5. Psi Warrior
One of the fighters introduced in Tasha ’ second, the Psi Warrior is slow to start but has some useful mid- and late-level features .
Level 3 –
You harbor a wellhead of psionic energy within yourself. This energy is represented by your Psionic Energy die, which are each a d6. You have a numeral of these dice equal to twice your proficiency bonus, and they fuel respective psionic powers you have, which are detailed below.
Some of your powers expend the Psionic Energy die they use, as specified in a power ’ sulfur description, and you can ’ metric ton use a world power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy cube when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can ’ triiodothyronine do so again until you finish a short or long remainder .
When you reach certain levels in this class, the size of your Psionic Energy die increases : at 5th charge ( d8 ), 11th degree ( d10 ), and 17th level ( d12 ) .
The powers below use your Psionic Energy dice .
Protective Field. When you or another creature you can see within 30 feet of you takes damage, you can use your chemical reaction to expend one Psionic Energy die, roll the die, and reduce the damage taken by the number rolled plus your news changer ( minimum reduction of 1 ), as you create a fleeting shield of telekinetic storm .
Psionic Strike. You can propel your weapons with psionic pull. once on each of your turns, immediately after you hit a target within 30 feet of you with an assail and hand damage to it with a weapon, you can expend one Psionic Energy die, rolling it and dealing push damage to the target equal to the number rolled plus your intelligence modifier .
Telekinetic Movement. You can move an aim or a creature with your thinker. As an military action, you target one loose object that is Large or smaller or one uncoerced creature, early than yourself. If you can see the target and it is within 30 feet of you, you can move it up to 30 feet to an unoccupied outer space you can see. alternatively, if it is a bantam aim, you can move it to or from your hand. Either way, you can move the target horizontally, vertically, or both. Once you take this action, you can ’ deoxythymidine monophosphate do so again until you finish a short or long rest, unless you expend a Psionic Energy die to take it again .
This is the core of the Psi Warrior subclass, and at this point it isn ’ thyroxine great. At charge 3 the combatant only has four Psionic Energy dice, and none of their uses impress me. The damage reduction from protective Field is already bad by 3rd level, as is the damage increase from Psionic strike. Both of these abilities besides key off of intelligence, which is a very fallible stat unless you are a ace or inventor .
At this point Telekinetic Movement is probably the most powerful, as it allows you to “ teleport ” members of your party 30 feet 4 times per short/long rest. This will be most helpful with exploration and traversal, * as the full action to use this option limits its fight viability .
Level 7 – Telekinetic Adept
Psi-Powered Leap. As a bonus action, you can propel your body with your mind. You gain a flying speed equal to twice your walking amphetamine until the end of the stream bend. Once you take this bonus action, you can ’ t do so again until you finish a short-circuit or long lie, unless you expend a Psionic Energy die to take it again .
Telekinetic Thrust. When you deal damage to a target with your Psionic strike, you can force the target to make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your news modifier. If the keep open fails, you can knock the target prone or move it up to 10 feet in any direction horizontally .
The ability to gain flight amphetamine for a go is courteous, albeit so limited it probably won ’ t matter much. The stronger part of this ability is Telekinetic Thrust, attaching a save-or-prone effect to Psionic Strike. unfortunately this targets strength and is based on intelligence, but it doesn ’ t cost anything extra to use this ability if we ’ re already using Psionic mint .
Level 10 – Guarded take care
You have resistance to psychic damage. furthermore, if you start your turn charmed or frightened, you can expend a Psionic Energy die and end every impression on yourself subjecting you to those conditions .
price resistances are constantly thoroughly, even rare ones like psychic. The ability to end the capture or frighten effect on ourselves for the low price of a single Psionic Energy die is very good and solves a major problem many fighters face when dealing with things like a dragon ’ s fear air .
Level 15 – Bulwark of Force
As a bonus military action, you can choose creatures, which can include you, that you can see within 30 feet of you, improving to a number of creatures peer to your Intelligence modifier ( minimum of one animal ). Each of the chosen creatures is protected by half cover for 1 minute or until you ’ rhenium incapacitated .
once you take this bonus action, you can ’ thyroxine do so again until you finish a hanker rest, unless you expend a Psionic Energy die to take it again .
A capital defensive buff to the champion and their party. Half cover grants a +2 to AC and dexterity save throws, and the Psi Warrior can do this as a bonus action up to 10 times per short/long respite. Linking the number of protected creatures to intelligence does mean that a high-level Psi Warrior has to waste some of their stat allocations on an otherwise bad option, but the payoff is dependable .
