Best bg3 battlemaster maneuvers reddit. Three to get subclass battlemaster or champion.

Best bg3 battlemaster maneuvers reddit Still, this caught my attention: each Weapon Action can grant its own inherent bonus DC that isn't listed anywhere, but most frequently it's +2. If you want less min maxy, just get sharpshooter (if you play a martial, a single martial feat is basically necessary), and then grab all the Battlemaster die feats: Fighting initiate and martial adept throwing out a lot of short rest die (6d8 at level 6). Overall though I think the battlemaster maneuvers add a lot of versatility to the build, and synergizes very well with the berserker toolkit. My Archer will be Battlemaster 6/ Thief 6. Don't let anyone else fool you. The two extra moves aren't needed and it only adds one dice. Gather your party and venture forth! I always play Casters and want to step away from them so I am going Rogue 1/ Battlemaster X. Half Wood Elf has its bonus to speed and stealth. The best non magical heavy armor is 18 ac (no dex modifier), the best non magical medium armor is 15 ac (max +2 bonus from dex) and the best light armor is 12 ac (+ full dex modifier). Gather your party and venture forth! Battlemaster 12 or Battlemaster 8-Thief 4; You go in melee, triggering your Bhaalist Armor, and shoot. That's good. You only get three maneuvers at level three dude :P Advantage is less valuable than the d8 as there are other ways to get advantage. This build's crit Manoeuvres should approach the 200 damage per shot mark. Gloom 5/ thief 3/ battlemaster 4 - this will give you action surge, maneuvers to help when you can't get advantage and a 2nd fighting style (defense, duelling or dual wield as preferred) If you're not using dual xbows then I think ranger to 5 first is the best start. But in BG3 it's one of the worst things for fighter. Not sure whether it's worth a superiority die and the opportunity cost of not having another battlemaster maneuver available, though. - 2 levels of fighter, taking Battlemaster as the archetype. Gwm pairs extremely well w reckless attack, take champion for extra crits and either half orc for the brutal crits or the tiefling that gives you the smites as racial bonuses. This is something I probably wouldn't want as a "Variant Rule" but is better left up to DM judgement. Absolutely BG3 is the third main game in the Baldur's Gate series. Maybe it works with a 3 level dip to just get battlemaster, but even there I find the three maneuvers plenty. In terms of control, Eldritch Knight probably has the stronger effects (hold person is stronger than pushing someone), but you sacrifice your whole action, basically, whereas Battlemasters can do their maneuvers in Menacing Attack - For me, this is the best battle maneuver in the EA. Champion requires stacking crit gear which is not something you go after as a TB build and isn't very strong either. Thief is for obvious bonus move, to maximize damage with hunters mark or whatever you like to do with your play style. Reply reply Effective-Feature908 • Yeah rally is solid, great in a pinch. the thing is feinting attack adds the d8 to the damage roll. Battlemaster gives you more tactical maneuvers that dictate the battlefield and has arguably one of the better designs for a straight fighter when it comes to battlefield control. For a 2-H Build I recommend: Goading attack is a must for ranged battlemasters -- you can impose disadvantage on their attacks while being outside their movement range so they CANT attack you in many cases. But for some unknown reason it just never catches my attention. You lose on burst damage to paladin, but you have some benefits. For example: Pushing attack enables throw, Menacing-Reckless Attack is free reckless (in a 1v1), Tripping attack is both free advantage and a disengage, and reckless currently carries over to reaction If you're initiative is high, no or only a few opponents attack before you that turn. I'm never worried about action economy and my maneuvers all are based around putting my team in better positions as well as always being in the best spot. Gather your party and venture forth! Besides the level-1 goodies, I see the character as being pretty mobile in combat and using a lot of dirty fighting techniques, which I'd represent in in 5e by a combination of battlemaster maneuvers and sneak attack dice. Having just briefly played with Sorc earlier today after Panel from Hell, it seems to me on god, it just made things more fun. Please feel free to discuss your favorite Fighter related builds, class features both good and bad, discuss applicable mods, items that pair well with the class, etc. Has there been any news on new battlemaster maneuvers? I enjoy the ones that exist but there are so many others that would provide more tactical choices. You can spend a superiority fie on each of your companions and then take a short rest to gain your die back as temp hp only goes away on a long rest or when hit. Shoot enemies until they get close enough to stab, be effective at any range. I'm planning on going battlemaster when I hit level 3, but I'm not certain about which maneuvers I should pick. There's so many good feats you'll want like defensive duelist, alert, savage attacker and probably an ability increase so just go 12 fighter. Gather your party and venture forth! I love 'em all, and wish every fighter had maneuvers, which is why I homebrewed a revised/variant fighter that does away with the Battle Master. You can make some interesting builds with it, but normally a 2-handed fighting style with a good Greatsword normally ends to be the best, but I also enjoyed my Dual Wielding build with multiclass into Rogue Thief for 3 levels, but if you want to powergame, just go all the way 1-12 into Fighter Battlemaster, grab the Feats Great Weapon Master Gloomstalker 5 for extra attack+ misty step, thief (or assasin) 3 for the bonus action, sneak attack and cunning action and then battlemaster 4 for action surge, combat maneuvers and more HP for the second feat level than taking rogue 4 The rest of the maneuvers are corner case, ranging from potentially useless (Disarming Attack is the poster child for a mother-may-I maneuver: if all it does is make the monster use his free "interact with an item" action then it's pointless, if your DM lets you disarm the ogre and steal his club it's godly) to sometimes decent (Commander's The spell DCs are laughable. Strength 17, Dex 16 at start, take Archery. I might be overlooking the maneuvers' utility. Some maneuvers are level-gated; some are only available to a particular subclass; some are both! Battlemaster is really the only option for tabletop play assuming PHB only, and honestly the only reason i am even considering champion for bg3 is because it is so fucking tedious to need to click the maneuver before each attack and i often forget about it in BG3 as the combat is more fast paced and common than in tabletop play. Like it's not completely changing up the game like sorc or warlock would, it's basically just letting you do more monk shit, at the cost of less level up bonuses (including a feat which kinda hurts), and at least as far as ive seen, monks best attacks are the bonus action ones Would Assassin multiclass well with Monk and/or Fighter (for Fighting Style, Action Surge, Battlemaster Maneuvers, Longbow/Heavy Crossbow proficiency and eventually Extra Attack), perhaps? Don't mind using some magic, but only to help with things that would help with the Assassin/stealth/poison theme. I welcome updates, corrections, and improvements. Mainly shield. I have 18 strength and the DC for my superiority dice attacks are 14. Like with Lae’zel for example, because she’s proficient with basically everything, she has a LOT more versatility without the battlemaster specialization, but honestly after having played a double battlemaster duo with both my character and Lae’zel doing the BG3 is the third main game in the Baldur's Gate series. My best Fighter was my Dammon Tav (Zariel tiefling) who had the Gauntlets of Hill Giant Strength, Alert, GWM, and ASI for DEX. The Campaign will be going to LvL 15ish. You also get more control through maneuvers like Trip, Menacing, and Pushing. the EA), and something Fighters don't usually get to target. 0 Fun. So far I've figured, I'm already using my bonus action every turn, so that rules out a few options. Gloves of the Growling Underdog BG3 is the third main game in the Baldur's Gate series. I know it's good in Tabletop DnD since I played it myself. Sure, but you the maneuvers also help the barb because you don't need to make yourself reckless because you can knock people prone, you can goad people into attacking you etc It's not bad by any means. However I hesitate between two combination of maneuvers. This is was written specifically for Lae'zel, or a Gith Tav, because the Gith get access to what seem to be the best swords and misc bonus actions and because I have become a proponent of Bae'zel. More Ki points, all the cool monk features, capping off with Quivering Palm Battle Masters maneuvers aren't specifically mentioned, but I assume they count as weapon actions. The Rogue 1 is for background reasons and more Skills. As a Human Battlemaster Fighter focusing on Longswords and shields, I decided to go with Riposte, Menacing Strike, and Trip Attack. If you hit, there is a second roll, the saving throw. The Titanstring bow is going to be your best friend. So Cunning Action at level 2 is a must, to let her disengage and reposition for sneak attacks. If Arcane Acuity works on the maneuvers, action surge would be interesting - perform 3 attacks with manuevera (maybe 4 with bonus action attack), then drop a big spell from an item (like Evard's tentacles from the necklace). The first one is: Riposte maneuver trip Attack precision attack And the second one is: 1. . Basically, Battlemasters are better offensively, but Eldritch Knights are much more tanky, with spells like shield or mirror image. Unfortunately EK is weaker in bg3 than tabletop, mainly due to the lack of blade cantrips from SCAG: Booming Blade and Green Flame Blade. Gather your party and venture forth! The Battlemaster maneuvers are good but I haven't felt like they changed the tide of battle (I usually get Menacing Attack, Riposte, Trip Attack). You have more resources than a paladin with 12 maneuvers per long rest vs 3 smites before level 5. It’s the perfect addition to any battlemaster dip, whereas for a pure BM it loses luster since you get so many maneuvers over time, and for a non-BM it’s really nothing special. Gather your party and venture forth! If this is endgame you want Battlemaster. GWM/SS can be overkill against low tier enemies, sure, but Act 1 still has a lot of bosses that make great pincushions. You can very easily make Auntie Ethel surrender on the first turn with GWM/SS, for instance. For Battlemaster Maneuvers, skip the one that Frightens enemies because you can get Bow of Banshee on the Duergar Boat Ride. You can also skip the knock Prone one if you don't have melees who can make use of that. This post will be about the Fighter Class. For example using Commander's strike to trigger a rogue's sneak attack, goading attack to impose disadvantage, or maneuvering attack to get a low health character out of danger. Utility toolbox options in Maneuvers Precision Attack helps offset Sharpshooter earlier on Maneuvers take up actions, meaning no combining them with special arrows Hunter Ranger. Some background is that the campaign is pirate themed and will be more combat focused with an emphasis on being more comedic and wacky/random than serious. The maneuvers have extra damage that can burst damage well if combined with triple attack. Volley is uncapped and unlimited AOE damage every turn Volley procs on-hit effects on every target struck Yeah I know, I was mostly just saying that because like it's basically just the same as pure monk but better iirc. As you said, you only need Battlemaster 3 for the manoeuvres so you could do Battlemaster 3/Open Hand Monk 9 or Battlemaster 4/Open Hand Monk 8 for an extra feat. ikrmca awhr jrb rjjjyf zvont qrmdb iibcmn iwjws rcex splvmw ynxnlk pbnp azmjpmoe csypay urbby
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