44 Spear and shield is better, especially for an Eldritch Knight. With weapon bond, you can throw your spear and call it back. You can pick up Polearm master and Sentinel, too.
I like the idea of an elven archer with great weapon master, sharpshooter, and elven accuracy (via backwards compatibility). You might even throw in a second fighting style to nab two-weapon fighting, and turn yourself into Legolas (longbow until the enemy closes the distance, and switch to twinblades when you run out of arrows)!
Great weapon master is only getting you pb to damage with the longbow I'd recommend something else because it's other benefits aren't helping the longbow nor your Shortswords, probably lucky feat to grant yourself advantage (double advantage with elven Accuracy) before a weapon attack, or Alert for the utility of being able to roll high on initiative and then give it to a caster who rolled lower than you so they can get off a big spell, Piercer feat is also a valid choice and would be pretty decent on champion fighter if you hit those 18 19 or 20 crits which legolas is pretty much either a champion fighter or a battlemaster fighter (depending on player preference)
Also, the change to second wind make it more tempting to dip one level fighter. Just for that! Man.
You only get the benefit of extra uses at level 1. Level 2 is when you get Tactical Mind, and Tac Shift at 5
The new fighter seems great!
I especially like the eldritch knight. Cant wait to play it.
as a spellcaster main this is the most interested I've ever been in playing a fighter
Great weapon master let's you add your proficiency bonus to each attack you make with the attack action on every weapon with the heavy property
Ow ya! Eldrich Knight looks so fun
I'm excited to know how you guys interpret the dual wielder feat. It's a little unclear how it will work with and without nick.
Ahhh Monty I love your shirt 💖
Gotta say I’m looking forward to revamping my fighter
It's really interesting to see how they are pushing the martials outside of combat. 🤔The barbarian can rage to use their strength for a variety of skill checks and second wind gives the fighter better skill options. I've haven't seen it yet, but I'm really curious what out of combat options have been opened for the other martials.
Im looking at a Fay'lock Eldritch Knight. Using a 12/8 split. Thirsting blade, life drinker, Eldritch smiite into 3 castings of Eldritch blast
Love the video! Currently in early stages of new campaign 1 level fighter 2 levels wizard bladesinger (I am aware it isn't optimal but it made sense for story). Excited to use second wind for ability checks! Can you explain how weapon masteries might work with something like shadow blade as the melee weapon(planning to get at least 6 in wizard so I'll get it at wiz 3 )or would it not be viable?
I'm so excited for Eldritch Knight. Its finally the spellblade I wanted it to be. I've already cooked up a few weapon mastery/spell combo's and my god is each one devastating
So first and foremost, all Eldritch knight builds kick off at level 7, so keep that in mind
Combo 1: The CC god, ray of frost+slow/topple, they can barely move at all. Just inagine giving 1 enemy -20 movespeed+prone condition. If you want to lock one guy down this is what you do
Combo 2: the tank, you guys mentioned it in the video
Combo 3: The AoE DPS, grab Cleave weapon+green flame blade and watch the second guy thats surrounding you take a huge hit
Combo 4: Booming Blade hitter, Booming Blade+push, forces them to move towards you if they don't have any ranged capabilities (only works on Large or smaller enemies)
All of these are just what I was able to initially cook up, cant imagine what else you could do with other spells
Makes it sound like warlock fighter multi class is going to be lit.
AC at 27 as an Eldritch Knight at Level 3 or 4...... The Starter Set and the Essentials Kit Adventure Modules are now trivial and I might as well do Curse of Strahd and Steam roll XD!!!
One thing I noticed, you said Heroic Inspiration was for rerolling d20s, but the videos that D&D put out explained that Heroic Inspiration can be used to reroll anything. So if you rolled a 1 for damage, you can reroll that longsword’s d8 with it.
Fighter changes are some of my favorite of the new phb. Nothing went up in my excitement to play like Fighter and Monk.
Also, weapon masteries are the best change in the new PHB in my opinion.
Sadly, Polearm Master has been slightly rewritten to make the reaction attack not an Opportunity Attack, meaning the Polearm Master/Sentinel combo no longer works RAW.