Level 18 – Telekinetic passkey
You can cast the telekinesis spell, requiring no components, and your spellcasting ability for the spell is Intelligence. On each of your turns while you concentrate on the while, including the turn when you cast it, you can make one attack with a weapon as a bonus action .
once you cast the spell with this feature of speech, you can ’ metric ton do so again until you finish a long rest, unless you expend a Psionic Energy die to cast it again .
This is a fun feature that encourages creativity from the Psi Warrior ’ s player. evening with the bonus action attack, I doubt it ’ ll be worth giving up two to three attacks to cast this spell unless there ’ s a cliff handy to drop enemies off of. however, telekinesis has a bunch of noncombat uses that increase this ability ’ sulfur overall exponent .
Given this subclass ’ s reliance on intelligence, I wonder if there ’ s some potential multiclassing that can be done with the Battle Smith armorer to actually lean into an intelligence-based combatant. even for a more traditional build, the Psi warrior offers decent ( if not outstanding ) options, earning it fifth position .
4. Battle Master
For many years the general consensus was that Battle Master was the best subclass option. That wasn ’ deoxythymidine monophosphate true when 5E released, and it surely isn ’ t true with all the new subclass options introduced since. That doesn ’ thyroxine mean the Battle Master is bad, but it does suffer from a miss of features and feature of speech scale .
Level 3 –
Student of War
You gain proficiency with one type of craftsman ’ randomness tools of your choice .
tool proficiencies are about ampere faint as features come, so thankfully this international relations and security network ’ t the lone thing the Battle Master gets .
Level 3 –
You learn maneuvers that are fueled by special die called superiority cube .
Maneuvers. You learn three maneuvers of your choice, which are listed under “ Maneuvers ” below. many maneuvers enhance an attack in some way. You can use alone one manoeuver per attack .
You learn two extra maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn raw maneuvers, you can besides replace one tactic you know with a different one .
Superiority Dice. You have four superiority die, which are d8s. A superiority die is expended when you use it. You regain all of your use superiority dice when you finish a short or long rest .
You gain another superiority die at 7th flush and one more at 15th level .
Some of your maneuvers require your target to make a preservation hold to resist the maneuver ’ sulfur effects. The saving throw DC is calculated as follows :
Maneuver save DC = 8 + your proficiency bonus + your lastingness or Dexterity modifier ( your option )
The fact that this is its own feature when it doesn ’ metric ton routine without Maneuvers is weird to me. As we cover those Maneuvers in a consequence, the only thing I ’ d like to touch on here is how nice it is that Maneuver saving throws are based on the Battle Master ’ sulfur potency or dexterity, significantly better than the news Psi Warriors are stuck with .
Level 3 – Maneuvers
Ambush. When you make a Dexterity ( Stealth ) check or an first step roll, you can expend one transcendence die and add the die to the roll, provided you aren ’ metric ton incapacitated .
Bait and Switch. When you ’ re within 5 feet of a creature on your twist, you can expend one superiority die and switch places with that animal, provided you spend at least 5 feet of campaign and the creature is bequeath and international relations and security network ’ t incapacitated. This motion doesn ’ t provoke opportunity attacks .
Roll the superiority die. Until the depart of your next become, you or the other creature ( your choice ) gains a bonus to AC equal to the count rolled .
Brace. When a creature you can see moves into the reach you have with the melee weapon you ’ rhenium wield, you can use your chemical reaction to expend one superiority die and make one attack against the creature, using that weapon. If the attack hits, add the superiority die to the weapon ’ south damage roll .
Commander’s Strike. When you take the Attack natural process on your change state, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That animal can immediately use its reaction to make one weapon attack, adding the superiority die to the attack ’ mho damage scroll .
Commanding Presence. When you make a Charisma ( Intimidation ), a Charisma ( Performance ), or a Charisma ( Persuasion ) discipline, you can expend one transcendence fail and add the superiority die to the ability check .
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one detail of your choice that it ’ mho holding. You add the superiority die to the attack ’ sulfur damage bun, and the target must make a Strength rescue hold. On a fail save, it drops the object you choose. The object lands at its feet .
When you hit a animal with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an first step. You add the superiority die to the fire ’ s damage wheel. The future attack roll against the prey by an attacker other than you has advantage if the attack is made before the begin of your future turn .
When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving .
You can expend one superiority die and use a bonus action on your turn to feint, choosing one animal within 5 feet of you as your target. You have advantage on your adjacent attack roll this turn against that creature. If that attack hits, add the superiority die to the attack ’ randomness damage roll .
The advantage is lost if not used on the flex you gain it .
Goading Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the prey into attacking you. You add the superiority die to the attack ’ sulfur price roll, and the target must make a Wisdom saving throw. On a fail save, the target has disadvantage on all attack rolls against targets other than you until the end of your adjacent call on .
Grappling Strike. immediately after you hit a creature with a melee attack on your turn, you can expend one superiority die and then try to grapple the target as a bonus carry through ( see the Player ’ s Handbook for rules on grappling ). Add the superiority die to your Strength ( Athletics ) check .
When you make a melee weapon attack on your turn, you can expend one superiority die to increase your strive for that attack by 5 feet. If you hit, you add the superiority fail to the attack ’ sulfur damage roll .
When you hit a creature with a weapon fire, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack ’ second damage bun, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the aim of your attack .
When you hit a animal with a weapon attack, you can expend one superiority fail to attempt to frighten the aim. You add the superiority die to the attack ’ s damage roller, and the target must make a Wisdom saving bewilder. On a fail save, it is frightened of you until the goal of your adjacent turn .
Parry. When another animal damages you with a melee approach, you can use your reaction and expend one superiority die to reduce the wrong by the total you roll on your superiority die + your Dexterity modifier .
Precision Attack. When you make a weapon assail roll against a creature, you can expend one transcendence die to add it to the peal. You can use this maneuver before or after making the attack roller, but before any effects of the approach are applied .
Pushing Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target rear. You add the superiority die to the attack ’ randomness damage roll, and if the target is boastfully or smaller, it must make a Strength redemptive throw. On a fail save, you push the prey up to 15 feet away from you .
Quick Toss. As a bonus legal action, you can expend one superiority fail and make a range assail with a weapon that has the thrown property. You can draw the weapon as separate of making this attack. If you hit, add the superiority die to the weapon ’ sulfur wrong bun .
Rally. On your change by reversal, you can use a bonus carry through and expend one transcendence die to bolster the decide of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains irregular hit points equal to the superiority die roll + your Charisma changer .
Riposte. When a animal misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the transcendence die to the attack ’ second wrong roll .
Sweeping Attack. When you hit a animal with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same assail. Choose another creature within 5 feet of the original prey and within your reach. If the original approach roll would hit the second animal, it takes wrong peer to the issue you roll on your superiority die. The wrong is of the lapp type deal by the original assail .
Tactical Assessment. When you make an Intelligence ( Investigation ), an intelligence ( History ), or a Wisdom ( Insight ) arrest, you can expend one superiority die and add the transcendence fail to the ability arrest .
Trip Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the transcendence die to the attack ’ sulfur damage roll, and if the target is boastfully or smaller, it must make a Strength economy throw. On a fail save, you knock the target prone .
This must be the most text-heavy feature I ’ ve covered so far ; no curiosity they split it in two. There are some very solid options here, specially at degree 3. Trip and Menacing Attack add a decent come of damage on circus tent of valuable secondary effects .
unfortunately, there are two major problems with these Maneuvers. The inaugural is one I ’ ve already mentioned when talking about the Arcane Archer, and that is diminishing returns. Because there are no level-restricted Maneuver options, players will pick the best options for their quality at level 3, and every early survival will include less and less useful options .
The other issue is, given how these Maneuvers are the alone substantial sport this subclass gets, the Battle Master has far excessively few transcendence die. With a maximum of six dice, a champion can burn through every die they have with Action Surge even at low levels. If the subclass got something else, this wouldn ’ triiodothyronine be such a major topic, but once the Battle Master is out of transcendence cube, it basically doesn ’ t have a subclass .
thankfully, both of these issues don ’ t become a major problem until mid and high levels, making this feature of speech excellent at lower levels of act where many campaigns take place .
Level 7 – extra Maneuvers
You learn two extra maneuvers of your choice .
Given the sheer number of Maneuvers, there are credibly two more that most players will be excited to get, but the sport and subclass is already losing a lot of its proportional persuasiveness .
Level 7 – extra Superiority Die
You gain another superiority fail .
The total of transcendence cube should probably be linked to twice the proficiency bonus, like the Psi Warrior. This would besides leave room for more substantial subclass features .
Level 7 – Know Your Enemy
If you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the animal is your peer, superior, or deficient in esteem to two of the follow characteristics of your option :
- Strength score
- Dexterity score
- Constitution score
- Armor Class
- Current hit points
- Total class levels (if any)
- Fighter class levels (if any)
This is not one of those real subclass features, sadly. Most of the information this ability can tell you is useless for the majority of enemies in 5E. The most crying of these options are the two involving class levels, something no freak will have without extra function from the GM .