A small sacrifice to disable the dastardly ghostlance builds (warcaster used to be able to be triggered by polearm master and with sentinel you were able to repelling blast someone 20ft away from you and reduce their speed to 0 trivializing the majority of combats) at the very least they buffed sentinel by making their reaction from a nearby target other than you being hit to make an attack into an opportunity attack now and can even be done if the targeted has sentinel (which was a weird restriction that was absolutely removed for simplification)
I still want to play Echo Knight :P
I agree, I am excited to see that my echo knight can do with these changes.
I love martial class, that fighter is even better than the previous one. Wow.
A rogue getting reliable talent at level 7, then dipping one level into fighter ( and getting more skills) sounds pretty good.
I'm using the 2024 GWM version on my Barbarian and it's 100% better. I just don't miss. Getting +5 dmg every swing. 2014 version you end up missing more. I don't like to miss.
Eldritch Knights are going to be wanting Magic Initiate for Shillelagh (which can use int). All your attacks are now Int based and your weapon will scale through the campaign. Int could be your main stat. Only need a bit of str or dex for AC purposes.
Every scheme to not need Str or Dex on EK has a major shortcoming including this one.
I think eldritch knight and arcane trickster will be pretty fun with the new jump spell
I’m interested in how tavern brawler/improvised weapons in generals are handled by weapon masteries. Is the old rule of approximating the type of weapon your improvised weapon is closest to still in action? Does that apply to masteries?
Sounds like it sounds yeah, although unfortunate thing is that monk is gonna get the greatest use out of tavern brawler and grappler feats, and they don't innately have access to Weapon Mastery, because they play best with them (also fun fact due to grappler feat making it so creatures you have grappled who are your size or smaller don't decrease your movement speed you can spend 1 attack to be able to grab an ally and move them which could normally only be done by the open hand monk when they step of the wind so have fun with that tech) because eventually brawlers other than the monk will run into the issue of fighting a creature who is resistant or immune to bludgeoning damage while a monk could turn their unarmed damage into force, however you could always dip into a class that has it or take the feat tax (I'd prefer the feat tax frankly monks are great with nick for a free attack with a shortsword that doesn't take their bonus action for use when they don't need to force damage punch a resistant guy, that way if your campaign goes on long enough you get access to that great capstone)
did they change "nick"? In the playtest you can only perform the off hand attack once per turn meaning it shouldn't be affected by action surge.
Also if we're following the playtest dual wielding hand crossbows is just as strong than dual wielding melee weapons since you can change a weapon's mastery property at 7th level so as long as that weapon qualifies for that property. And since the prerequisite for "nick" is a weapon with the light property you can then change one of your hand crossbows mastery to nick which allows you to make an off hand attack with that hand crossbow as part of your attack action. Thus allowing you make 3 attacks per turn w/o using your bonus action.
No, all of the Weapon Masteries are still exactly as in the last playtest according to @Treantmonk.
AC 27-31, as a DM, this is what I hate about pathfinder. With normal AC you can use normal level bad guys and still do damage. With AC 27 your bad guys have to be superstrong and with it goes normal encounters.
Give them Battlemaster’s Precision Attack so they can also add 1d6 to hit once or twice. Or just…add some enemies that deal damage with saving throws.
Looking at all the ways you can gain advantage or reroll, I don't think people will be missing attacks much! This might make combat quicker, but I would love to see a mathematical comparison. And will enemies also get weapon mastery? Will any natural weapons have weapon mastery?
I want to play monk more but it will be a blast to play a fighter.
Thrikreen are now the kings of fighters, they can now duel weild AND PAM at the same time! That's 3 attacks a turn at lvl 4 when you get PAM 5 on action surge, 4 per turn at 5 and 7 on an action surge. Picking up divine favor is just free realestate, with how much damage you're dishing out you're killing target in two turns tops so it's gonna be better than hex and hunters mark most of the time. And cause it's no concentration now you can go crazy and pick up hex or hunters mark and slap it on top of divine favor for even crazier damage. I don't know if a two handed polearm or a spear and shield is gonna be better yet but regardless you have so many crazy options