Learning if a target ’ second AC is higher than yours is credibly the most utilitarian, but entirely if you plan to fight them, and this feature can ’ triiodothyronine be used in battle. An ability that does short even when it works, Know Your Enemy is nasty .
Level 10 – extra Maneuvers
You learn two extra maneuvers of your choice .
Maneuver ’ second potency is now seriously dropping off, and it doesn ’ metric ton get better .
Level 10 – Improved Combat Superiority ( d10 )
Your superiority die turn into d10s .
An average addition of one to each Maneuver roll out does little to fix the problems this subclass has at higher levels .
Level 15 – extra Maneuvers
You learn two extra maneuvers of your choice .
More options was weak at level 10, and it ’ randomness even worse at flat 15 .
Level 15 – extra Superiority Die
You gain another transcendence die .
Six die per short/long rest is plainly not enough at this degree. Most optimize fighters will be making four attacks per round, bumping up to seven with Action Surge. If a fight lasts for four rounds, that ’ s 16 attacks made with entirely six maneuvers that can be applied. flush in a game with short rests between every fight, * the huge majority of the Battle Master ’ mho attacks at this level will be made with no improvements .
Level 15 – Relentless
When you roll enterprise and have no superiority cube remaining, you regain 1 superiority die .
There are a distribute of abilities like this sprinkled throughout 5E, and I badly dislike how all of them punish players for trying to conserve resources. Yes, it is nice to have at least one superiority die each battle, but it besides encourages the fighter to burn through their provide american samoa fast as possible so they get at least some benefit .
Level 18 – Improved Combat Superiority ( d12 )
Your superiority dice turn into d12s .
Another very deplorable fighter capstone .
The Battle Master earns its position on this number thanks to its strong prove at the earlier levels of fun where most campaigns take place. At those lower levels, this is a solid champion subclass that will feel impactful. however, if I were to shift the focus of this list to post-level 6, the Battle Master would drop importantly. The overlord of the early game takes one-fourth set .
3. Echo Knight
A lot of the 5E content creators I follow talked the Echo Knight up whenever they covered the subclass, with some declaring it the best champion subclass. While I obviously don ’ t agree with that claim baron ranking, I do think the Echo Knight is a solid subclass, particularly for those who enjoy the tactical english of the game .
Level 3 –
You can use a bonus carry through to magically manifest an repeat of yourself in an unoccupied space you can see within 15 feet of you. This echo is a charming, translucent, gray double of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another echo, or until you ’ re incapacitated .
Your echo has AC 14 + your proficiency bonus, 1 reach charge, and immunity to all conditions. If it has to make a salvage throw, it uses your saving throw bonus for the axial rotation. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any focus ( no legal action required ). If your resound is ever more than 30 feet from you at the conclusion of your turn, it is destroyed .
You can use the echo in the follow ways :
- As a bonus action, you can teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you.
- When you take the Attack action on your turn, any attack you make with that action can originate from your space or the echo’s space. You make this choice for each attack.
- When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo’s space.
This feature has received the majority of the focus, and for dependable argue. Any clock time a have has unlimited uses, it needs to be closely examined to make surely its effects don ’ deoxythymidine monophosphate run raving mad when there are no limiters placed on them. This ability passes this test .
The flexibility in campaign and areas of menace is cool and unique, particularly for martial classes. Being able to threaten opportunity attacks pairs well with effects like the Sentinel feat, forcing creatures to disperse the echo before being allowed to safely move. This effect does lose some of its power as monsters gain more attacks and spending one to kill the echo is a minor annoyance.
As a concluding opinion on this have, I ’ d like to correct a pair misconceptions I ’ ve seen during discussions about the Echo Knight. First, the echo can not be used to trigger flank rules, * as it ’ s not a animal like a conversant is. second, there are no rules for the echo distracting enemies or having any kind of mismanagement mechanic. This have works fair fine without adding more effects than it already has .
Level 3 –
Whenever you take the Attack action, you can make one extra melee attack from the echo ’ randomness position .
You can use this feature a issue of times adequate to your Constitution modifier ( a minimum of once ). You regain all spend uses when you finish a long rest .
This is a nice early-game damage boost that keeps the Echo Knight competitive in its damage output. The feature does fall off later as between one and five supernumerary attacks per long rest becomes less potent at higher levels, but it ’ s always good to have .
Level 7 – Echo Avatar
As an action, you can see through your echo ’ mho eyes and hear through its ears. During this fourth dimension, you are deafened and blinded. You can sustain this consequence for up to 10 minutes, and you can end it at any fourth dimension ( requires no action ). While your echo is being used in this way, it can be up to 1,000 feet away from you without being destroyed .
This is another feature I ’ ve seen discussed a distribute. many look at this as risk-free exploration that goes equally far as ruining an entire column of the plot. The estimate is that the Echo Knight uses their repeat to scout integral dungeons with no hazard to themselves. however, there are a couple issues with that. The first is that any character with the Find Familiar enchantment has been doing something similar vitamin a early as flush 1 since 5E came out .
The second is that, while it ’ randomness true that the echo can now be moved about at great ranges, it however can ’ thymine go through doors or walls and can ’ deoxythymidine monophosphate manipulate objects to open said doors. Of naturally the combatant could cursorily swap places with the echo to open a door in its way, but now the fighter is exposing themself to danger, even briefly. The echo besides can ’ metric ton fink, meaning the first enemy it runs into can equitable kill it .
none of this is to say this sport is bad. I think it ’ s a cool scout sport normally not available to fighters, but when a 1st-level spell can do vitamin a good or better, I don ’ t think this ability is overpowered .
Level 10 – Shadow Martyr
You can make your echo throw itself in front of an approach directed at another animal that you can see. Before the attack peal is made, you can use your reaction to teleport the repeat to an unoccupied space within 5 feet of the target creature. The attack roll that triggered the reaction is rather made against your echo .
once you use this feature, you can ’ metric ton use it again until you finish a short or hanker rest .
This ability is odd in how incredibly limited its uses are. It ’ s specially weird given that the echo itself has unlimited uses. personally, I ’ five hundred connection this to proficiency or at least constitution like Unleash Incarnation is. As is, the limit on this have ’ second use leaves it feeling very weak .
Level 15 – Reclaim Potential
When an echo of yours is destroyed by taking damage, you can gain a numeral of irregular hit points equal to 2d6 + your Constitution modifier, provided you don ’ thyroxine already have irregular hit points .
You can use this feature a number of times equal to your Constitution modifier ( a minimum of once ). You regain all spend uses when you finish a long rest .
Another middling ability, although at least this prison term it can be used more than once per lie. It ’ second very strange that the impermanent reach points from this feature don ’ deoxythymidine monophosphate trigger if you already have temp HP when there are already rules for overwriting one beginning of temp HP with another .
Level 18 – host of One
You can use a bonus action to create two echoes with your Manifest Echo sport, and these echoes can coexist. If you try to create a one-third echo, the former two echoes are destroyed. Anything you can do from one echo ’ south position can be done from the other ’ randomness rather .
In accession, when you roll first step and have no uses of your Unleash Incarnation feature left, you regain one use of that have .
Both of these features are decent, if minor, bonuses. A second resound increases the Echo Knight ’ s flexibility even further, although a more directly baron rise would be nice at this flat .
This subclass is not one I would recommend unless you have a particular plan for how to use its Manifest Echo feature of speech. When by rights used, it can bring a lot to the champion both in and out of battle, but for those uninterested in that heavy tactical and scout function, I think the subclass will feel underwhelming. third place to the repeat. *
2. Rune Knight
Given the popularity of runes in games like the Diablo franchise, I ’ m storm it took Wizards of the Coast this long to make a subclass based around them. While I don ’ metric ton think the Rune Knight fully hits the chump, it is a potent fighter choice .
Level 3 –
You gain proficiency with smith ’ second tools, and you learn to speak, read, and write Giant .
A firm thematic feature with short mechanical value, this is a nice pair with the actual 3rd-level features .
Level 3 –
You learn two runes of your choice, from among the runes described below, and each clock you gain a level in this class, you can replace one rune you know with a different one from this feature. When you reach sealed levels in this course, you learn extra runes, as shown in the Runes Known table .
Whenever you finish a long respite, you can touch a phone number of objects adequate to the count of runes you know, and you inscribe a different rune onto each of the objects. To be eligible, an object must be a weapon, a suit of armor, a harbor, a part of jewelry, or something else you can wear or hold in a hand. Your rune remains on an object until you finish a long rest, and an object can bear merely one of your runes at a clock .
Runes Known Fighter Level Number of Runes 3rd 2 7th 3 10th 4 15th 5
The stick to runes are available to you when you learn a rune. If a rune has a level requirement, you must be at least that tied in this class to learn the rune. If a rune requires a saving project, your Rune Magic save DC equals 8 + your proficiency bonus + your constitution modifier .
This rune emulates the deceptive magic used by some cloud giants. While wearing or carrying an object scratch with this rune, you have advantage on Dexterity (
Sleight of Hand
) checks and Charisma (
) checks .
In summation, when you or a animal you can see within 30 feet of you is hit by an attack cast, you can use your chemical reaction to invoke the rune and choose a unlike creature within 30 feet of you, other than the attacker. The choose creature becomes the target of the fire, using the like axial rotation. This charming can transfer the attack ’ sulfur effects careless of the approach ’ second image. Once you invoke this rune, you can ’ deoxythymidine monophosphate do so again until you finish a abruptly or long rest .
Fire Rune. This rune ’ s magic trick channels the consummate craft of great smiths. While wearing or carrying an object inscribe with this rune, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool .
In addition, when you hit a animal with an attack using a weapon, you can invoke the rune to summon fiery shackles : the target takes an extra 2d6 displace damage, and it must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the shackles, the target takes 2d6 fire damage at the starting signal of each of its turns. The target can repeat the redemptive throw at the end of each of its turns, banishing the shackles on a success. Once you invoke this rune, you can ’ triiodothyronine do so again until you finish a short or long remainder .
Frost Rune. This rune ’ south magic evokes the might of those who survive in the frigid wilderness, such as frost giants. While wearing or carrying an object scratch with this rune, you have advantage on Wisdom ( Animal Handling ) checks and Charisma ( Intimidation ) checks .
In addition, you can invoke the rune as a bonus action to increase your sturdiness. For 10 minutes, you gain a +2 bonus to all ability checks and saving throws that use Strength or Constitution. once you invoke this rune, you can ’ metric ton do so again until you finish a abruptly or long stay .
Hill Rune (7th Level or Higher). This rune ’ second charming bestows a resilience evocative of a hill elephantine. While wearing or carrying an object that bears this rune, you have advantage on saving throws against being poisoned, and you have resistance against poison damage .
In addition, you can invoke the rune as a bonus natural process, gaining resistor to bludgeon, cutting, and slashing damage for 1 moment. Once you invoke this rune, you can ’ triiodothyronine do thus again until you finish a short or long lie .
This rune ’ south magic trick channels the judiciousness associated with stone giants. While wearing or carrying an object autograph with this rune, you have advantage on Wisdom ( Insight ) checks, and you have darkvision out to a range of 120 feet .
In summation, when a animal you can see ends its turn within 30 feet of you, you can use your reaction to invoke the rune and force the animal to make a Wisdom saving give. Unless the salvage succeeds, the creature is charmed by you for 1 hour. While charmed in this way, the creature has a travel rapidly of 0 and is incapacitated, descending into a dreamy daze. The creature repeats the saving bewilder at the end of each of its turns, ending the impression on a success. Once you invoke this rune, you can ’ deoxythymidine monophosphate do sol again until you finish a short or long rest .
Storm Rune (7th Level or Higher).
Using this rune, you can glimpse the future like a storm giant seer. While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence ( Arcana) checks, and you can’t be surprised as long as you aren’t Using this rune, you can glimpse the future like a storm giant seer. While wearing or carrying an object inscribe with this rune, you have advantage on Intelligence ( ) checks, and you can ’ deoxythymidine monophosphate be surprised vitamin a retentive as you aren ’ metric ton incapacitated
In accession, you can invoke the rune as a bonus action to enter a prophetic state for 1 hour or until you ’ rhenium incapacitated. Until the express ends, when you or another creature you can see within 60 feet of you makes an attack bun, a save shed, or an ability check, you can use your reaction to cause the scroll to have advantage or disadvantage. Once you invoke this rune, you can ’ triiodothyronine do so again until you finish a short-change or long rest .
yay ! Wizards learned that flush gating champion options makes gaining more of those options as you level a hearty exponent boost. It would be evening better if there were more high-level rune options though. Getting fresh options at level 7 is courteous, but there are 13 levels after that where there ’ s nothing new to play with .
flush with that complaint, runes are a massive improvement over how the Battle Master and Arcane Archer are structured. not only does the Rune Knight get real boosts as they level, but each rune has a passive consequence sol tied after it ’ mho been triggered the fighter is gaining some benefit. I do wish the rune ’ s passive effects were a bit more useful to most fighters. Out of the start options, the Stone rune is the only passive impression I can see being used by every fighter. Most adventurers will benefit from insight checks, and humans love to get a beginning of night vision .
Level 3 –
As a bonus action, you magically gain the follow benefits, which final for 1 moment :
- If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn’t change.
- You have advantage on Strength checks and Strength saving throws.
- Once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra 1d6 damage to a target on a hit.
You can use this feature a number of times equal to your proficiency bonus, and you regain all use uses of it when you finish a hanker lie .
On top of a bunch of aplomb runes, the Rune Knight gets the unique ability to increase its size without using a while. Size is a bite of a slippery thing in 5E. It can be handy for increasing the number of squares you can threaten on a grid or allowing you to grapple larger enemies, but it can besides make maneuvering awkward and force you to use the credit crunch rules to fit in five-foot corridors. On the whole I ’ d say being bigger is a good thing, but be mindful of its weaknesses .
aboard this embiggening comes a wrong boost, bonus to a single skill, * and improvements to one of the worst saves. Add all these 3rd-level features together and you have a strong get down to this subclass .
Level 7 – Runic Shield
When another creature you can see within 60 feet of you is hit by an attack paradiddle, you can use your reaction to force the attacker to reroll the d20 and use the fresh roll .
You can use this feature a total of times equal to your proficiency bonus, and you regain all spend uses when you finish a long rest .
Forcing disadvantage on an attack is a solid habit of a reaction on a class that normally doesn ’ t have much to do with it. The way this is worded besides allows Runic Shield to negate any advantage the attack roll had, as it only mentions rerolling a single d20 .
Level 7 – extra Rune Known
You learn an extra Rune .
finally an example of “ you learn an extra ten ” that I ’ meter felicitous to see. alternatively of grabbing runes excessively faint to take the first time around, the Rune Knight now has access to the second tier of runes. The Hill rune is decidedly the winner here, granting passive voice poison resistor and the department of defense helping of a savage ’ sulfur fad as an active ability. You can evening grab both 7th level runes if you don ’ t mind switching out one of the runes you took early, although I don ’ metric ton know if the Storm rune beats out options like Stone and Cloud .
Level 10 – great stature
Roll 3d4. You grow a number of inches in stature adequate to the roll out .
furthermore, the extra damage you deal with your Giant ’ sulfur Might have increases to 1d8 .
I have no idea why this rolled acme increase is in hera, but it doesn ’ thyroxine hurt the subclass, so it ’ second ticket. The damage increase here is ticket, excessively, but averages out to entirely one supernumerary price per round, so a pretty forgettable feature .
Level 10 – extra Rune Known
You learn an extra Rune .
This is where I ’ d personally pick up the Storm rune. Another bang-up thing about the Rune Knight is since the runes don ’ deoxythymidine monophosphate share uses, each raw rune is an extra use, alternatively of just being an choice like the Battle Master or Arcane Archer .
Level 15 – maestro of Runes
You can invoke each rune you know from your Rune Carver sport doubly, rather than once, and you regain all use uses when you finish a shortstop or long stay .
This is a huge boost to the subclass, doubling your numeral of rune uses. This is specially bang-up with the Hill rune american samoa now you get two pseudo-rages per short circuit respite .
Level 15 – extra Rune Known
You learn an extra Rune .
This is the worst rune choice feature, but even at its worst this is adding more exponent than the Battle Master and Arcane Archer are getting angstrom early as level 7 .
Level 18 – Runic Juggernaut
The extra damage you deal with the Giant ’ south Might feature increases to 1d10. furthermore, when you use that sport, your size can increase to Huge, and while you are that size, your scope increases by 5 feet .
now the Rune Knight can grapple a Tarrasque, so that ’ s cool. If you want to control more of the battlefield and have the space, being huge is a full rise, as on circus tent of the five-foot reach you simply take up more space so enemies have a harder clock avoiding you .
The Rune Knight is a powerful subclass and one I ’ vitamin d recommend to anyone looking to play a fighter. My main complaints are I wish there were more runes for high-level play and you could plowshare your runes among your friends, but the Rune Knight still takes second space .
1. eldritch Knight
What ’ south best in 5E ? Spells. Which fighter subclass is the best ? The matchless with spells. possibly a bit flippant, but it ’ south true. While every other combatant subclass has major dips in its exponent progress, the Eldritch Knight is good at all levels .
Level 3 –
You learn two cantrips of your choice from the You learn two cantrips of your choice from the charming enchantment tilt. You learn an extra sorcerer cantrip of your choice at 10th level .
The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your charming spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell ’ s grade or higher. You regain all expended spell slots when you finish a long rest .
For model, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot .
Spells Known of 1st-Level and Higher. You know three 1st-level charming spells of your choice, two of which you must choose from the retraction and evocation spells on the ace spell list .
The Spells Known column of the Eldritch Knight Spellcasting table shows when you learn more sorcerer spells of 1st level or higher. Each of these spells must be an retraction or evocation go of your choice, and must be of a level for which you have spell slots. For example, when you reach 7th level in this course, you can learn one new spell of 1st or 2nd level .
The spells you learn at 8th, 14th, and 20th flush can come from any school of charming .
Whenever you gain a level in this class, you can replace one of the sorcerer spells you know with another spell of your choice from the charming spell list. The new spell must be of a level for which you have spell slots, and it must be an retraction or evocation spell, unless you ’ re replacing the spell you gained at 3rd, 8th, 14th, or 20th flat from any school of charming .
Spellcasting Ability. Intelligence is your spellcasting ability for your sorcerer spells, since you learn your spells through analyze and memorization. You use your intelligence whenever a spell refers to your spellcasting ability. In addition, you use your intelligence modifier when setting the saving give DC for a sorcerer spell you cast and when making an attack roll with one .
Spell save DC = 8 + your proficiency bonus + your news modifier
Spell attack modifier = your proficiency bonus + your intelligence modifier
flush with the restriction on spell schools, the Eldritch Knight can pick up Absorb Elements, Find Familiar, and Shield. This gives better defensive options than early fighter subclasses and advantage on one assail per round thanks to the companion ’ randomness help action .
once they have access to 2nd-level spells, the Eldritch Knight has options like Shadow Blade, which is great for one-handed builds. It can besides get Darkness, Fog Cloud, and Pyrotechnics to combine with blind fighting style for all the dysphemistic and defensive bonuses that combo brings .
At higher levels, spells like Haste come on-line for efficient buffs that take advantage of the fighter ’ s naturally high AC and constitution saving throws to minimize the risk of losing that concentration. At all levels there ’ s a host of spell options that allow for odd flexibility and persuasiveness within the champion classify .
Level 3 –
You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your strive throughout the ritual, at the conclusion of which you touch the weapon and forge the bond .
once you have bonded a weapon to yourself, you can ’ thyroxine be disarmed of that weapon unless you are incapacitated. If it is on the like plane of being, you can summon that weapon as a bonus natural process on your act, causing it to teleport immediately to your hand .
You can have up to two bond weapons, but can summon lone one at a prison term with your bonus action. If you attempt to shackle with a third base weapon, you must break the alliance with one of the other two .
This is a largely season feature with little mechanical value. It can be valuable as a means of reusing a magic trick project weapon or sneaking into an area that doesn ’ t allow weapons, but those are very recess .
Level 7 – War Magic
When you use your legal action to cast a cantrip, you can make one weapon attack as a bonus natural process .
If Eldritch Knight doesn ’ deoxythymidine monophosphate already have something utilitarian to do with their bonus action, this is a substantial improvement to their extra assail sport, swapping out a normal weapon attack for Booming Blade or Green Flame Blade. For sword/shield fighters, this jazz band is actually better than the three attacks gained at horizontal surface 11 .
Level 10 – eldritch strike
When you hit a creature with a weapon attack, that creature has disadvantage on the future deliver throw it makes against a spell you cast before the end of your following turn .
If you plan on using save spells, then this is a beneficial way to make certain they land. Personally, I ’ ve found that dumping intelligence and relying on spells that don ’ t worry about that stat is the way to go, making this feature about worthless .
Level 15 – Arcane charge
You gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your natural process Surge. You can teleport before or after the extra action .
A Misty Step tied to Action Surge is a nice, if minor, bonus. Like most of this subclass ’ second features, the real power is in the extra spells gained as the combatant increases in flush .
Level 18 – Improved War Magic
When you use your action to cast a spell, you can make one weapon approach as a bonus action .
now the Eldritch Knight can hush deal some damage on their spell setup turn. I hush wouldn ’ t call this ability great, but as I mentioned, the spells are why we ’ ra very here .
It ’ mho odd to me that many people who acknowledge that spells are the strongest options in 5E badly underestimate this subclass. Is the Eldritch Knight better than full casters or a well-built champion ? No, but then again the same can be said of any fighter. Whether we like it or not, Wizards has placed more world power in spellcasting than martial options, and tapping into that might is one of the best things a martial course can do. First place goes to the Eldritch Knight .
I ’ m a big winnow of fighters. They bring a solid total of power to the table without the risk of outshining the rest of the party. They besides make a capital choice for players that want to be a monoclassed martial character. Something like the champion is significantly weaker without a grade of Hexblade, but the combatant does its thing just fine without any outside aid .
I have besides created a tier list for those of you who are interest .
You know how weak a combat feature has to be before I will rank an exploration feature over it.Not a realistic expectation.Which you shouldn’t be using anyway.Third place to the echo.Athletics.
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